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I've thought of a CP, made for annoying your opponent :shifty: it goes like this:
2 Plasma Guns
2 Plasma Guns
4 PE:s set in squadrons of 2:1:1, alternatly 2:2
Most combat patrol players doesn't include that many AT weapons. The 11 front armor can take up bolter shots. There will be 2-3 turns of enemy shooting before closecombat -----> two maybe one engine will be destroyed, but then the party starts. The plasma guns work nicle for reducing enemy numbers and taking out light vechiles.
The only problem I see here is that the ISTs are on foot, and with the squads of 5 they will have a hard time getting into their preffered range alive. But your list is focused on getting the PEs into the fray so it is OK I guess... Maybe swap the priest - it is an expensive unit that you give no gear to, for an =][=? Are his stats not better? Or maybe drop one plasma from each squad to add more troopers? What good is one plasma if there is no guy to carry it around after 2 turns
Well,, you'll have to have the priest if you wnt the PE:s, I was thinking about making the squad larger, but the IST:s are mostly there to die anyway, the plasmaguns will be able to take out rhinos and other transports.
While the priest may be listed under the HQ choices he does not count as an HQ choice. Your going to need a Cannoness, Palentine, or Inquisitor Lord in this list to meet force org requirements.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
Well it's actually stated as combat patrol, Min 1 troop, no HQ required, max armour 33, no 2+ saves and max 3 wounds, so the HQ isn't actually needed.