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750 point list

705 views 14 replies 8 participants last post by  Karmoon 
#1 ·
so i've got a tournie to play and have a few options, need a balanced list to play different forces (nids, guard, marine, tau, eldar all possible opponents so pretty much across the board). Although its a tournie its friendly and not really that competitive so i've just tried to get a balanced list.

my current thinking is night lords
HQ
liutenant + power weapon + pistol + mutation + furious charge + frag grenades + stealth adept + infiltrate (roughly 135 points)
TROOP 1
5 CSM ccw/pistol + stealth adept infiltrators + AC with power fist (roughly 100 points)

so 235 point unit which gets into cover and advances, hoping to split onto two targets if possible as i don't want to have so many points attacking one target. Depending on opposition setup they don't need to infiltrate together but cover is important as my lieutenant is relying on that stealth adept and cover as his invulnerable save (obviously i'm in trouble against ordinance but this is 750 points so only really one shot likely a round)

ELITE
2 obliterators roughly 150 points (i know what it is but not giving exacts)
these provide heavy support, taking out tanks and the like, basically multi purpose for everything

HEAVY
1 defiler + mutated hull (small board games, range minimum of direct fire WILL be a major issue, just need to put it out there and hope)
(roughly 170 points)

TROOP2
5 man csm squad + heavy bolter + plasma gun + stealth adept (less than 90 points)

Heavy 2
5 * CSM + 3 heavy bolters + stealth adept (just over 100 points)

so that all comes out at 750 ish points

i've got some meq killing close combat, a good few dice to throw around in bolters
some lascannon staying power in oblits (+ shots if needed)

whats the thinking on the list

anything missing? any glaring weaknesses?

my only current worry is i'm nightlords but don't have enough CSM bums on seats with the stealth adept skill

could also be struggling against armour heavy army but at 750 i'm not thinking this will happen (i'm hoping)

works out at 16 power armoured bods, 2 wound termie equivs and a war machine. Not sure thats quite enough.
 
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#3 ·
Hm

It does look risky but it might be fun to play. Your lord should always go for Spiky Bits over Mutation, and if I were you I would take a daemon weapon to make him a super killer in CC.

As for the rest of your squads, it seems that you are a bit low on troop count for this level and I'm not exactly sure how your army is supposed to function. It looks like you have 1/2 of your army infiltrating... one squad and a lord, and the rest of your groups are functioning as heavy support to backup and shoot? I take it your Oblits are going to DS, otherwise you will have a big point sink in the middle of the board unable to be supported, at least by CC squads, for 1 - 3 turns.

For your troop choice, I wouldn't mix heavy weapons and special. Take one or the other and it will inrease your mobility. Your heavy support havocs could also use some more ablative wounds, since they are such expensive models. It looks like you are depending on Stealth Adept a lot, and thats good but it depends on what kind of terrain you are using (where i play we only have forests so a 4+ invul is nice but not a necessity).

I love the defiler though, with mutated hull he will be a big time target for you... its what I like to do with a defiler to force my opponent to reposition and dump tons of shots into the beast.

Since it isn't too competitive it should be fun to play... although I see this list having a good deal of trouble with Godzilla nids or fast armies.
 
#4 ·
Just want to point out that you can post group point costs. Just not individual point costs. So for example, instead of saying 2 Obliterators are roughly 150 points, you can just say they cost 140 points. (This at least how Iv'e always done it, and seen most people do it).
 
#6 ·
i've decided due to ease of tranport and small points size i'm going to go for a death guard force

as below
HQ
lieutenant
+ D.STR + D.SPEED + MANREAPER + SPIKY BITS + ROT + FRAG GRENADES

TROOP1
7 CSM (FAVOURED)
+ INFILTRATE
+ 2 MELTA GUNS
+ AC (POWER FIST, D.STR, MUTATION, ROT)
+ FRAGS

TROOP2
3 NURGLING BASES

TROOP3
7 CSM (FAVOURED)
+ INFILTRATE
+ 2 MELTAS
+ AC (POWER FIST, D.STR, MUTATION, SPIKY BITS, ROT)
+ FRAGS

TROOP 4
7 CSM (FAVOURED)
+ 2 MELTAS
+ AC (POWER FIST, D.STR, MUTATION, SPIKY BITS, ROT)
+FRAGS

overall its 750 points and i think it will work well enough in a slow plodding sort of way

hopefully infiltrate and use meltas to take down anything big, then outlast the rest

even more than before i'm going to struggle against high mobility

but i've got more survivability
 
#7 ·
Drop Strength from the champions, S9 isn't going to do anything that S8 won't. Your second squad should replace their guns with plasma guns since they aren't infiltrating. Drop Frags, they're not really worth the points that could go into getting Infiltration for your second squad. Also, 3 Nurgling bases? That's not going to help you.
 
#8 ·
Your fourth troop doesnt infiltrate but has melta guns. This means they wont be shooting or assaulting all game. The lord should also be infiltrating so he can strike on turn 1.

Dropping the demonic strength from the AC's should provide enough points to get the last troops and lord infiltrating. Dropping the nurglings and the frags would provide you with a few more points to work with. The nurglings seem very out of place in your army and you should be able to find a better use for their points.
 
#11 ·
Haah, i love battlecannons! It sounds like a lot of fun, but its probably not worth it. The battlecannon would be great against IG/Tau, but is going to be firing right next to your infiltrated units. Your units want to get into melee quickly and a bad scatter could blow away your own unit. Also would have nothing to defend your defiler against DS, infiltrating, or fast moving units that tank kill.

I would say keep the frags as your city fighting, drop the nurglings and Demonc Strenghts, infiltrate the lord and the other troop unit. That way you dont have a unit with meltaguns footslogging up for three rounds before it gets in range of being usefull.

The things that would give you problems are highly mobile armies like mech tau that can jump over your infiltrated troops, or genestealer nids, but nothings perfect.
 
#12 ·
well this is what i have entually went for after taking comments on board

LT =
infiltrate =
manreaper =
D.str =
spiky bits =
mark of nurgle =
nurgles rot =
D.Speed =
Frag =
D.armour

total HQ = 146 points

troop1 and 2
7 marines =
2 meltas =
AC + mutation + powerfist + bolt pistol + rot =
7 infiltrate =
7 mark of nurgle =

cost = 405

troop 3
7 marines =
2 flamers =
AC + power sword + bolt pistol + rot + mutation =
7 infiltrate =
7 mark of nurgle =
7 frags =

its strong against certain armies and weak against others

but at 750 points you have to pick a strength and go for it i say

can't be a jack of all trades at low points
 
#14 ·
i don't want plasma guns on my death guard as it ignores toughness if i roll bad, which is what i'm death guard for

i already have a demon weapon so can't have the plague sword

i'm going to be facing imperial guard and also at least one city fight scenario so i want an option for assaulting cover

the demon gifts i will need to change then, probably drop the armour as he starts with a unit, cheers for that
 
#15 ·
You dare challenge an inquisitor? HERETIC! Nah mate, I'm only messing.

The plague sword isn't a daemonic weapon. It's only a peice of nurgle specific wargear. By all means, indulge your champions.. when was the last time your bought them something nice eh?

I would recommend Aura for the Lord. At his high init, he's not going to be taking a lot of normal attack before he slaughters them. The only thing which will damage him are power weapons and rending. Aura IS a godsend.

Goodluck :)
 
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