This is the 1750 point army I've been playing for the past few weeks at my LGS. Admittedly, I have never won a game. However, my date love rolling 1's. Advice and critiques are welcome, but keep them helpful. Thanks. =)
HQ - Captain Ulthuan - 140 points
Artificer armor, Power sword, Combi-plasma
Troop Choice - 2x Tactical Squad - 10 man, 210 total points
Heavy bolter + Flamer, and the extra 10 men. Powerfist, Plasma pistol
Note, heavy bolter can be swapped out for missle launcher
Dedicated Transports - 2x Rhinos, no upgrades
Elite - Terminator squad, 5 power fists, 4 stormbolters, 1 heavy flamer - 205
Terminator Squad, 5 power fists, 5 stormbolters, Cyclone missle launcher - 230
Venerable Dreadnaught - 220
TL lascannon, Missle launcher, Extra Armour
Heavy Support - 2x Land Raider Redeemers
Thoughts - Setting up on the table, every unit is inside a vehical. Tactical squads in the rhinos and land raiders holding terminators. The only exception? The captain of the company.
Standard tactics, is to put the Redeemers in the front at the edge of my deployment zone. Rhino's immediatly behind. Dreadnaught goes in the middle. With his extra armor, he can alway's walk as long as he's not destroyed, and being a Venerable dreadnaught,I can ask for a reroll if my opponent ends up blowing him up!
First turn, I always move forward a full 12 inches. This army is pretty anti-armor weak, so if I know my opponents packing some vehicals, I throw in a missle launcher to both of my tactical squads. If he's packing a bunch of infantry, I can instead add Heavy bolters to tear through them. Either way, First turn I move forward as far as possible, Dreadnaught takes out whatever vehicals he can. Alway's pop the Machine spirit on my Redeemers and use the assault cannon.
By the second turn, I move 6 inches with my transports at which point I pop out troops. A hail of bolter rounds from all of the terminators as well as the tactical squads. If I'm able, Use flamers where available. If need be, I can use the highly mobile Cyclone missle launcher to get better aim on armor that might have moved on my opponents side.
Usually at this point it's utter chaos. So it's alway's changed. =p Alright. Give me some advice.
HQ - Captain Ulthuan - 140 points
Artificer armor, Power sword, Combi-plasma
Troop Choice - 2x Tactical Squad - 10 man, 210 total points
Heavy bolter + Flamer, and the extra 10 men. Powerfist, Plasma pistol
Note, heavy bolter can be swapped out for missle launcher
Dedicated Transports - 2x Rhinos, no upgrades
Elite - Terminator squad, 5 power fists, 4 stormbolters, 1 heavy flamer - 205
Terminator Squad, 5 power fists, 5 stormbolters, Cyclone missle launcher - 230
Venerable Dreadnaught - 220
TL lascannon, Missle launcher, Extra Armour
Heavy Support - 2x Land Raider Redeemers
Thoughts - Setting up on the table, every unit is inside a vehical. Tactical squads in the rhinos and land raiders holding terminators. The only exception? The captain of the company.
Standard tactics, is to put the Redeemers in the front at the edge of my deployment zone. Rhino's immediatly behind. Dreadnaught goes in the middle. With his extra armor, he can alway's walk as long as he's not destroyed, and being a Venerable dreadnaught,I can ask for a reroll if my opponent ends up blowing him up!
First turn, I always move forward a full 12 inches. This army is pretty anti-armor weak, so if I know my opponents packing some vehicals, I throw in a missle launcher to both of my tactical squads. If he's packing a bunch of infantry, I can instead add Heavy bolters to tear through them. Either way, First turn I move forward as far as possible, Dreadnaught takes out whatever vehicals he can. Alway's pop the Machine spirit on my Redeemers and use the assault cannon.
By the second turn, I move 6 inches with my transports at which point I pop out troops. A hail of bolter rounds from all of the terminators as well as the tactical squads. If I'm able, Use flamers where available. If need be, I can use the highly mobile Cyclone missle launcher to get better aim on armor that might have moved on my opponents side.
Usually at this point it's utter chaos. So it's alway's changed. =p Alright. Give me some advice.