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Looking for some critics, most armies i will be facing are Chaos, orks, space marine, and Nids Thx.!!
Shas'o- (+ cyclic ion blaster/ + plasma rifle/ + shield drone/ + fail safe detonator)= 140 *plasma for marines and cyclic for infantry and elites with ap1 rolls*
5 Stealth suits- all have target array)=200
2 Crisis Battlesuit- ( twinlinked pulse rifles/ 2 target arrays )=130
* I kno its expensive but they will kill 2 marines a turn plus Shas'o weapons, it will be enough kills for the rest of the army to finish off squads*
10 fire warriors-100
10 fire warriors-100
10 fire warriors-100(all carbines)* Hopefully can pin units and will be chased around enough by assult troops and other elites*
HammerHead- ( + railgun/ + Burst cannon/ + target lock)=155
2 Broadside-( + both target array)=160
I still need 110 points to use i dont know what to add though.Thanks for reading
In the future, please do not include individual point costs of upgrades. It's against forum rules and is copyright infringement
Last edited by Rabbit; May 19th, 2009 at 00:35.
Must be the best 1200 point list out there
I'm not a fan of the CIB because it's very unpredictable. The normal shots for it are not going to wound very often due to it's low strength. The AP1 wounds are even less likely. The AFP or flamer make for better anti-ork & anti-nid weapons.
The problem I see with the failsafe detonator is tat you have to be falling back from an assault to use it. The only way that can happen is if the Shas'o takes 1 but not 2 wounds (and no Instant Death from a power fist either), and then he doesn't inflict any wounds back. That probably isn't going to happen in most of your games.
I don't mind the Stealth Suits as long as they Deep Strike. Starting them on the board makes them a juicy target for Rhinos filled with Berzerkers or Battlewagons filled with Boyz. But if you drop them in range and open fire, they can be a deadly knockout for an opponent who thought he had an objective in hand.
The Crisis Suits are good if you have a specific role for them. I think that gear makes them better at popping light vehicles. Two MEQ (marine equivalent) kills per turn is not going to help you very much when the opponent has 40+ MEQs on the board. Keep the plasma rifles twin-linked if you're worried about missing, but replace the targeting array with a missile pod. It's AP4, which isn't great against MEQs, but it's 2 shots and is the only other long range weapon available for battlesuits. This weapon layout is called the Fireknife, and it is versatile & powerful.
Firewarriors are really vulnerable to being charged once the enemy reaches your half of the board. This happens quickly in 5th edition, and sometimes even on turn 2 if your opponent has units using Deep Strike or Outflank. Luckily, FWs have one of the best defenses in the game. It's called the Devilfish. You can try to block off enemies who are approaching on foot, but that is a gamble due to things like Fleet, jump packs, and bikes. The best thing is often to keep the FWs in their transports after the first round of shooting. Then you can use their mobility to go for objectives or unload within Rapid Fire range of a weakened unit to finish it off.
Alternatively, you could just take the minimum number of FWs and always keep them locked up in their Devilfish unless it gets destroyed or you need them to shoot.
Carbines really need support from lots of markerlights, and even then they aren't always of much use. Your opponents have a counter for them: Orks have Mob Rule, Tyranids have Synapse, Chaos has Fearless daemons & characters. Marines are vulnerable to it, unless there's a Chaplain running around. Also, there are a lot of mech armies these days, and you can't pin a unit that's still embarked. All of these reasons and the fact that rifles are generally more effective make the pulse rifle the weapon of choice.
Broadsides are great at popping tanks, but you're better off going with an overpowering number of them to totally shut down the opponent's transportation game. That's because if even one of those targets gets through your volley, they will tie up your Broadsides and probably kill them. I've seen 6+ Broadsides used to great effect. They are tough as nails once you have that many, especially with Shield Drones.
If you don't want to do that, I suggest replacing them with another Hammerhead+Railgun. It's much more mobile, which will keep it out of trouble. It's got the Submunitions shot, which works wonders against Tyranids and Orks. It's also still pretty tough to kill.
For all vehicles, you want to make sure you have points for the disruption pods. These very cheap, and will help keep you vehicles unscathed for a long time.
Hope that helps!
Last edited by Krovin-Rezh; April 6th, 2009 at 02:36.
You are breaching copyright laws of GW, Basically you are not allowed to put the points of every individual peice of gear that your units have, so instead of having all of your stuff on the commander just say what he has and then put his total points down which is 140
It happens a lot because it's a ridiculous concept. Not being able to write points values is like not being able to write the lyrics of your favorite songs.
But you're right Mirage. We shouldn't jeopardize LO's right to operate, so please edit out the individual points cost shazam.
Last edited by Commissar Gaunt; May 13th, 2009 at 17:05. Reason: I'm a retard who cant spell. Go me! = ]
"i pity the poor fool"
Also, it's not like GW wants people to download free codices, but it's very difficult law to enforce (like free music).
About your list:
The HQ could be a lot cheaper. What I would suggest is a shas'el fireknife with TA (97 pts).
I'm not sure what the purpose of the stealths is. That's an extremely expensive 5 wounds.
Your crisis suit configuration is (once again) very pricey for 2 shots a turn. Maybe try deathrains or TL flamers + drones.
The troops look decent. With extra points maybe you could add a devilfish or some kroot.
For your Hammerhead, you NEED a multi-tracker and disruption pod. I can't emphasize this enough.
The broadsides looked good.
Once again, edit out the individual points.
Last edited by MorbidlyObeseMonkey; May 16th, 2009 at 08:14.
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