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Discussion Starter · #1 · (Edited)
Here's what i'm considering

-Chaplain w/ jump (HQ) 140pts

w/ 5x Vanguard Vets. w/ jumps,2 pp, 2 pw, 1 rb (FAST) 250pts

-Librarian (Epistolary),
GateofInfite&NullZone, termy w/sb&meltabomz (HQ) 185pts

w/ 5x Terminators, assaultcannon, and 3 chainfists (ELITE) 250pts

-2x Land Speeders, tornado, ac&hb (FAST) 180pts

-10x Tac Marines w/ hb, mg, pw; in Rhino w/ sb (TROOP) 235pts

-10x Tac Marines w/ hb, mg, pf; in Rhino w/ sb (TROOP) 245pts

-5x Scouts w/ bp&cb, camo, sgt w/ pf, meltabomz (TROOP) 108pts

-10x Dev marines w/ 2las, 2pc (HEAVY) 290pts

-1x Predator, w/ sponson laz (HEAVY) 165pts


Not in any particiular order..Chappy and Vets jump a covert flank, LS typhoonz run along with a 'pick a few off/support' flank, with scouts attempting to occupy either the same flank or disturb the opposite (via infiltrate). Lib and Termies find their place with use of teleport in a controlled assault aggressiveness. Predator and combat squaded (or not) devs post up the long range support and occupational hazards, while rhino powers up the middle to unload the hamburger hold-me-overs.

One thing I thought of was scratch the Predator and add in 2 land speeders w/ mm for a flatout murder run at 120pts, with 45pts to juggle.

No one knows me, but please indulge my curiosity :shok:. Thanks:victory:.
 

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You only have 4 units with any sort of long range punch. That will allow your opponent to quickly overload them and then put a ton of fire onto your Vanguard Vets or Termies. I think you need more firepower at 2k for this to be a viable list.

Also, think about your dev squad. They're pretty resiliant, but all you really have there is 2 LC. And it's almost twice the cost of your pred.
 

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Discussion Starter · #3 ·
Also, think about your dev squad. They're pretty resiliant, but all you really have there is 2 LC. And it's almost twice the cost of your pred.
There are 2 plasma cannons as well. Are you saying that pc's aren't any good in your opinion? What then, 4 las cannons? I thought that but it's boring to me and I don't want to use ML, as they also don't excite me.

I figure the land speeder will draw some fire, as will the mobile lib/termies, leaving room for my heavies to take some shots and the vanguard to advance.

What's anyones thoughts about vanguards and the epistolary version of a librarian?
 

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Vanguards are wayyyy to expensive for what they do and only useful with a Targeting locator to bring them down in the right place. Think of them this way are they going to do more dmg and live longer than those termies? no? Then they are not worth it. If you insist no using them ditch the Pread (one pread is only going to attract alot of fire and die first turn) and add some more to guys to the unit, also think about SS for them should should increase there survivability a lot. When you take wounds simply put as many as you can on the SS ones and let the invo save do the rest.

5 scouts are not going to assault anything and live, change them to Snipers and set the back a bit on the table, now you have a unit that can put 2+ wounds a turn on most MCs, and support you Vanguard buy taking out units that would gun them down if they get caught out in the open.

For the liby try a Jump pack and Force dome, stick him in the Vanguard squad and chaching... 5+ invo for everyone + Force sword for multi wound models.

telaport ( haven't tried this yet but iv been looking for something that says you cant telaport out of HTH, could be a useful trick if they get caught in something they don't want to be in)

And yes id go 4 Lascannons, that is a good chance of taking out 1 vehic a turn.
 

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Nope, just missed the Plasma Cannons (sorry) I've got no problem with plasma... and since you can combat squad them you'll have the ability to shoot at two diff targets (which is good)

So - 2 threats from the devs, 1 assault cannon from termie, 2 Typhoons, 1 pred - leaves you with only 6 units that can put out fire every turn... which still leaves you underpowered in my opinion. As a comparison, my all comers Wolf list will outshoot you 2:1 at this point.. so I would quickly overload you're ability to hurt my army and you would only have the termies (on foot) and the vets (which could get blocked or torrented)
 

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2K All Comers list for my Wolves - 11 real threats every turn

  • Rune Priest, 7 Grey Hunters (Melta and Power Weapon), Wolf Guard (melta bombs and Powerweapon) in a Rhino with PMSB
  • Rune Priest, 7 Grey Hunters (Melta and Power Weapon), Wolf Guard (melta bombs and Powerweapon) in a Rhino with PMSB
  • Wolf Guard with Thunderhammer, 8 Grey Hunters (Melta and Power Weapon) in Rhino with PMSB.
  • Long Fang Pack – 5 Missile Launchers, Squad Leader in Razorback with TL Lascannon
  • Long Fang Pack – 5 Missile Launchers, Squad Leader in Razorback with TL Lascannon
  • Long Fang Pack – 5 Missile Launchers, Squad Leader in Razorback with TL Lascannon
  • 5 Grey Hunters (Flamer) in Razorback with TL Lascannon
  • 5 Wolf Scouts (meltagun and melta bombs)
  • Land Speeder Typhoon (ML and Melta)
  • Land Speeder Typhoon (ML and Melta)

A Best of the Worst list for Codex Marines (Taking a 1 rock army is typically not a good idea... I've tried to minimize the impact of loading a ton of points into one unit by offsetting with more dakka - but that only leaves me with 4 scoring units that are kind of weak - so it does have some issues)

  • Librarian in Terminator Armor
  • Terminator Assault Squad – 4 w/ Thunder hammer, Sgt with LC – In a Land Raider Redeemer with Multi Melta
  • Two10 man Tactical squads with ML and Flamer in Razorbacks (TL Las)
  • Two Rifleman Dreads
  • Three Typhoons
  • Three Preds (Autocannon and Las sponsons)

I think the wolf list is pretty darn competetive... the second one is just OK. I made it to play as a friendly list.
 
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