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Here it goes..
Stormtroopers x10 (BC Travels with.)
Justicar + 9 GK
Justicar + 9 GK
Should I change the Dreadnaught from CC to Anti-tank?
What else should I change.
New total: 999/1000
EDITED AGAIN. This setup seems fairly solid.
Last edited by Noctem; August 31st, 2006 at 15:25.
A little hefty for 1000pt. Usually I'd go with a lone BC in a game this size, adding a retinue of 3-4 at 1500, and then upgrading to a GM at 2000.HQ:
Brother Captain +4 GK Terminators
A psycannon on the BC isn't smart - he can be picked out in melee. Put it on one of the GKT in the squad instead. I don't know if that was your intent, you didn't specifyFAGK units should always be 8-10 models large. When a DSing unit lands, it cannot move or assault for a turn - this means the enemy has a chance to shoot them up and get the assault! And there is a rule where Fearless models that are outnumbered and lose take automatic wounds. So you want your FAGK to be large enough that a few casualties to that first round of enemy shooting aren't going to ruin the squad's integrity, and that they can win the subsequent melee.Fast Attack:
Justicar + 5 GK
Justicar + 5 GK
Oh, and on the topic of special weapons. When you upgrade a GK in power armor to carry one, you're basically paying to REMOVE his +2S bonus and True Grit. Now, an Incinerator in a FAGK squad can be very handy, yes. But if you can't find any way to bulk up these squads, then don't waste a model on a special weapon. Save those for squads of 8+ men!Never use an Autocannon - take an Assault Cannon, TL-Lascannon, or Plasma Cannon instead. Autocannon are lower Strength than you should be using, since most DH armies are lacking in anti-tank weaponry. In a list with one Dread, I'd go with either an Assault Cannon/Incin/DCCW or TL-Lascannon/Missile Launcher build. The former can back up your GK in melee (as Dreads count as 10 models for combat resolution), but the latter will be safer by staying back - your call.Heavy Support:
Changed up. How is it now? Buffed up my FAGK squads to 10 men each, so a strong 20 will be there when we deepstrike. No more terminators, just let the BC alone, I assume he should Deep strike in with the FAGK? The dreadnaught was changed, and the stormtroopers left be. Anything else?
I like the second version a lot better - those extra FAGK will definitely do more for you than a handful of GKT would have!He can't. Independent Characters cannot join units BEFORE they're both on the table. This means that to Deepstrike the BC, he'd have to make his own Reserve and Scatter rolls - and the chances of him landing at the same time and place as the FAGK units...just let the BC alone, I assume he should Deep strike in with the FAGK?
Stick him with an IST squad until they can close with the enemy. If you want, you can put a Teleport Homer on him - that way he can try and bring one or both of the FAGK units down on top of himself, and then join them on the ground.With an Assault Cannon, it IS anti-tank. An Assault Cannon is actually statistically more likely to penetrate high AVs than a Lascannon is, due to the Rending rule and rate of fire. It just happens to be a fairly short-ranged gun.Should I change the Dreadnaught from CC to Anti-tank?I'd put smoke launchers & extra armor on the Dreadnought with some of those points - always handy upgrades.Where should extra points go?
Justicars in FAGK squads can be given Meltabombs and/or Frag Grenades. This'll give them a potential kick versus vehicles and the ability to assault better against cover.
You didn't have to remove those Incinerators either - as I said before, its fine to use one in a squad if the squad is 8-10 models, since the loss of his stormbolter & melee attacks isn't as huge of an impact. Your call, of course. I just wouldn't go with 2 incinerators or *any* psycannons in FAGK units.
There. Added back the incinorators, added some things to the dreadnaught, and a tele homer to my BC just in case.
I'm satisfied with it. As long as you like it still!
I am too, thanks alot man, really helpful.