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I still need 200pts to finish my army but here it is
Schaeffer & Kage
Hunter Killer Missile
Brazier of Fire
"when God starts painting targets your first!"
Macedonian Corp. of the Elite (imperial guard)
Good and Evil LOTR armies
Ok... this is not exactly legal, for a couple reasons. I count 3 HQ choices and 4 Elite choices.
You seem to be confusing special weapons and heavy weapons. Hardened Veteran Squads are allowed to take 3 special weapons and 1 and only 1 heavy weapon. Your veterans have 3 heavy weapons. Special weapons include Plasma guns, Melta guns, Grenade Launchers and Flamers. Heavy weapons include Missle launchers, Lascannons, Autocannons, Heavy Bolters and Mortars.
Spend some of those left over points on getting 2 more technical servitors.
I think you have used more than 5 doctrines here, I see:
SKILLS & DRILLS:
Vanquishers are not in the normal codex, but are available to the armoured company as a restricted troop. I cant imagine a type of tank being restricted for an armoured company and not for a regular army.
Look it over a bit, try to fix things up a bit and repost.
As for what you have posted il give a rundown on each squad to give you some hints for when you rewrite.
Apart from excessive doctrine use this squad isnt too bad, However there is a better way of sorting this squad. Firstly dont get an HSO get a Jo with an honorifica, it will save you 5 points.
The commander will rarely get a chance to use his pistol but you have a medic so its a fair choice. He doesnt need the stormbolter though. Buy him a power sword instead. If oyu really want the stormbolter give it to the medic this will spread the points out a little more evenly.
The doctrines you have chosen will make this squad very very expensive. try to only take one compulsory upgrade doctrine, so only one equipment. avoid giving the squad more than 2 doctrines unless the third one is free. This way you have a nice balance between usefulness and price.
The mortar squad.
A lot of people don't like mortars but I do so I say keep em in. The doctrines againn need fixing. As with a above limit the doctrines. The light infantry isnt needed here as the squad wont be moving and doesnt need to infiltrate due to its range so I would avoid buying this doctrine for this squad.
Vet squads 1 and 2
As said above these are illegal they are only allowed 1 heavy weapon, but they can have three special weapons. Have another look at their equipment and how its seperated in the codex. The doctrines for these guys suffer form the same problems as above. The light infantry doctrine isnt necessary as they can do that anyway! Godd weapons setups for these squads are either,
take a small squad and give them three meltas for anti tank, or three plasma for anti MEQ and or the odd tank killing.
Take a full sized squad with a heavy weapon and three special weapons this can add a lot of firepower to your main line.
Take a small 5 man squad and give them a single heavy wepaon, perhaps a lascannon, infiltrate them and shoot at whatever the gun is designed to shoot at.
Things to avoid with vets are flamers, they dont take advantage of the extra BS skill. Also dont make the squad assaulty as it doesnt play to their strengths either.
The refractor fields are generally considered a bad choice. They are expensive and dont help much. Due to the techpriests high save they arent needed.
Tech priests arent very good in a guard army. There are differing views over their rules because they have been written badly. However, if you do want to take them then get all four technical servitors if you can, alternatively get a servitor with a heavy weapon on to help your shooting.
The last chancers:
This lot seems legal. You might want to split it up to show if there are any subunits, this would help us give advice on what weapons seem to be best. Other than that we can't help much here.
Im not a fan of lascannon sentinels but some people are. Its personal choice, just keep it with no extras like you have if you decide to take it. Sentinels can also be good when used as drop troops as they can get their weapons in behind the tank. There is debate over which are best but I prefer the multilaser. it is cheap and has enough strength and shots to hurt almost any tanks rear armour. It can also take on infantry with equal ease. For me its a good choice.
Not a bad choice, im going to have to disagree with the above post. It doesnt need a doctrine to use all it needs is opponents permission as its from the IA books. As for its gear, get trid of the hunter killer it is expensive and not too good. Get rid of the smokes aswell, They wont get used and if they are then the tank isn't doing what it should be doing!
The first thing is I think your inquisitors squad is illegal. I seem to remember only being allowed 3 warriors. I tried it on army builder and I seem to be correct. I'd carefully re read the codex section to make sure.
You also dont lable the crusaders as having any weapons so we cant help you with setup, (also when you write it put 11x crusaders, they have to be warriors first so the way you write it amkes it seem like there are 22 models!!)
The chimera seems fine, so does the assasin.
Right Overall there are a few things that need changing which I would change as follows.
Drop the techpriests. These arent that useful and make the army illegal.
Change the inquisitors retinue to make it legal (or check at least that it is).
You need to drop an HQ choice. unfortunately this is either Colonel schaeffer or the inquisitor. If the inquisitor you cant have the assasin, if colonel schaeffer you need to get two troops choices.
The vets need their weapons making legal
There is a lot of work to be done with this list, I suggest as above you edit and repost!
Hope that helps