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Do you already have those models? Well, either way unless you are going bikes the main advice will be to mech up.

1) Add a rhino to the first Tactical and the Sternguard. Note: ONLY BUY Razorback kits. You can assemble those so you can field them flexibly as either rhinos or razorbacks. They cost the same.

2) A librarian in power armour will be a very good thing to add. If that is a godhammer format LR (TLLC) then it is full and there is no point having the libby be in terminator armour.

3) Field your chappy as a captain.

4) If you haven't yet added the jump packs to the assault squad, don't. Field them on foot and give them another rhino (razorback). Your libby can drive around with them.
 

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add 2 Vindicators, best value for points for a tank in the codex, and are incredibly deadly to boot! Then I would change your predator from a LC pred to an anti-infantry pred. Add HB side-sponsoons and a storm bolter, for 95 points. The vindicators can deal with armour (as well as infantry) and your pred can deal 10 shots a round at those pesky infantry models.
I feel that strictly the preds are better value for points. The Vindi gives you one gun w. 24" range. Any result on the damage table will stop that gun firing effectively. For about the same or less the pred gives you three guns with more range: thus more resilient and shooty. Another neat thing about preds is you can make up the model to be fieldable as a rhino or a predator, by simply not gluing the turret plate in and leaving the little cameras off the top of the sponson axles. (Or magnetise, which is really easy for preds.) I would definitely at this stage stick with preds. Friends do say pods of 3xVindi is good in Apocalypse. I have no experience of that, but certainly the vindi is not my ideal tank at 1500pts.

If you want to run the terminators, you don't necesarrily need a LR. Sure they will get around quicker this way, but it isn't necessary. You can always deep strike them, and with their 2+save and 3++invuln chances are they will be ok, it's just a lot more risky. I don't tend to run these unless you get to 1750 - 2000 points.
A note here, the assumption is you will field the termies SS/TH. This is both stronger and more outright fun than the LC/LC option. I agree about the LR, but assume you already have the model. I'm guessing you have a Godhammer, right? If so, you should generally not field it.

If you decide to keep the terminators, keep the chaplain and add him to the squad, if not, I would say either remove the chaplains terminator armour and give him a jump pack instead, or drop entirely in place for a librarian.
The issue with the jump chappy is a) it is a different model, and I assume you have the terminator chappy already, and b) it goes with a squad you don't really want to expand. I would strongly avoid at this point adding another chappie model to your collection.

If you want to add more HQ, definitely libby or captain, or if you want a name character Shrike or Vulkan are just about worth considering at 1500pts. A captain would give you an option on a command squad, which could be fun set up with PGs and/or on bikes.
 

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Quick question to Ultra, you said you don't need LOS on Vindi if not moving but I was under the impression that the Vindi is Ordnance n not Ordnance Barrage so you can't do indirect shooting with it?
The Demolisher cannon is not a barrage weapon.

In the FAQ for Marines it clarifies that the 'barrage' added to the entry on the quick reference list at the back of the book is an error, and that the entry on the detailed pages (page 80) is the correct one to use.

Personally I think the Demolisher should be barrage, that'd make it a nice option to field as Marines get very few indirect fire weapons. Were it barrage, it would have a minimum range though. It would be something like 6"-24" or 12"-36". Stupid, stupid Games Workshop.
 

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Hmm I think this list lacks a bit of long range fire-power, has any body got any suggestions?
I feel like you have things a bit more pimped out than they need to be, and may be able to fit in more long-range fire.

HQ
Space Marine Chaplin
Terminator Armor with storm bolter
-130

I really feel Librarian is the answer here.

Troops
Tactical Squad
5-extra men
Plasma Cannon
Flamer
Power weapon
-190

I suggest just plain old ml/flamer on this squad; or ml/meltagun.

Tactical Squad
5-extra men
Melta
Power weapon
Teleport Homer
Missile launcher
Rhino
-235

I feel like the Homer won't prove as helpful as you'd hope.

Elites
Terminator Assault Squad
TH/SS
-200

Absolutely keep the termies, but don't DS them in. Walk them on.

Dreadnought
Twin-linked lascannon
Missile Launcher
-145

Sternguard Veteran Squad
Combi-flamer
Combi-melta
Rhino
-170

I feel these guys are under-equipped. I would at least double-up on both combi-weapons. In a casual game, just use 'counts-as'. Also, I would consider extra armour for this tank. You might consider adding one long range weapon to this squad. Obviously that loses their great bolter, but adds long range, which you might need more.

Fast Attack

Assault Squad
5-extra men
Power Weapon
-205

I can't say much, but why not go with two flamers in this squad, just because you can :)


Heavy Support


Predator
Sponson Heavy Bolters
-85

Vindicator
Siege Shield
Extra Armour
-140

I would not bother with the SS. A DB will do equally well - a 1/36 chance of getting stuck is very unlikely to come up the couple of times you drive into difficult terrain per game.

Total 1.5k
 

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Very similar answers from me vonklaude, you should have decent feedback to edit some more :)
Very similar :)

At this point I would just quibble on the rhino for the Sternguard. They have extra good bolt guns, so you want them shooting out the hatch.

If a razorback is desired, an option would be to reduce a Tactical squad to 5-man, saving 80pts, and then give them a razorback with TLLC or TLPG/LC costing 75pts.
 

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I hope it turns out to help :)

Null zone should be useful against CSM. Melta, ml (krak), and plasma should be good against CSM and Necrons. Necrons don't like heavy flamers, but I'm not so sure how effective basic flamers will be against them. A decent alternative to Gate for your libby would be Avenger. Very strong against either opponent.
 
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