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Discussion Starter · #1 ·
hi all, i havnt played warhammer 40k since the 90s' but i still read and collect white dwarf just to keep up with whats going on. i am currently devising a new chapter named the purple hands that will focus on shooting,speed and assault with a hit and run element. so i have chosen the blessed be the warriors trait with no allies drawback or i could use blessed be the warriors and take the fight to them with the aspire to glory drawback. i already have an idea for the chapter history but i wanna know if my idea works before i spend my hard earned cash.

this is just the basics, i have deliberatley left points for upgrades.

HQ
codicier with jump pack, fear of the darkness power =125pts

i was planning on using this character to chase units off the board or provide extra muscle to the elite assault squads.

ELITES
7 assault marines with blessed be the warriors trait, plasma pistols
vet seargent with power fist and pistol or lightning claws =241 or 255pts

i cud drop a member and add the HQ to save points.

dreadnought with lascannon, smoke, armour and flamer or assault cannon version in drop pod =143pts

another elite unit costing around 200pts...terminators seem ideal but they always tend to get whacked in battle reports so im not sure about them maybe more vets, tact marines with pistols and swords or have a deathwatch unit for a second hq?

TROOPS
7 tactical marines with missile launcher =115pts
7 tactical marines with missile launcher =115pts

FAST ATTACK
landspeeder typhoon with launcher and multimelta =85pts
landspeeder typhoon with launcher and multimelta =85pts

despite their low armour values landspeeders can take beatings from what i have read in battle reports so far, plus they are cheap.

3 assault bikers =150pts

HEAVY SUPPORT
5 devastators 4 equipped with missile launchers =155pts
either a tank, dread, another tact squad in the troop slot or maybe another set of havocs. all of these options shud cost no more than 160pts including upgrades.

that shud all jus cost over 1400pts.

please give me any pointers incase i have missed anything. thanks for any help recieved :ninja:
 

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Discussion Starter · #2 ·
please help i really want some advice on this

i never beg for anything but could someone please give me some feedback on my prototype list
 

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beef up the dev squads with more marines so if you take 2 casualties you wont lose one. also, more for morale tests. also, the best librarian i have ever used is an epistolary with veil of time and might of heroes. smokes everything. also, termies rule all. they are a target, but they are super-effective, and have a 1 out of 6 chance of being killed. partnered with veil of time, thats 1 in 36. that's insane!
 

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codicier with jump pack, fear of the darkness power =125pts

i was planning on using this character to chase units off the board or provide extra muscle to the elite assault squads.
for this role, i suggest i bike, instead of jump pack. That, or termintator armour and drop pod.

If you select a bike, youll need a bike squad to occompany him. The reason for bikes, instead of jump packs, is that they are equally good at shooting as they are at assault. Your HQ will be through units off the table, and its important that you be able to not assault, as you cant use Fear of the darkness in CC.

Terminators do the job best, they are hard to kill, and have unmatched firepower. The only down side is that they are termintors, and very expnesive per model. But, with drop pods, you can deploy right in the heart of the enemy, and with fear of the darkness, this is exactly where you want to be. Its also pretty fluffy, since termintors are suppose to deploy where the fighting is thickest.

Alternatively you could take a chaplain, if you want your assault squad to dominate. WIth every model striking at 5 insitive few opponents will last long enough to even strike bike. Any that do, are gonna be nailed by a huge powerfist.

The only downside is that the chappy cant use the bonus of the power, however hes still amazingly good in CC.

7 assault marines with blessed be the warriors trait, plasma pistols
vet seargent with power fist and pistol or lightning claws =241 or 255pts
If you go with a chaplain, make this squad 10 man, other wise, dont field them.

dreadnought with lascannon, smoke, armour and flamer or assault cannon version in drop pod =143pts
Use the assault cannon version if your gonna drop pod.

However, you might consider, Twinlinked Lascannon, and Missile Launcher, with venerable, tank hunters. This tank will add a lot of shooty punch to your list. You cant beat TL S10.

another elite unit costing around 200pts...terminators seem ideal but they always tend to get whacked in battle reports so im not sure about them maybe more vets, tact marines with pistols and swords or have a deathwatch unit for a second hq?
Termintors would make an excellent body guard for a fear of the darkness. (the librarain would also need termintator armour. And the whole squad drop pods. OTHERWISE, dont bother fielding termintors.

7 tactical marines with missile launcher =115pts
7 tactical marines with missile launcher =115pts
Tactical squads get heavy weapons for each, as such you should take the best avaiable, IE, lascannon or Plasma cannon. And its best to back them up with a plamsa gun, if things get sticky, its great to have.

something like this: 6 man, 1 holding lascannon, 1 holding plasma gun, 4 holding bolters.
Or 1 holding plasma cannon, 1 holding plasma gun, 4 holding bolters.

6 man is the best, because it requires 4 model be killed to take the squad under 50%, or scoring units. If you field 7, its the same, so your paying 15 points, only for 1 extra bolter, its best to save that for somewhere else. And 8 man is just over kill for a squad that gonna sit and shoot most of the game.

landspeeder typhoon with launcher and multimelta =85pts
landspeeder typhoon with launcher and multimelta =85pts
Alright, well this is the worst combination of landspeeder possible. heh :p

Use the best: Assault cannon, and Heavy bolter. HUGE anti infantry capablity, yet also effective at killing tanks, with the rending assault cannon.

