[3000+] 95th Mars Rifle Regiment (Fluffy) - Warhammer 40K Fantasy
 

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  1. #1
    By the Silver Sword! Stormchaser's Avatar
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    [3000+] 95th Mars Rifle Regiment (Fluffy)

    Ok this is my 1st IG army list. Is everything legal? :ninja:

    And I have an unfortunate fetish with large armies :yes:

    Lemmie know what you think

    Doctrines:
    Storm Trooper Squads
    Rough Rider Squadrons
    Heavy Weapons Platoons
    Close Order Drill
    Carapace armour


    HQ

    Heroic Senior Officer [135]
    Bionics
    Power Weapon (Master Crafted)
    Medallion Crimson
    Trademark Item
    Refactor Field
    Frag Grenades
    Krak Grenades
    Carapace armour

    Command Squad [102]
    Frag Grenades
    Krak Grenades
    Master Vox
    Veterains (2)
    Standard Bearer (Regimental Standard)
    Medic
    Carapace Armour

    Commisar [156]
    Bolt Pistol
    Plasma Pistol
    Power Weapon
    Carapace armour

    Sentinel Squadron (2) [156]
    Lascannon
    Autocannon
    Armoured Crew Comparment (2)
    Extra Armour (2)
    Smoke Launchers (2)
    Rough Terrain Modification (2)

    ELITES

    Hardened Vaterains (10) [213]
    Frag Grenades
    Krak Grenades
    Mortar
    Vox Caster
    Grenades Launcher
    Carapace Armour
    (Sarge)
    Honarifica Imperialis
    Power Weapon
    Trademark Item
    Master Crafted Lasgun

    Storm Troopers [139]
    Flamer
    Grenade Launcher
    Carapace armour
    Vox Caster

    Storm Troopers [175]
    Plasma gun
    Melta Gun
    Melta Bombs
    Carapace Armour
    Vox caster

    TROOPS

    1st Platoon

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster

    Squad 1 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour


    Squad 2 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour

    2nd Platoon

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster

    Squad 1 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour


    Squad 2 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour

    3rd Platoon

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster

    Squad 1 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour


    Squad 2 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour

    FAST ATTACK

    Rough Riders (10) [197]
    Hunting Lances
    Melta Bombs
    Krak Grenades
    Vox Caster
    Carapace Armour
    (Sarge)
    Veterain
    Power Weapon
    Bionics

    Rough Riders (10) [123]
    (Shotguns)
    Krak Grenades
    Vox Caster
    Carapace Armour
    (Sarge)
    Veterain
    Power Weapon
    Bolt Pistol

    Sentinel Squadron (2) [156]
    Lascannon
    Auto Cannon
    Armoured Crew Comparment (2)
    Extra Armour (2)
    Smoke Launchers (2)
    Rough Terrain Modification (2)

    HEAVY SUPPORT

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster
    Mortar Squad [80]
    Mortar
    Mortar Squad [80]
    Mortar
    Mortar Squad [80]
    Mortar

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster
    Anti-Tank Squad [60]
    Lascannon
    Anti-Tank Squad [55]
    Missile Launcher
    Anti-Tank Squad [55]
    Missile Launcher

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster
    Fire Support Squad [50]
    Heavy Bolter
    Fire Support Squad [50]
    Heavy Bolter
    Fire Support Squad [50]
    Heavy Bolter


    TOTAL: 3181


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  3. #2
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    Nope. List is neither legal nor very optimized.



    Doctrines:
    Storm Trooper Squads
    Rough Rider Squadrons
    Heavy Weapons Platoons
    Close Order Drill
    Carapace armour
    Allrighty... Though, Carapace Armor I wouldn't suggest.

    HQ

    Heroic Senior Officer [135]
    Bionics
    Power Weapon (Master Crafted)
    Medallion Crimson
    Trademark Item
    Refactor Field
    Frag Grenades
    Krak Grenades
    Carapace armour
    I'd drop the bionics, master crafting, medalion, trademark item, refractor field and the krak grenades. That's alot of stuff he probably won't miss. You can use all those points for more troops and guns.

    Command Squad [102]
    Frag Grenades
    Krak Grenades
    Master Vox
    Veterains (2)
    Standard Bearer (Regimental Standard)
    Medic
    Carapace Armour
    I'm assuming one of those "veterans" is carrying the master vox. Drop the Grenades, they don't really need them. Medic isn't going to be very useful without alot of plasma weapons. Also, you have enough command squads that you probably could get away without a Vox network.

