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-7 marines with cc and bp
-Sergeant with cc and bp
Tactical Squad x 2
-8 marines with bolters
-1 plasma gun
-serge with bolter
-7 termies with power fist and storm bolter
-2 with assault cannon
-serge with thunder hammer and lightning shield
Heavy Support: 269
-3 marines with bolters
-4 marines with lascannons
-serge with bolter
The plan is to have the command squad and captain go forward along the side. Once they reach the edge of the enemy army, they will use the homer to get the terminators in. Then they will both kill in CC. The dread will stay with the tactical squads as they advance down the middle of the board. When/if they reach the enemy they will ad a ton of fire power. The devastator squad will hang back behind the advancing squads and blow apart any tanks in the way.
Thanks for your impute.
Might wanna rethink the Termies. At 1500, they are still a bit point heavy. Having one vehicle is a bad idea (exceptions are Whirlwinds and Landspeeders, maybe) they will be sitting ducks for anti-tank power. I say get rid of the Dread and Termies and diversify your force. Assault Squads and maybe Scouts or Bikes. Just my opinion.
hope this helps!
2000pts Orks 4-2-1
thanks, i have a question. is it wise to add a techmarine with full servo harness to the command squad. it seems like it would be a cc monster (two powerfists or something!) and about the dread. first, don't smoke launchers take up a shooting turn? if so, i wouldn't want that. also, won't it be okay as fire support for the tact squads. its not like its a pred out by itself. i might consider getting rid of the termies completly and getting 2 or three more dreads and giving them drop pods. if so, they could have their cc and maybe a multi-melta? is that worth it?
you cantput a techmarine in a command squad. and i dont find them worth it anyways
okay thanks. so are rhinos really usefull? no attacks and crappy armor. i have never played a game, but from what i can tell in the codex, they look like a squad of marines asking to die.
so are they useless? in which case how do i get my marines in there. are drop pods good? and what about my other questions.
Rhinos only work if you take a mounted force and in large numbers.
4th ED really did cripple transports in general though, so its not a rhino exclusive problem.
Drop pods are considered superior, they have far more flexibility though you do run the risk of having your army annihilated piecemeal as it arrives.
Techmarines are considered a poor choice, I like them but they really aren't suitable for a general list for a new player, their points are better spent on other options.
Smokes prevent you from shooting for that turn (and are 1 use only iirc). What makes them so good is because you can only glance the tank the turn they pop smokes it takes quite a bit to put them down. So popping smokes on your first or second turn really helps them get into weapon range.
The termies are expensive at 1500, only take them if you really want them, but you say you have never played a game I advise against them.
It is a must you give all your tactical squads vet sarges with a powerfist, there is nothing worse getting into combat with something you can't hurt easily or at all!.
The multi melta is generally not worth it, for the range you'd be better off with the assault cannons.
Drop podding dreads is probably the best way to get them into play, but pods don't come cheap.
As said give your devastaters missile laucnhers, the differance in performace is outweighed by the differance in cost.
okay, so. are terminators just not worth it? and what is a good transport. i need something to get my marines into battle.