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Discussion Starter · #1 ·
Toying around with lists and this seems like a simple and straight forward one. Feels like most things should be covered but probably not full board against one specific unit/enemy type. Took a rhino for the command squad so folks can't tell them apart with 3 moving foward.

HQ:
160 - Captain - RB, SS, Artificer Armour
180 - Command Squad - 2x Flamers, 2x Meltaguns, Rhino

Elite:
125 - Dreadnought - 2x TLAC

Troops:
205 - Tactical Squad x10 - Flamer, ML, Rhino
205 - Tactical Squad x10 - Flamer, ML, Rhino

Heavy Support:
125 - Vindicator - Siege Shield

Any thoughts, tips, advice, etc are welcome.

Tak
 

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Looks good, I would consider ditching artificer armor on the captain to buy combi meltas for the tac marines, redundancy is key.
 

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It looked great on paper.
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I would drop the command squad and artificer armor and get a squad of 5 TH/SS terminators. On foot they are indeed slow, but TH/SS terminators can generally survive a turn or two of shooting if you deep strike them in the enemy's face. Second turn they're on the table having 10-15 thunderhammer hits in your face hurts.
 

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Captain is cool but command squad is not. Command squad are just wounds for the captain are are better used as shooting unit with mass specials, but all of the same type. Don't take meltas and flamers because flamers do nothing to vehicles and meltas don't do a huge lot against infantry.

Drop the vindicator replace with dreadnought works better for unit redundancy and multiple threat you see ;)
 

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I would drop the command squad and artificer armor and get a squad of 5 TH/SS terminators. On foot they are indeed slow, but TH/SS terminators can generally survive a turn or two of shooting if you deep strike them in the enemy's face. Second turn they're on the table having 10-15 thunderhammer hits in your face hurts.

Unless your opponent you know moves away. for this to be certain you would have to come in within 6 inches of your opponent which is pretty risky.
 

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Discussion Starter · #6 ·
So how about this then...

HQ:
140 - Librarian - Terminator Armour, SS, Gate of Infinity, Null Zone or Avenger

Elite:
200 - Terminator Assault Squad x5 - 5x TH/SS
125 - Dreadnought - 2x TLAC

Troops:
205 - Tactical Squad x10 - Flamer, ML, Rhino
205 - Tactical Squad x10 - Flamer, ML, Rhino

Heavy Support:
125 - Vindicator - Siege Shield

Termi Squad deepstrikes down with all 2+a/3+i saves and can pop around if the situation really needs it. I could aslo drop the siege shield on the vindi and take 2x meltaguns for the tactical squads too, but I like the flamers better atm for this list. Can combat squad one or both to leave behind for rear objective sitting.

Thanks,

Tak

:victory:
 

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i like both of your list,but your 2nd list is better.

i don't know if i would use TH/SS. the 3++ is pretty sweet, but they cannot assault after they Gate, and you could be put in a situation where you'll be charged and/or shot at by a lot of opposing units.

i'd tank standard termies with a CML or Assault Cannon.

regardless the other change i would make is drop the Vindie for LS with MM. this way you can move in near your opponent's back line and maybe take some pressure off your termies.

good hunting.
 

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Discussion Starter · #8 ·
And doing a tidbit more thinking, with a few small tweaks this could be a fun 1k city fight list...

HQ:
140 - Librarian - Terminator Armour, SS, Gate of Infinity, Null Zone or Avenger

Elite:
200 - Terminator Assault Squad x5 - 5x TH/SS
115 - Dreadnought - MM, HF, DCCW

Troops:
210 - Tactical Squad x10 - Flamer, ML, Razorback
210 - Tactical Squad x10 - Flamer, ML, Razorback

Heavy Support:
125 - Vindicator - Siege Shield

Can swap around the points for the siege shield into MG's or MB's and ML to MM or razorback to rhino if needed.

Thanks,

Tak

:victory:
 
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