    Commisar [156]
    Bolt Pistol
    Plasma Pistol
    Power Weapon
    Carapace armour
    Only two weapons allowed. Drop one of the pistols. I'd suggest the plasma pistol myself.

    Sentinel Squadron (2) [156]
    Lascannon
    Autocannon
    Armoured Crew Comparment (2)
    Extra Armour (2)
    Smoke Launchers (2)
    Rough Terrain Modification (2)
    That's alot of upgrades on some pretty flimsy walkers. I'd drop the armor, smoke launchers and unless you use ALOT of terrain, I wouldn't use the RTM either.

    ELITES

    Hardened Vaterains (10) [213]
    Frag Grenades
    Krak Grenades
    Mortar
    Vox Caster
    Grenades Launcher
    Carapace Armour
    (Sarge)
    Honarifica Imperialis
    Power Weapon
    Trademark Item
    Master Crafted Lasgun
    Master crafted lasgun? ...Why? If you're going to master craft anything, master craft the power weapon. Swap the lasgun for a laspistol. Also, don't waste your BS4 badasses on a mortar. Give them a lascannon for tank punching duty!

    Storm Troopers [139]
    Flamer
    Grenade Launcher
    Carapace armour
    Vox Caster
    You don't have to pay for carapace armor on Stormies. They aren't guard infantry. Also, mixing special weapons is usually a bad idea. I'd suggest a pair of Plasma or Melta guns. Then I'd take deep strike or infiltrate and let them hunt down tanks or heavy troops. Plus, how many troopers are in this squad?

    Storm Troopers [175]
    Plasma gun
    Melta Gun
    Melta Bombs
    Carapace Armour
    Vox caster
    Again, don't need to buy carapace armor. Again, pair up your special weapons and give them a purpose. If you're gonna take the melta bombs, give them a pair of melta guns and Deep Strike and let them be your opponent's worst anti-tank nightmare.

    TROOPS

    1st Platoon

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster
    Grenades are kind of useless. Frags aren't very useful unless you're going to charge and Kraks are very rarely used.

    Squad 1 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour
    Can't have two special weapons. I'd drop the flamer and instead give them a heavy weapon. Plus, Grenades are again, not very useful.


    Squad 2 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour

    2nd Platoon

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster

    Squad 1 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour


    Squad 2 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour

    3rd Platoon

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster

    Squad 1 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour


    Squad 2 [124]
    Frag Grenades
    Krak grenades
    Grenade Launcher
    Flamer
    Carapace armour
    See above.

    FAST ATTACK

    Rough Riders (10) [197]
    Hunting Lances
    Melta Bombs
    Krak Grenades
    Vox Caster
    Carapace Armour
    (Sarge)
    Veterain
    Power Weapon
    Bionics
    The Bombs and the Krak grenades are kind of superfurlous. Better to charge down heavy infantry with those lances and the power weapon.

    Rough Riders (10) [123]
    (Shotguns)
    Krak Grenades
    Vox Caster
    Carapace Armour
    (Sarge)
    Veterain
    Power Weapon
    Bolt Pistol
    I'd drop the kraks, personally.

    Sentinel Squadron (2) [156]
    Lascannon
    Auto Cannon
    Armoured Crew Comparment (2)
    Extra Armour (2)
    Smoke Launchers (2)
    Rough Terrain Modification (2)
    See my last statement about your other Sentinel squadron.

    HEAVY SUPPORT

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster
    Mortar Squad [80]
    Mortar
    Mortar Squad [80]
    Mortar
    Mortar Squad [80]
    Mortar
    Grenades are a bit superflurous...

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster
    Anti-Tank Squad [60]
    Lascannon
    Anti-Tank Squad [55]
    Missile Launcher
    Anti-Tank Squad [55]
    Missile Launcher
    ...Why are you only taking a single heavy weapon in each of your squads? You can take three. You should definitely take all three to maximize your firepower. Same advice on the command squad as the others

    Junior Officer [70]
    Frag Grenades
    Krak Grenades
    Plasma gun
    Power Weapon
    Carapace armour
    Vox Caster
    Fire Support Squad [50]
    Heavy Bolter
    Fire Support Squad [50]
    Heavy Bolter
    Fire Support Squad [50]
    Heavy Bolter
    Again, why only heavy weapon in your squads?