5 devastators 4 equipped with missile launchers =155pts
Good except this time you need more men, this squad is vauable, and the enemy wants to kill your heavy weapons, deny them the chance, by taking 4 body gaurds. So an 8 man squad.

IF you select Chaplain HQ, take an aditional trait, such as, honour your wargear, or see but down be seen, these are probably the most helpful for your current list. Of if somethinc catches your eye... For disadvantage, select Apsire to glory, it wont effect your list at all.

IF your select librarain on bike, replace blessid be the warriors with swift as the wind. Another trait might also be useful, such as see but dont be seen, or honour your wargear. Again, aspire to glory wont effect your list.

If you select termintators, with librarain HQ, take honour your wargear. Be careful in selecting a further trait, as it will start effecting your army compostion.

Good Hunting.
 

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I suggest a squad of terminators with 2 assault cannons and deep strike them can be a nasty supprise for an enemy and if you have a librarian with fear of darkness deep strike with them it can be very effective against low ld armies. Also i recomend the tornados over the typhoons. and it is m personal opinion that the tactical squads should take advantage of the cheap weapons by having lots of small squads or be large and mid fire support. your devastators should be able to infiltrate with big guns or profide a solid firebase with 4 Heavy Bolters I dont like tanks except artilery and well whirrlwinds arent that strong so id advise aginst any tanks other than transport unless you want a mobil firebase. And consider bikes with 2 meltaguns
 

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Discussion Starter · #6 ·
thanx for that xenosmarinekiller, reason why i chose small devastator costs was to save points to keep my armys shooty/sppedy/assault theme. if i choose two 8man squads for 200pts each then thats almost a third of my army that can only do one thing. im seeing too many static lascannon armies both imperial and chaos.

as for the veil of time combo are you sure that is legal? in the codex it dosnt specifically say if the power applies to a selected unit or model, or to the unit the librarian has joined??. if you or anybody could clarify this i would be most grateful.

thanks again for the tips
 

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Discussion Starter · #8 ·
thank you for the detailed analysis but i thought your comments on my landspeeder combos was a bit harsh. reason why i chose typhoons was to elimanate static shooting squads. i fear getting into range to use the assault cannon would risk them getting popped before they could shoot. only thing im definitly not sure about is the venerable dread judging by the amount of static shooty lists and lascannon shooty based armies, at such a hefty points cost wouldnt it become a liabillity?

but i appreciate your thoughts, i had similar modifications in mind before i posted this list. now i know im not crazy
 

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No they were right about the typhoon's. they suck. i found that out AFTER i'd baught it and painted it etc. then played one game.. got oen shot off which did nothing, then it got blasted next turn. waste of 70 points.. i converted it back into a normal speeder with multimelta and baught another tornado.

& are you sure about the name?..purple hands?.. not trying to be rude or anything but im sure you could do better than that.. making a new chapter is something people put alot of work and money into. you dont want to raise a 1500 pt army then realise that it has stupid colours/name/& fluff. if your happy with it then fine, im just trying to make sure that YOU'RE sure before you go ahead with it..

peace
 

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Use the best: Assault cannon, and Heavy bolter. HUGE anti infantry capablity, yet also effective at killing tanks, with the rending assault cannon.
What does the rending ability do when shooting tanks?? i know a 6 on a roll to hit means instant wound with no save for infantry. but say you shoot a tank and roll the 6, what happens?
 

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Discussion Starter · #11 ·
thanx for the testimony about typhoon launchers. i chose the name because i wanted a devious sounding chapter. the purple hands were to be given the no allies drawback basicly because the inquisitoin and other loyal chapters did not approve of their conduct in and out of battle. they are basicly heroic emperors children, the blessed be the warriors trait was meant to represent illegal combat drugs. the chapter also raises funds for arms by confiscating or looting chemical plants and factorys as well as forcing selected members of liberated and subjugated populations to work on their recently conquered planets that was previously home to a rebellion.

sort of like a space marine equivalent of a columbian drug cartel that rescues and extorts other planets simultaneously. how do i give points to other members?
 

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if you want a sinister army then why not collect choas marines ?.. space marines are supposed to be righteous, holy, loyal, etc etc. it is in their very DNA to be so. even if it was possible for them to be become rebellios etc, such a chapter would not be tolerated by other chapters or the emporer himself.
Obviously im not talkin about anything that affects actual game-play. just the story(fluff)..
 

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Discussion Starter · #13 ·
at some point in the future i would like to do a egyptian themed lost and the damned army. my army is loyal to the imperium it is their belief "freedom comes at a price" that gets them into trouble with the high lords at terra. i will explain this in future but they are no worse than the iron hands who actually killed members of the public for their lack of faith to the emperor, plus their overuse of bionics is much worse than some space steroids. im going to post a remixed list with a lot of suggestions put in plus my own taste later.

thanks again for the tips
 
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