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3 plasma guns
master craft power fist
mortor sqaud cameleoline
pyscannon,emperors tarot, null rod
3 warriors plsama guns
sage, mystic, teleport hommer
2 veterans squads 3 plasma sergent storm bolter
shotguns, drop troops cameleoline
5 grenadiers 2 meltas
8 grenadiers 2 plasmas
officer storm bolter
3 plasma guns
2x infantry squad grenade launcher
3x sentenials lascannons
2x lemon ross 3 heavy bolters, pintle stubber, extra armour, track gaurds smoke lunchers
demolisher 1 lascannon, plasma cannon sponsons
track guards, extra armour, smoke lunchers
There is a new invention called a spell checker, have you ever heard of it?
Other than that, what is this list supposed to counter-marines, crons?
This list needs a little tweaking.... it seems that you have mede a common mistek, which is using to much wargear. a master crafted powerfist sounds like a good idea, but you officer is a independant charecterm which means he can be picked out in combat and destroyed before he even gets to swing. Also, all those plasma guns in your command squads are not worth it, because it they can shoot, they can be shot at, and as your leadership bubble, they should not be getting shot at. If you lose your commanders, you lose your leadership, and your army will break really fast
you grenadiers with meltas... they will never get to use those short range meltas because they are walking, and a smart opponent would kill them before they get close enough to shoot. I would swap them to plasmas if oyu want to keep them. Shotguns are useless. You want your vets shooting, not in close combat, and if you are 12" away, you are going to be assaulted, to swap those back to lasguns, for the range. You have lost nothing because you can still shoot twice at 12" anyways
There are a few more tings I would like to mention, but I am pressed for time, so consider what I have said and tell me what you think so I can respond in kind!
"Let them come and feel the wrath of the Hammer of the Emperor! FIRE!!"
Captain von Drake
396th Belruvian Heavy Infantry
Regimental Battle Honors: Medusa Campaign
Alma III Campaign
i usually wait till the enemy gets real close then move my HQ up and rapid fire them and then move back. Im pretty sure the officer cant be picked out because he has a retinue and is not joining a unit. i might try giving the plasma to the genadiers bt im considering deepstriking and blasting 3 melts into the side of a tank but could be over kill, i may just use all plasma lemme know what u think.
Unfortunately the officer is indeed an independent character as far as melee rules are concerned. He can be singled out in close combat. If you are going to use a power fist put it on a commissar. That way he cannot be singled out.
What do you call a lasgun with a laser sight?
As for the list, the INQ retinue could be made with 3 sevitors, 2 HBs and plasma cannon. Accompanied by 2 sages, the INQ lord becomes BS5 with rerollable overheating on plasma weapons. Makes a pretty solid fire base with 36" range.
Doctrines, you are spending way too many points on them. Usually people go with either camelione OR sharpshooters, no both. When playing in city fight, camelione is the way to go. On open field, sharpshooters all the way as you get the max potential from the big guns this way.
The normal HQ can be range oriented. CC config is useless since you have nothing to support it if it will assault something, unless you have Ogryns/rough rider/conscripts in you army, CC will be ineffective since other races will rip through the little unit before they even attack with their power fists. Having a medic, plasma gun and a heavy bolter/lascannon would turn out pretty good, for vox coverage you could stick a mortar in there and keep them in constant cover so they will provide Ld9, shoot from out of sight and be safe through out the game.
For elites, vets need melta guns if you are to use them as suicide tank killers.
For troops, I would probably go with either grenadiers or standard infantry platoons, not both. Each standard squad should be 10 strong at least, apart from veterans who sometimes have a suicidal drop role. You should consider 2 platoons, 4 squads each, each with plasma gun/grenade launcher and a HW of some kind. I personaly prefer heavy bolters.
Sentinels are fine, but Russes need to loose stubbers and track guards since they can only fire one ordnance weapon in a shooting phase. Defensive weaponry is almost useless until the battle cannon gets destroyed.