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So I was thinking just how many troops could I pack into a 1500 list and still have it be at least somewhat competitive.
Stom Bolter+Power Weapon
8 man Command Squad (271)
Champion (PW+Combat Shield)
Stand. Bearer (reroll failed moral checks within 12")
2 CC weapons on every model
5x 9 man Tact Squads (211/squad = 1055)
2 CC weapons on every model (Take the Fight to Them Trait)
Infiltrate (See, but Don't Be Seen Trait)
The thought with the tact squads is to have them all the same so that less experienced players will spread out shots. The biggest weakness in the army is the lack of any long range weapons. I hope that by being able to infiltrate 54 models that I can box an army in to some extent.
Well, it's a fun army and I'm curious if anyone has any thoughts.
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I think the "boxing in the enemy army" will work fine if you are playing with table quarters. But along the long board edges a mobile enemy can easily outrun you if he is smart enough not to deploy all his force in the same corner. Then with the 18" restriction (or 12", but it will be hard to find full cover for 6 squads) you will find it hard to get close without being shot a lot first - some units may be able to flee from you for the whole game and all the while still shoot your men.
At 1500 points you could field a list with 5 tactical squads at 10 men, powerfisted Sergeant, two meltaguns and a drop pod each, along with a Command squad (Reclusiarch, powerfisted Sergeant, Company Champion, two meltaguns). That's more models while only discarding the Standard and the Apothecary in the Command squad and the frag grenades. But the latter don't matter, because you can drop behind the cover and assault from there. You are free to take the "Take the Fight to Them!" trait and give your units some more CC attacks, or leave them the way they are and release bolter hell once they have dropped. Podding is somewhat risky, but with enough pods, statistics start to become more reliable. With no unit depending on the reinforcements (all in reserve) and 3 units on turn 2, the other 3 hopefully on turn 3, you should be fine. I'd prefer that list, but of course it's a matter of taste... (but remember, it is 6 models more, you have the initiative as you can use your ideally 3 units on turn 2 to hit hard on one part of the enemy force and box that one in (the more mobile flankers, maybe) and then keep the rest who comes charging for help off with the second part of your army - you get closer and have more freedom.)
It's been a couple months since I dug out my SM Codex, but I don't think you can give your Master Terminator Armor and take a Command Squad with Power Armor.
Nights Justice Space Marines
Eldar Eth Kariel Craftworld
Spear of Kurnous - High Elf Expeditionary Army
You can't have termi armoured commander with a power armoured retinue/command squad. sorry but you either need to make it a power armoured commander (maybe with iron halo?) or a terminator command squad.
if your going for a swarm Sm army. term troops would be a bad choice so go with iron halo commander i say
also no model in terminator armour can use the veteran skill infiltrate...which makes sense..how is a tonne of tactical dreadnought armour gonna sneak about?
I have played an army like this before and the best advice i can give you is pick a SINGLE point to focus on. and don't spread out to much. once your enemy knows your infiltrating they will probably spread out to deny you as much table as possible.
concentrate your forces on one area and you can overwhelm that bit then dig in and hold it
I got lost on the road of life