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1500pt armored list - viable?

1472 Views 12 Replies 5 Participants Last post by  NathanJD
Hey there,
I'm thinking about starting up a IA army and the new codex with tank commander can provide me with a list I've always wanted to try. My question is is this list viable in games? (My main opponent is chaos)

HQ - knight commander in executioner with plasma sponsons and camp netting.
Unit - punisher cannon with HB sponsons and camp netting
Troop 1-3 (all the same) - Vet squad with 3 plasma guns in chimeria
Fast - vendetta
Heavy 1 & 2 - battle cannon leman Russ tank with HB sponsons and camo netting.
Roughly 10pts shy of 1500pts.

The LM tanks sit by my board edge with the troops bubble wrapping and protecting suicide meltas. The vendetta is my anti air.

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As per the Gets Hot special rule in the rulebook any blast weapons with the ability to reroll to hits also get to reroll failed Gets Hot. And as Preferred enemy confers a reroll on a 1 and a failed Gets hot is a roll of a 1 I'd say you get to reroll.

This is not correct. Preferred enemy confers a re-roll on a TO HIT roll of 1. This is separate from the "Gets Hot!" roll. Blast weapons with preferred enemy can never gain the ability to re-roll hits from preferred enemy.

Since you can never roll a 1 to hit, you are never granted a re-roll to hit. Without this re-roll to hit you cannot re-roll the "Get's Hot!" die.
Good thing Pask comes with a re-roll not from preferred enemy then.

A re-roll on armor penetration, but not to hit. So he still cannot re-roll the "Gets Hot!" die as that requires the ability to re-roll misses.

Am I missing some rule that allows Pask to re-roll all misses?
BS6+ allows a re-roll of all misses so you can re-roll "Gets Hot!" as normal.

A model with preferred enemy does not have "re-roll to hit." It is granted this re-roll if, and only if, you roll a 1 to hit.

Let's focus on OP's list and continue this rules discussion here:
I agree with the above sentiments to strip off the camo netting from the Wyvrens. I'd also strip the heavy bolters from the battle cannon russes due to their ordnace weapons. Then I'd strip a plasma gun off each vet squad as they can only fire 2 out of the hatch.

Dropping all these nets you 115pts. That's 125pts free factoring in the original 10.

Using this I'd add an aegis line w/ quad-gun for more AA and guaranteed 3+ cover for your tank line.

But you've no one to man the gun so I'd drop one vet squad for a platoon. After dropping one, you have 180pts. With this I'd add:

Platoon Command: - 30
Priest - 25
Infantry: autocannon, flamer - 65
Infantry: autocannon - 60

This gives you a unit to fire the quad-gun and fearless bubble wrap for your tanks.
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