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Discussion Starter · #1 ·
A friendly army list, i have tried to keep as tight as possible to points cost etc. I mainly play against space marines and suffer many casualties to terminators so this time the aim is to get a hard hitting army where most hit on a 3+ dice roll, have a 4+ saving throw as well as having the weapons that do enough damage to cause sufficient casualities to marine armour. This is the second revision of a previous list after taking into account for peoples opinions and advice :





HQ - 260 Points :

1 HQ Squad - 60 points
- Junior Officer
- 4 Guardsmen
+vox caster
carapace armour


Command Support :
Anti Tank Support 1 - 130 Points :
-3x Lascannon
carapace armour

Command Support :
Anti Tank Support 2 - 130 Points :
-3x Lascannon
carapace armour


Troops - 690

HQ Squad - 40 Points:
+ Junior Officer
Four Guardsmen



Storm Troopers (10 man squad)
Veteran Storm trooper Sergeant
-Plasma Gun
-Plasma Gun
*120 points


Storm Troopers (10 man squad)
Veteran Storm trooper Sergeant
-Plasma Gun
-Plasma Gun
*120 points
w/Valkyrie
- Hellstrike missiles
- flare/chaff launcher
- armoured ****pit
*185 Points


Storm Troopers (10 man squad)
Veteran Storm trooper Sergeant
-Plasma Gun
-Plasma Gun
*120 points
w/Valkyrie
- Hellstrike missiles
- flare/chaff launcher
- armoured ****pit
* 185 Points




Conscript Platoon :
HQ squad - 40 Points
-Junior Officer
- 4 guardsmen

Conscript Squad Two - 40 Points:
10 men

Conscript Squad Three - 40 Points :
10 men



Elite - 500 Points




Veterans Squad - 135
3 plasma guns
vox caster
carapace armour

Veterans Squad - 135
3 plasma guns
vox caster
carapace armour

Veterans Squad - 135
3 Meltaguns
vox caster
carapace aromour




Heavy Support - 430 Points



Lightning strike fighter - 195 Points
- chaff
- armoured ****pit

Lightning strike fighter - 195 Points
- chaff
- armoured ****pit


2000 Points in total accounting for the following Doctrines :

Drop Troops
Grenadiers
Veterans
Carapace Armour
Sharpshooters
 

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I don'tt hink that the storm troopers need the command squads for the platoons, but I could be wrong.
 

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The Fallen
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7,745 Posts
Jhagadurn said:
I don'tt hink that the storm troopers need the command squads for the platoons, but I could be wrong.
Worse than that, not only do they not need them, they cant get them, the list is technically illegal in that respect.

Valkyries are naff mate, once they engage VTOL mode to drop off troops, they are sittin ducks - stationary vehicles with light armour, if you are not putting troops in them then vultures make a far better choice being able to carry more weapons.

Given the number of aircraft and throwing aside any doubt I may have that you actually own this lot, regular opponents will rapidly re equip with anti aircraft weaponry - for the marines there is a nice little Whirlwind that does the job for cheap points and cheap price.

I would also recomend some special weapons squad, if you strugglkewith terminators, the easiest cure in the world is deep striking a small squad with a demo charge and a couple of melta guns, should ruin his day
 

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Discussion Starter · #4 ·
How is it ilegal to have three storm trooper units as troop choices? I am using the Grenadiers doctrine which states the following :

The regiment may include 0-3 storm trooper squasd as Troops.

After re-reading that i see that i probably dont require the HQ squad for them as each squad is an individual troop choice. So taking out the command squad (Saving a few points at the same time) should make it perfectly legal. It just means that i am now using 4 troop choices as apposed to two.

I do have the army listed below already, but i have not tried gaming them yet, i enjoy painting them and the overall shelf look of them though. But figured i should game a bit more so should give them a go.
 

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Son of LO
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I really like your list. I'm not entirely sure how effective it will be, but it has a lot of the same flavor that my own airborne list has. It does have the HQ squads that it't not supposed to have, but you can trade those for something more useful like sentinels, and I'm sure you already have something in mind.

Personally, I have no problems with Valkyries. They are great for deploying troops right where you need them, when you need them. That's right, with a Valkyrie, YOU get to choose when and where they come on the table unlike regular drop troops. I find that the versatility in being able to do that is a really big benefit.

Besides, if the rest of your troops have done their jobs correctly, then there will be little to bother the Valkyries after they drop off their payload. OR, you can make sure that you put your Storm troopers right in front of whatever can cause the most harm to your Valkryies and either blow it up with Plasma, or make them make a tough choice between shooting at the flyer or shooting at your stationary troops.
 

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The Fallen
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7,745 Posts
mikosm said:
How is it ilegal to have three storm trooper units as troop choices? I am using the Grenadiers doctrine which states the following :

The regiment may include 0-3 storm trooper squasd as Troops.

After re-reading that i see that i probably dont require the HQ squad for them as each squad is an individual troop choice. So taking out the command squad (Saving a few points at the same time) should make it perfectly legal. It just means that i am now using 4 troop choices as apposed to two.
Appoliogies if it sounded a little harsh, it is indeed the HQ squad listed in troops that is illegal, not the stormies themsleves, to clarify:

1 Troop slot on the force org chart =

1 inf platoon (HQ sqaud and 2+ inf squads)
OR
(using the grenedier doctrine) 1 stormie squad

H0urg1ass said:
Personally, I have no problems with Valkyries. They are great for deploying troops right where you need them, when you need them. That's right, with a Valkyrie, YOU get to choose when and where they come on the table unlike regular drop troops. I find that the versatility in being able to do that is a really big benefit.
Hourglass mate, I agree Valks can do this, and that sounds good, but he is paying 180 points for this, once they engage VTOL mode they sitting ducks, lacking even the FAST vehicle rules used by the lightest of skimmers, not to mention the range mods for flying vehicles. The other down side is that even stormies can not really stand up to serious MEQ squads, they get ripped appart one for one, so the onyl way to keep them safe is to deploy them close to the body of your army where you may get numerical advantage, both in therms of boddies and guns, in which case why bother payignthe 180 points for a Valk?
 

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Cheredanine said:
Hourglass mate, I agree Valks can do this, and that sounds good, but he is paying 180 points for this, once they engage VTOL mode they sitting ducks, lacking even the FAST vehicle rules used by the lightest of skimmers, not to mention the range mods for flying vehicles. The other down side is that even stormies can not really stand up to serious MEQ squads, they get ripped appart one for one, so the onyl way to keep them safe is to deploy them close to the body of your army where you may get numerical advantage, both in therms of boddies and guns, in which case why bother payignthe 180 points for a Valk?
Just use your valks for anti-infantry power, 1 multi-laser 2 heavy bolter and 2 missile pods comes out to 195 with flare/chaff launchers, thats like 13 shots 4 of wich are templates, pretty brutal, better then a vulture at the same job IMO.

Worse case keep the stormie squad in there vanilla and use it at the end of the game to seize objectives and what not
 
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