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this is a pretty decent army list for combat patrol IMO
+Armoured fist squad (80 pts)
++Chimera (107 pts)
ARMOURED FIST SQUAD TOTAL: 187 pts
+Heavy Weapons Platoon
++Command squad (94 pts)
++Fire Support Squad (85 pts)
+++2x Heavy bolter
HEAVY WEAPONS PLATOON TOTAL: 179 pts
+3x Ratlings (33 pts)
GRAND TOTAL: 399 pts
Any comments/suggestions/criticisms welcome
Last edited by soapy1873; August 23rd, 2006 at 16:04.
Please excuse my frankness as I just spent quite a while replying to your post but I lost it when I tryed to submit it (damn wireless), so Ill just cut to the chase.
Armoured fist squad:
+Drop the heavy flamer for a HB. for a great fire base at range with the stubber and multi-laser.
+Drop the HKMissile as there wont be ehough armour to warrent its points. And in this rule set, all of the aarmour can be popped by Auto cannonns or multi-lasers.
+Use the point for a heavy weapon and run the chimera empty until you need to take an objective.
+Upgrade the grenade launcher to a plasma gun.
+Drop the powerfist. Sooo many points. A power weapon will do... if you have to.
+Use the points to upgrade the grenade launcher to another melta, or...
+I prefer plasmas to meltas due to the lack of real armour in combat patrol.
You should have some points left over now.
Iron discipline is a great doctrine.
Close order drill is free.
I hope this helped.
It's worth a krak!
Yes I agree dam wireless. I’m sure soapy has herd that many times of me. lol any way
On the chimera heavy bolters they win games their good take 2. Err just remember that for the heavy support squad as well. Yes I do like heavy bolter and they are cheap and effective. its a shame you cant take scout squads with heavy bolters err well simple plan take as many heavy bolters and plasma guns as possible space marine killers :shifty: and get this painted before we go to games day other wise I will report you to the inquisition
~edited for spelling~
Last edited by Sparks_jonathan; August 24th, 2006 at 22:57.
"Mr. Cypher please come out from underneath the table, the Dark Angels are not out to get you."
just a quick note about grenade launchers as the other advice seems sound.
grenade launchers in 400 points far outstrip plasma simply as grenades dont overheat. they are also better if you move. as the most armour you will be facing is 12 then you can still glance just today i used my grenade launchers to take out some rhinos and razorbacks. They are a fantastic weapon and dont really have a draw back!
Actually ive seen some other things
melta in the same squad as an autocannon is a bit wierd cos of range mostly as sparks said change to plasma (i know this goes against what i said but a plasma in this squad means its very good at antimarine and as it is antivehicle anyway grenade cant hurt but hey your preference) Edit: as you already have a grenade in that squad id drop it altogether you need some ablative armour as you dont really have any anywhere else.
Hope this helps
You are absolutely right Lestat!Originally Posted by Commisarlestat
My grenade launchers did ALWAYS out play my plasmas at this point level. I just couldnt resist the urge to buurn more MEQs.
It's worth a krak!