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Discussion Starter · #1 ·
Hi guys me and my friends have just started 40k and are gonna start at 750pts and work our way up to the larger armies so heres my attempt at a 750 list

HQ---145pts
Chaos Lord
Mark of Tzeentch
Daemon Weapon

Elites---145pts
4 Terminators
1 Reaper Autocannon

Troops---175pts
8 Chaos Space Marines
1 Flamer
1 Rhino with Havoc Launcher

Troops---95pts
6 Chaos Space Marines
1 Flamer

Fast Attack---109pts
8 Chaos Raptors
1 Icon of Khorne

Total 750pts

The general plan is to attach my lord to the troop in the rhino and move them into a good firing position then the rhino can act as a moving wall with missiles. The termies and the other squad of troops are gonna be moving firing lines that should kill and draw fire for my zerker raptors to engage.

Any ideas anyone?

Cheers!
 

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Honestly, I'd take the Lord, then take 2 squads of 10 CSM with a mark of Tzeentch, and maybe fill the rest with raptors or termies as needed. Priority One (IMO) is the filling of a good base of troops. Hopefully when you hit 1k points, you can have another unit (either Termies or raptors to round it out.

That's just me.


Oh, and welcome aboard!
 

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I'd give the six-strong squad a meltagun, and maybe drop the havoc launcher from the Rhino. While the havoc launcher is slightly more useful in the new Codex, it's still not worth what you pay for it. You do need some anti-armor weapons, and even if it's just a single meltagun, it's enough for that points size.
 

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Think you typoed with the raptors should be 190 but while your army has diversity chances are your precious one anti-armor reaper autocannon is gonna go down fast in such a small squad even with termies, on this field they will be taking most the heat, and then all thats needed is one dread or pred to walk through your ranks, drop the termies, give the raptors a power fist champ maybe? make the 8 strong 10 strong make again a powerfisted or at least power weapon champ, not really sure what to do with the 6man it would be better for them to have a melta or plasma though, and i wouldnt leave your lord alone, maybe put him in the 10 strong and have them use 2 special weaps because ID is a slightly bigger issue now with the new dex, maybe as well use some of the raptors special weap options, but the termies just dont really fit in this list, they'll be taken out too fast
 

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Discussion Starter · #5 ·
Whoops yeah that was a typo. Ok I did a bit of reshuffling and I've taken out the termies, beefed up the CSM squads and tweaked my lord a little so the list now looks like this.

HQ---150pts
Chaos Lord
Jump Pack
Daemon Weapon

Troops---200pts
10 Chaos Space Marines
1 Aspiring Champion
1 Power Weapon
1 Autocannon
1 Meltagun

Troops---235pts
10 Chaos Space Marines
1 Aspiring Champion
1 Power Weapon
1 Autocannon
1 Meltagun
1 Rhino

Fast Attack---165pts
6 Chaos Raptors
1 Meltagun
1 Flamer
1 Icon of Khorne

Total Points: 750

I'm gonna have the troops be my advancing firing line, the rhino will move up behind cover ready to deploy and my raptors with attached lord will hug cover like crazy til they get into charge distance.

What do you guys think?
 

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hrm, if your going to have a heavy weap with the 10 strong marines, do plasma, and maybe one squad with a missle launcher one squad with autocannon? or the squad with the rhino 2x meltas, and although its cheesy, the other squad las/plas or autocannon/missle launcher + plas, generally you wanna pair plasma with heavy weapons rather than melta because of the range
 

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Discussion Starter · #7 ·
Ok if I put in the plasmagun and missile launcher then I'll drop the flamer in the raptor squad. The troops in the rhino get the meltas.

Cool I get it. The idea is the longer range heavier weapons are my advancing firing line and the melta squad uses the rhino to get in close to use the meltas in a dual role of tank-hunting or just instant killing units with the raptors+lord picking off units?
 

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Pretty much, your raptors and lord are your crowd control squad generally picking on weaker infantry or units they can tie up while your longer ranged unit missle launcher/autocannon/lascaonnon + plasma give cover fire and your melta squad make a mad dash down the field in the rhino, good idea to give the rhino extra armor so it can keep moving for most of the damage it will take
 

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Nice little list.
Daemons has pretty much said it all. I would probably swap out the Autocannons in the CSM Squads. as they are a bit neither here nor there imo. Heavy Bolter into one for troop wasting as it is the same AP as an Autocannon with an extra shot (probably the Rhino squad as its less points wasted when your moving not firing.) with an extra shot, then a Lascannon in the other for Armour worrying. ( With a view to maybe taking out the Power Sword if its just gonna sit back, but then if you get charged......... so thats a bit iffy.)
 

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At 750 points, there's nothing you can't fix with a missile launcher just as easily as with a lascannon. And the missile is not only cheaper, but can lend its weight to anti-infantry operations (don't knock the frag missile... that sh*t kills terminators like it's nobody's business, and I can't even begin to explain why.) In a 750-point game, you're not going to NEED that much in the way of anti-tank stuff... really, just one or two things to deal with a Rhino-like model. IMO, the most effective heavy weapon in the game in games of 1000 points or less is the heavy bolter. It packs the punch you need to shred light infantry, which are much more at home in those points levels than in higher ones, and you're not wasting your valuable heavy weapons slots with things like lascannons that you just simply don't need.
 

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Discussion Starter · #11 ·
Hey everyone thanks for the feedback. I've just been talking to my friends and they've suggested that I break up my troops. As in have more units but less men in each. This way there are more units that my opponents have to choose to target. So I might downsize my troops to 6-8 men each and have more units on the board. Is this a good idea or should i stick to the 10 men troop squads?
 

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depends, do you feel like loosing that 2nd weapon option for a buncha special weapons meaning ALL your squads will be doing alot of running around and you wont have anything really reliable vs skimmers and such, which you wont find @ 750 in large volume but will find some, so i would keep maybe one squad 10 strong for the heavy weap/plas then /maybe/ break up the other squad
 
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