  4. #3
    By the Silver Sword! Stormchaser's Avatar
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    Quote Originally Posted by GunTAG View Post
    Nope. List is neither legal nor very optimized.
    Appart from the Commisar, what is not legal about it?

    Quote Originally Posted by GunTAG View Post
    Doctrines:
    Storm Trooper Squads
    Rough Rider Squadrons
    Heavy Weapons Platoons
    Close Order Drill
    Carapace armour
    Allrighty... Though, Carapace Armor I wouldn't suggest.
    Why not?

    Quote Originally Posted by GunTAG View Post

    HQ

    Heroic Senior Officer [135]
    Bionics
    Power Weapon (Master Crafted)
    Medallion Crimson
    Trademark Item
    Refactor Field
    Frag Grenades
    Krak Grenades
    Carapace armour
    I'd drop the bionics, master crafting, medalion, trademark item, refractor field and the krak grenades. That's alot of stuff he probably won't miss. You can use all those points for more troops and guns.
    My army is aiming to be 4000 points so I can afford to tank up my commanding officer.
    Quote Originally Posted by GunTAG View Post
    Command Squad [102]
    Frag Grenades
    Krak Grenades
    Master Vox
    Veterains (2)
    Standard Bearer (Regimental Standard)
    Medic
    Carapace Armour
    I'm assuming one of those "veterans" is carrying the master vox. Drop the Grenades, they don't really need them. Medic isn't going to be very useful without alot of plasma weapons. Also, you have enough command squads that you probably could get away without a Vox network.
    You don't need a veterain to carry a Master Vox
    Quote Originally Posted by GunTAG View Post
    Commisar [156]
    Bolt Pistol
    Plasma Pistol
    Power Weapon
    Carapace armour
    Only two weapons allowed. Drop one of the pistols. I'd suggest the plasma pistol myself.
    If my Command Squad is going to be hanging back like you suggest, surely It would be better to drop the power weapon?

    Quote Originally Posted by GunTAG View Post
    Sentinel Squadron (2) [156]
    Lascannon
    Autocannon
    Armoured Crew Comparment (2)
    Extra Armour (2)
    Smoke Launchers (2)
    Rough Terrain Modification (2)
    That's alot of upgrades on some pretty flimsy walkers. I'd drop the armor, smoke launchers and unless you use ALOT of terrain, I wouldn't use the RTM either.
    As the title of the thread tells you, this is an Army of Mars. It makes sense that any vehicles would be tanked up to the max

    Quote Originally Posted by GunTAG View Post
    ELITES

    Hardened Vaterains (10) [213]
    Frag Grenades
    Krak Grenades
    Mortar
    Vox Caster
    Grenades Launcher
    Carapace Armour
    (Sarge)
    Honarifica Imperialis
    Power Weapon
    Trademark Item
    Master Crafted Lasgun
    Master crafted lasgun? ...Why? If you're going to master craft anything, master craft the power weapon. Swap the lasgun for a laspistol. Also, don't waste your BS4 badasses on a mortar. Give them a lascannon for tank punching duty!
    This particular squad is based on "The Chosen Men" from Sharpe (the TV films) So they're led my Major Sharpe, which is why I gave him the Honarifica Imperialis. And Sharpe, having come from the ranks, kept his rifle, rather than swapping it for a pistol. Although I may Master Craft his Power Weapon as well. The plan for these guys is to infilrate behind the enemy and pound them senseless as they advance.

    Quote Originally Posted by GunTAG View Post
    You don't have to pay for carapace armor on Stormies. They aren't guard infantry. Also, mixing special weapons is usually a bad idea. I'd suggest a pair of Plasma or Melta guns. Then I'd take deep strike or infiltrate and let them hunt down tanks or heavy troops. Plus, how many troopers are in this squad?
    If you're gonna take the melta bombs, give them a pair of melta guns and Deep Strike and let them be your opponent's worst anti-tank nightmare.
    There's 10 Stormies per squad. And I may make them into elite tank hunters :yes:

    Quote Originally Posted by GunTAG View Post
    Can't have two special weapons. I'd drop the flamer and instead give them a heavy weapon.
    Oops, my bad :blink:


    Quote Originally Posted by GunTAG View Post
    ...Why are you only taking a single heavy weapon in each of your squads? You can take three. You should definitely take all three to maximize your firepower. Same advice on the command squad as the others
    Again, why only heavy weapon in your squads?
    According to what I read I could only choose from Mortar/Anti-tank/Fire support squads so I was limited to choose the weapons in those lists. Which is why I chose one of each.

