2000 pts of blood pact - Warhammer 40K Fantasy
 

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  1. #1
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    2000 pts of blood pact

    im in love with the blood pact fluff. but i dont like the doctrines that GW said they would have. i think i like mine more, lol.

    i used:
    storm troopers
    grenadiers
    carapace armor
    heavy weapon squads
    sharpshooters

    1996 pts

    HQ - 146

    HSO
    4 guardsmen
    master vox, mortar, vet w/ standard

    Elites - 395

    storm troopers 1 - 125
    10 storm troopers
    2 plasma guns
    vox caster

    storm troopers 1 - 135
    10 storm troopers
    2 melta guns
    vox caster
    infiltrate

    storm troopers 1 - 135
    10 storm troopers
    2 melta guns
    vox caster
    infiltrate


    Troops - 920

    Grenadiers 1 - 120
    10 troopers
    2 plasma gun

    Grenadiers 2 - 120
    10 troopers
    2 plasma gun

    Grenadiers 3 - 120
    10 troopers
    2 plasma gun


    Platoon 1 - 275

    Junior officer
    4 guardsmen, vox, mortar

    squad 1
    missile launcher, vox

    squad 2
    missile launcher, vox


    platoon 2 - 285

    Junior officer
    4 guardsmen, vox, mortar

    squad 1
    heavy bolter, vox, sharpshooters

    squad 2
    heavy bolter, vox, sharpshooters


    Heavies - 535

    basilisk - 125
    indirect fire


    Heavy weapon platoon - 410

    Junior officer
    4 guardsmen, vox, mortar

    fire support
    2 autocannon, 1 heavy bolter

    fire support
    3 heavy bolter, sharpshooters

    anti tank
    3 missile launchers


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  3. #2
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    First off your hq costs 136 points not 146, unless i missed something. With those 10 points you can add infiltration to the third storm trooper squad.

    It costs the same points anyways, but try deep striking the anti tank stormies. Why? Melta guns are close range weapons carried by infantry which move 6" per turn chasing vehicles that can move 12" per turn. Might work to box the tanks in without deep striking but you probably wont catch them.

    Want to save 75 points and a doctrine? Take the support squads from the heavy weapons platoon and add them to the command platoon. Now your hq is your heavy weapons platoon. You can scrap that one command squad that isnt doing much and save a doctrine. Also because HQ deploys later you can see more of what your enemy is deploying before you choose the placement for your heavy weapons.

    Want to save 5 points? Turn the hq officer into a junior and give him the honorifica imperialis.

    Why do you put sharpshooters on the troop squads before the heavy weapons squads. It will make much more of a difference on 3 missile launchers than it will on 1 heavy bolter.

    Dont mix and match the weapons in your heavy weapons squads. Have 1 squad dedicated to each weapon type.

    With the saved doctrine point, get iron discipline. That doctine is a must have, never leave home without it.

    Thats all i can think of right now, maybe more later.

    edit: I just thought of some more.

    Since you are getting 3 troop choices out of the grenadiers, more than the manditory amout, turn the 2 infantry platoons into 1 larger platoon with 4 infantry squads. The command squad on the second one probably wont produce and this is a way to save yet another 75 points. Hell if you wanted to, you could now easily get a second basilisk in there and not have to worry about the blind area.
    Last edited by Rabid_IBM; June 28th, 2007 at 03:20.

  4. #3
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    wow, thankyou that was all very good advice.

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