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Discussion Starter · #1 ·
Well, having found out that Gamesday is only 1500 points (isn't that low? I just assumed it would be 1850...), I've cut my list down to size:

HQ:

Stubborn Captain with Boltpistol and Power Sword
Command Squad with 2 Lascannons and Tank Hunters
Razorback with Lascannons

349 points

Elites:

Venerable Dreadnaught with Plasma Cannon, Extra Armor, and Smoke

143 points

Troops:

8 Marines with Plasma Cannon, Stubborn Sergeant, and Plasma Gun
8 Marines with Plasma Cannon, Stubborn Sergeant, and Plasma Gun
7 Marines with Plasma Cannon, Stubborn Sergeant, and Melta Gun
8 Scouts with Boltpistols and Close Combat Weapons, Veteran Sergeant with Powerfist and Stormbolter

617

Fast Attack:

Ravenwing Landspeeder with Assault Cannon
Ravenwing Landspeeder with Assault Cannon

160

Heavy Support:

Predator Annihilator with Lascannon Sponsons
Whirlwind

230
 

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The list is fine. the only thing is: take those lascannons out of the command squad. you hav to stand still to use them. and you have to move to use the captain. so either way something from that squad will always be wasted every turn.
make one of the lascannons a company champion instead (basically gives you a marine with 2-3 attacks. A 4+ invulnerable save. And a power weapon, for only 35 points total!!)
make the other lascannon a normal marine with BP & CCW (same for the rest of the marines). And give this squad a drop pod.. this will cost you a lot less than a razorback with lascannons. Use those extra points to give the 7 man tac squad a drop pod too. (and make it 8-10 man if you can find the points)

The tac squads are good. Aside from what I said above. drop the 8 man squads down to 6 man and use the points for another speeder.
Landspeeders are good.
Dread is good.
Predd is good. Personally I would take HB side sponsons bcoz they can shoot on a 6” move. Lascannons cant. Don’t take lascannons unless your going up against something with a lot of tanks. And if you are then set your pred up in a good spot and don’t move it or you’ll lose half of it’s LC firepower.

But yeah, not bad ;)
Goodluck
 

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Discussion Starter · #4 ·
~sigh~

I know the command squad is expensive...and I expected criticism for not making the stereotypical assaulty command squad. I thought I would break the mold and make a shooty command squad.

350 points for two S10 lascannons (that have a few extra wounds)and a twinliked lascannon (with poor AV) is a lot...but if I don't bring a las-toting command squad, I'll have to bring a las-dev squad (can't get by with just 3 lascannons that are all on the same model!), which really won't be much cheaper, and won't have S10 or rerolls. And then I'd still have to field a headquarters.

This is a way for me to fill a requirement (HQ choice) and a need (more cowbell) at the same time.

As for the other suggestions, I hate min/max squads, and find that they quickly become nonscoring units anyway. I don't like mixing anti-troop and anti-vehicle weapons on the same vehicle. The lascannon sponsons pretty much immobilise the tank, but heavy bolters would be useles against vehicles, while the twinlinked lascannon would waste a ridiculous amount of potential against troops.

I believe in a diverse array of specialized units. Do one thing, and do it well, relying on your teammates to do what you suck at, rather than trying to make every unit capable of (but not very good at) every task.

As for the foes I espect to face...well, it's a tournament army, so I think 6 lascannons that can potentially fire at three different targets are appropriate...twinlinking two of them and making two others S10 doesn't hurt, either :)
 

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since we are taliking aout true grit do yo uthink it would be a good idea to have on a BT marshal beacuse I have one we a sword and a bolter and I don't know where to get a bolt pistol to go on the metal fig.

damn it wrong forum don't read this. if there is a way a mod can get rid of this post please do
 

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HQ:

Stubborn Captain with Boltpistol and Power Sword
Command Squad with 2 Lascannons and Tank Hunters
Razorback with Lascannons

349 points
Do you know what the special rule intractable does? All none deathwing/ravenwing units, will NEVER fall back from shooting attacks. For this reason, there is no reason to take a captain, none at all. You wont be required to take very many pinning tests, so leader ships is not a factor for Dark angles, this should be resprosented in your compostion of your list, which it currently is not.

Your much better off taking A) termintor librarain with fear of the darkness, (a shooty squad)

Or B) your typical asasult squad, led by chaplain.

Elites:

Venerable Dreadnaught with Plasma Cannon, Extra Armor, and Smoke
Assault cannons are far superoir weapons compared to plasma cannons. Thye also cost less points.
Troops:

8 Marines with Plasma Cannon, Stubborn Sergeant, and Plasma Gun
8 Marines with Plasma Cannon, Stubborn Sergeant, and Plasma Gun
Are you aware of the rules for stuborn? it basically means your subject to the rules of no retreat. That is, if your out numbered and lose combat, you must take an armour save for every time your out numbered: such as 2 to 1, or 3 to one, ect. Therefor, your paying 20 points, to never be able to fall back out of CC, and kill those men you have in combat faster. For this reason, dont upgrade your sgts.

7 Marines with Plasma Cannon, Stubborn Sergeant, and Melta Gun
Same as above, also, dont put weapons with 12" range, into squads that will probably never move. Youll A) shoot it once in the game, Or B) never shoot it in the game.

8 Scouts with Boltpistols and Close Combat Weapons, Veteran Sergeant with Powerfist and Stormbolter
These are a very poor choice of DAs, you could do a lot more with those points. Ditch them.
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Your squads should be even numbered, that way, your opponent must kill one more man in the squad, to take them under 50%, or if your subtracting models, example, if you have a squad of 7 marines, it will take 4 dead marines to bring the squad under 50%, The same is true for squads of 6 marines.

As a general rule, its best to have your squads who plan to be shooty, at 6 men, this is because, at 8 men, your paying 30 points, to create one wound of seperation. Wounds are genearlly worth 15 points, hence your loseing 15 points. Also, if you make 3 squads of 8, you might as well make 4 squads of 6, the increased firepower will more then make up for the points its costs, and the slihglty easier to kill squads.

So i recommend you take a squad like this: 1 lascannon 1 plamsa gun, 4 bolters.

Or squads like this: 1 plasma cannons, 1 plasma gun, 4 bolters.

I recommend the lascannons in tactical squads, because they are a little under half the cost of putting them in a dev squad.

Expernaced opponents will also keep there models spread out, limited how effect plasma cannons are.

Ravenwing Landspeeder with Assault Cannon
Ravenwing Landspeeder with Assault Cannon
Excellent choice here.

Predator Annihilator with Lascannon Sponsons
All the opponent needs to do is glance this once per turn, and it wont ever shoot, its also not very strong compared to many other tanks in 4th edition.

With it wielding 3 lascannons, the opponent will see it as a huge threat. As it easier to kill a tank then a whole squad of infantry, they will devote heavy weapons to killing it, cutting almos half your firepower away, for this reason you should ditch this tank, and instead take a devistator squad, with Missile launchers. Missile launchers arent all that expensive, and are extreamily versitile.

An 8 man squad, with 4 MLs is a great pick, they are also FAR better when DA use them, because they wont fall back.

Whirlwind
Ditch this, your landspeeders are already taking care of annoying infantry.

Use the points you saved, to fix your command squad, i suggest the termintors, its fluffy, and deadly.

The squad would look something like this:

2 wound librarain, fear of the darkness, termintor armour, storm bolter.
Command squad, 4 Deathwing termintors, 2 assault cannons.
Tranport: drop pod.

Good Hunting.
 
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