  5. #4
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    Appart from the Commisar, what is not legal about it?
    Line squads, but you noticed that.
    Allrighty... Though, Carapace Armor I wouldn't suggest.
    Why not?
    For the price of your Carapace armor you could have many more troops and thus more guns.

    HQ

    Heroic Senior Officer [135]
    Bionics
    Power Weapon (Master Crafted)
    Medallion Crimson
    Trademark Item
    Refactor Field
    Frag Grenades
    Krak Grenades
    Carapace armour
    I'd drop the bionics, master crafting, medalion, trademark item, refractor field and the krak grenades. That's alot of stuff he probably won't miss. You can use all those points for more troops and guns.
    My army is aiming to be 4000 points so I can afford to tank up my commanding officer.
    That doesn't mean you should though. With the points all those things are costing, you could buy more troops and more guns, which are the Imperial Guard's strength.

    Command Squad [102]
    Frag Grenades
    Krak Grenades
    Master Vox
    Veterains (2)
    Standard Bearer (Regimental Standard)
    Medic
    Carapace Armour
    I'm assuming one of those "veterans" is carrying the master vox. Drop the Grenades, they don't really need them. Medic isn't going to be very useful without alot of plasma weapons. Also, you have enough command squads that you probably could get away without a Vox network.
    You don't need a veterain to carry a Master Vox
    No but the Command Squad can only be 4 guardsmen big... Medic, Standard Bearer, 2 Veterans means your Master Vox has to be carried by one of your veterans.

    [quote]Commisar [156]
    Bolt Pistol
    Plasma Pistol
    Power Weapon
    Carapace armour
    Only two weapons allowed. Drop one of the pistols. I'd suggest the plasma pistol myself.
    If my Command Squad is going to be hanging back like you suggest, surely It would be better to drop the power weapon?[quote]

    There's no point in taking two pistols. You can only fire one at a time. Besides, power weapons are cheap for IG so having one or two when the enemy enevitably gets into CC is good. The only army that won't be high tailing it directly into your lines would be Tau.

    Sentinel Squadron (2) [156]
    Lascannon
    Autocannon
    Armoured Crew Comparment (2)
    Extra Armour (2)
    Smoke Launchers (2)
    Rough Terrain Modification (2)
    That's alot of upgrades on some pretty flimsy walkers. I'd drop the armor, smoke launchers and unless you use ALOT of terrain, I wouldn't use the RTM either.
    As the title of the thread tells you, this is an Army of Mars. It makes sense that any vehicles would be tanked up to the max
    That's fine, but I still wouldn't recommend it. I sometimes go for fluff over effectiveness too, so that's a decision you can make. However, for raw effectiveness, you should probably drop the upgrades and spend the points on (yep!) more troops and guns.

    ELITES

    Hardened Vaterains (10) [213]
    Frag Grenades
    Krak Grenades
    Mortar
    Vox Caster
    Grenades Launcher
    Carapace Armour
    (Sarge)
    Honarifica Imperialis
    Power Weapon
    Trademark Item
    Master Crafted Lasgun
    Master crafted lasgun? ...Why? If you're going to master craft anything, master craft the power weapon. Swap the lasgun for a laspistol. Also, don't waste your BS4 badasses on a mortar. Give them a lascannon for tank punching duty!
    This particular squad is based on "The Chosen Men" from Sharpe (the TV films) So they're led my Major Sharpe, which is why I gave him the Honarifica Imperialis. And Sharpe, having come from the ranks, kept his rifle, rather than swapping it for a pistol. Although I may Master Craft his Power Weapon as well. The plan for these guys is to infilrate behind the enemy and pound them senseless as they advance.
    Okay again, fluff over effectiveness choice. Though, eight lasguns, a grenade launcher and a mortar aren't really going to pound much of anything. Mortar in particular is a very weak heavy weapon.

    You don't have to pay for carapace armor on Stormies. They aren't guard infantry. Also, mixing special weapons is usually a bad idea. I'd suggest a pair of Plasma or Melta guns. Then I'd take deep strike or infiltrate and let them hunt down tanks or heavy troops. Plus, how many troopers are in this squad?
    If you're gonna take the melta bombs, give them a pair of melta guns and Deep Strike and let them be your opponent's worst anti-tank nightmare.
    There's 10 Stormies per squad. And I may make them into elite tank hunters
    It's better to specialize a unit for a particular job, so I would definitely suggest the two melta road.

