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Discussion Starter #1 (Edited)
HQ: 100

Librarian Null Zone/ Smite

Troops: 550

Tac Squad LC, MG, Razorback

Tac Squad LC, MG, Razorback

Scouts, 4x Sniper 1x ML

Elites: 250

2x Rifleman Dreads TL AC

Fast: 210

x3 Land Speeder MM,FL

Heavy: 370

x2 Vindicator SS

Predator AC LS

Total: 1480

So been trying to figure out a decent build for my 1500 point army, at first thought about using assault termis but been told they're too expnsive with a LR in 1500 games so after readin all the different articles on here i've came up with this, figured i'd post it n ask what you guys think.

I know some people don't like vindi's but in the few games i've played since starting 40k i've found that they've either decimated units or been a fire magnet allowing my other stuff to do it's job, been playing now maybe 2 n half months now so haven't got all the units yet but am trying to build a solid core to expand from.

Thanks in advance.
Psy.
 

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looks pretty solid, should do well. I cant really think of anything to change, except that the EA may not be worth it, but that's personal preference.

go kill some xenos/heretics
 

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Your tacs could use meltas more than flames, maybe combis an sarges. RBs don't need EA, and dozer blades are fine, SS are overkill. If you could get las/plas. Smite's not a good power, if you want a shooting attack take avenger, otherwise go with force dome. besides that great list.
Good Hunting,
Raptors8th
 

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Discussion Starter #5
Thanks for the comments lads, i've made a few minor changes to the list, dropped EA from RB's n gave the tacs Melta's leaves me with 20 points suppose could put a PW on 1 of the serg's but wanna try my best to keep em out of CC due to em being combat squaded I reckon if they get assaulted they'll just get butchered.

Was thining of maybe dropping a HM on each of the RB's for a 1st turn alpha what you guys think?
 

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Nice decision.
You may also consider taking camo cloaks for your scouts (since they'll hopefully be sitting in the cover the whole game).
 

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Another alternative with the scouts is to give them a power fist and combi weapon and put them in a storm. By dropping one of the existing speeders and the points from the ML in the scouts and the 20 spare this may work out quite well. The only downside with the list is the number of kill points it gives away with 15. One option in kill point games would be to hold back with the tactical squads and keep them in squads of 10.
 

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For the cost of the Scouts, you could get another Rifleman dread. Consider that.

And there isn't much 'meat' in this army. Alot of points spent on toys like the LS's but I feel a third tactical squad complete with Rhino would be far more beneficial in both offense and defense.
 
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