    Can't have two special weapons. I'd drop the flamer and instead give them a heavy weapon.
    Oops, my bad
    No worries.


    ...Why are you only taking a single heavy weapon in each of your squads? You can take three. You should definitely take all three to maximize your firepower. Same advice on the command squad as the others
    Again, why only heavy weapon in your squads?
    According to what I read I could only choose from Mortar/Anti-tank/Fire support squads so I was limited to choose the weapons in those lists. Which is why I chose one of each.
    Yeah, but you only bought a single heavy weapon for each individual squad. A squad with three lascannons in it would cost 110 points (base cost + (3 * the cost of a lascannon)) and a heavy bolter squad would cost 80 points (base cost + (3 * the cost of a heavy bolter))... The way you have it now is a lascannon squad with six men and one lascannon. You can get a lascannon squad with three lascannons in it if you spend the extra points.

  6. #5
    Mr Commisar to you Commisarlestat's Avatar
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    Right heres a breakdown and a few bits GunTag missed.

    Overall you have a tooled 2000 point list not a 3000 point list there is a huge difference.

    The doctrines:
    All good accept carapace, the advantage isn toutweighe dat this points level, carapace is to negative AP5 weapons which marines wont rely on with this many points to spend on toys. in a high point guard list you want a lot of bodies.

    HQ:
    1) tooling up the officer isnt a good idea, even if you have the points it isnt worth it the grenades are especially useless, however, you said you want him tooled and this is a high point list so drop the grenades and the refractor field at least, also the carapce should go. so thatd be ooo 23 pts lost, in fact the medallion crimson isnt worth it either and neither is master crafted so another 35 points thats 58 just for the officer.
    2) The HQ squad is illegal there is noone to carry the mastervox, veterans cannot carry any of the funky extra accept medic and standard. the veterans arent useful unless they are standard and medic. I am assuming you actually mean a vet thats a medic and a stnadard that is a vet. even so drop the medic you dont have plasma so 11 points there.
    3) You could get away without vox but its high points and vox networks arent that expensive so drop the frag and krak and carapace thats 32 points there.
    4) so from the HQ squad thats 101 points you can drop easily
    5) commisar is illegal as stated above drop the plas pistol and carapace (though paid in squad), that loses 10 points, though you have said he is worth 156 whcih is obs a typo as he was only worth 56,
    6) note also, If you buy carapace the officers get it automatically with their squad.
    7) sentinels are well to over tooled, rough terrian mod is barely worth it on a russ. look at the walker rules, it isnt worth it in the slightest on a sent (and id hesitate but think it may even be illegal thinking about it), lascannon sents i hate personally they are way too overpriced, the squad has mxed arms which have to shoot at the same thing so that autocannon is going to get mighty bored when waiting for the lascannon. there are no upgrades necesary for a sentinel its armour is still realy bad to load it up is waste of points. Even without a much needed weapon change saves around 46 points ish.
    HQ section overall with a complete needed makeover (before other much needed changes ) is 157 points or there abouts.

    Elites:
    1) the hardned vet squad needs a load of work, you are paying for higher balistic skill yet go for a mortar, very bad choice, the sarge is wierd aswell especially with the weapons choices. master crafted lasgun is pointless and expensive, the combo doesnt work in game either.
    2) so drop the mortar, frags, kraks, mastercrafted, and carapace thats 75 points saved.
    3) as for the fluff try perhaps a line squad or two with light infantry sharpshooters and a sniper with a platoon HQ thats got a JO with HI light infantry and sharpshooters, then upgrade one to a vet and give him a stormbolter, instant sarge harper. dont froget close order drill just in case. fluffy and effective.
    4) again stormies with BS4 and a flamer, carapace i assume for your points isnt extra, mixed weapons aswell, get somehting to replace the flamer, then deep strike infiltrate or chimera. saved 6 pts
    5) melta bombs arent worth it (you have free kraks if its that desperate) melta or plasma dont mix the weapons (it seems to me there is choice because of the figures in the box well if you buy two blisters plas and melta on ein each squad then a couple of blisters of men with the sarges bought aswell a couple of quid extra but so much more effective.) saves 20 points
    6) elite section savings 101pts

    Troops:
    1) there is a simple solution to your problems here (as they are all illegal) drop all carapace, drop all flamers, drop all frags, drop all kraks, thats a saving of 147 pts times 3 so a total saving of 441pts
    2) you will need to come back to get some heavy weapons which your force is in desperate need of.

    Fast Attack:
    1) drop melta bombs, krak grenades, vox, bionics and carapace off the first squadron, thats 90 points
    2) second squadron is useless without lances drop carapace, krak grenades and shotguns and get lances (not included in savings) 40 pts saved.
    3) sent squadron see above for all comments, if you wish to still take lascannon and autocannon sentinels put the like weapons together. savings 46 ish.
    4) thats 176 points ish saved here

    heavy support.
    1) your heavy support optins are illegal, each 6 men has to take 3 heavy weapons, thereis no choice about this it is compulsory, these are either anti tank or anti infantry this needs correcting nd will eat points luckily the platoon commands here are overtooled.
    2) drop everything off of these platoon commands and get a mortar for the mortar command, a missile for the anti tnak command and an autocannon for the anti infantry command. (i wont take the new weapons costs off of the savings) saving 170 pts.

    overall this army ahs many illegal areas and weak choices.
    overall savings are 1045 pts of mis spending
    you need to buy some weapons for some places il label a few:
    1) the heavy support squads are illegal so need their weapons filled out
    2) the platoons are in need of heavy weapons desperately
    3) vets and stormies have had bad options taken out but need some better ones added in
    4) the heavy support commands could do with the heavy weapons suggested
    5) the second unit of rough riders need lances

    Now tactically the sents will draw all anti tank fire so will not last, this is the main reason not to tool them i would even suggest dropping them completely. wiht dropping carapace you save a huge amount of points whilst there are areas that need fixing think of getting iron discipline, as gun tag mentioned you have enough commands not to need a vox network so this could go completely.

    A lot of work needs doing id edit and repost with the input you have recieved.

    hope that helps

    A

  7. #6
    By the Silver Sword! Stormchaser's Avatar
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    Ok, I'm going to say this loud and clear:

    This army IS NOT for any serious gaming. I am not concerned with tactical sense or point saving. It is a fun army who are armed as they would be. An army of Mars WOULD have Carapace armour. Their Sentinels WOULD be tanked up as much as possible. The troops WOULD carry grenades. This is NOT a tournament army. I don't play tournements. I don't even play people who do go to tournamnets, because they're more concerned with winning than having a good time. I like my armies to have their own twist. I.E: My Space Marines are all armed with bolt pistols and chainswords. Not a single bolter except on bikes. If my IG are going to be a bit difficult to play, that's great! Where's the fun in playing with an army that's built to win?


    In regards to my Commissar I refer you to this thread: http://www.librarium-online.com/foru...ad.php?t=93374 (Duel Pistols)

    With my Heavy weapons squads, I'm rather confused...

    I have 6 men per squad (3 mortars each with 2 men each)
    Or did I misread something?

  8. #7
    Mr Commisar to you Commisarlestat's Avatar
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    A few things

    1) if you arent willing to listen to advice or change anything why ask?
    2) the commisar is still illegal he has three weapons this is illegal as stated in that thread he cannot have twinlinked as he isnt the special charcter he is based on.
    3) ok keep the carapace, as for the grenades they would not necesarily have the grenades.
    4) a lot of the equipment isnt 'fluffy' its just bad choices. frags on the line squads that arent set up for assault lose you nearly 100 points in this army that is a huge amount. krak greandes the same but more points, you take melta bombs and krak grenades on the sme squad they both are endless supply weapons that do the same job.
    5) the point is its not that the things are fluffy most of the time (i left in bionics which you shouldve taken as a doctrine actually) the carapace i will concede but the rest of it wouldnt hurt the list in the slightest fluff wise. simple things like swapping over two models for the sentinels help play but dont take or add anything to the army but effectiveness.
    6) as for the heavy support squads you label the lascannon squad as 60 points where it is actually 110 minimum, you also label the heavy bolter squad as 50 points wher eit should be 80. The majority of points i aimed to save for you were to correct this underspending not to take out things in the army for the sake of it. The line squads were also illegal and dropping points there was essential to make the list legal.
    7) rewrite the legal list explain a little more fluff and then it can be gone through again, if you do not wish to take any advice then simply dont ask or say this is a list im going to use i dont want any advice.

    Hope that helps

    A

    PS: sorry if that sounded annoyed but i put a lot of thought in to get your list legal and make it useful, i dont play tournies either and neither does anyone i play so i dont gear armies for tournie play.

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