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Post by Helmian (M.I.A) on Jun 3, 2009 12:17:37 GMT -5
I've made some changes to make this army a bit more versitale
Imperial fists, 3rd battle company 750pts.
H.Q – 115pts Captain equipped with: Powesword and a bolt pistol.
Troops - 410pts
Tactical squad led by brother sergeant Armand Fayette, equipped with a missile launcher and a flamer. Mounted in a drop pod – 205pts
Tactical squad led by brother sergeant Angel Helseth, equipped with a missile launcher and a flamer. Mounted in a Rhino – 205pts
Heavy support - 225pts
Devestator squad led by brother sergeant Luciano Gionson, equipped with 4 missile launchers. Mounted in a Razor back with twin-linked assaultcannones - 225pts
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Post by ElegaicRequiem on Jun 3, 2009 13:34:25 GMT -5
I'm not sure about the dev squad. It is mounted, but I like to have the other five marines there to take wounds for the HW guys and sarge. Due to the ablative wounds, my dev squad once took out seven of 10 legion of the damned, mostly in cc. They were all killed, but three lotd weren't more than an annoyance. The razorback should help keep them alive, though.
I don't see any room for improvement in this list. Good work.
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Post by Hetfiltrator on Jun 3, 2009 17:57:08 GMT -5
Devvies go out and replace with 5 scouts with sniper rifles i say and i think you have enough spare points to get 5 sternguard
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Post by Helmian (M.I.A) on Jun 4, 2009 8:22:20 GMT -5
Huh? why would i want sternguards? I think i'vr got a decent amount of firepower and i don't need all that special ammo
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Post by Hetfiltrator on Jun 4, 2009 13:26:45 GMT -5
stern guard provide a tactical edge against most force with 30" range AP 4 shells, shells that ignore cover saves, shells that wound on 2+ and the you've got heavy hitting vengeance shells
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Deleted
Deleted Member
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Post by Deleted on Jun 5, 2009 7:51:41 GMT -5
Sternguard are just useful against almost anything. You can wound MCs on 2+, ignore cover, or dish out long-range AP4 shots like candy. They even have 2 attacks base in CC, helping them to hold their own if they get pulled into combat.
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Post by The Envoy (AWOL) on Jun 5, 2009 11:07:28 GMT -5
Devvies go out and replace with 5 scouts with sniper rifles Why? Sniper Scouts are horrible in small numbers with the new Sniper rule as they only have BS3. You need a full unit of ten with camo cloaks to actually get a decent amount of wounds on anything, and survive more than one round of shooting, and that's just a waste of points.
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Post by ElegaicRequiem on Jun 5, 2009 15:45:47 GMT -5
Personal experience: Five snipers in 5th ed and new SM 'dex = all dead by turn three having caused one unsaved wound by using fancy poison blast HB round.
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nox
Captain
WWPKD?
Posts: 169
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Post by nox on Jun 8, 2009 9:26:11 GMT -5
Personal experience: Five snipers in 5th ed and new SM 'dex = all dead by turn three having caused one unsaved wound by using fancy poison blast HB round. Agreed, Though i still use them to hold my rear objective while my 4-5 rhinos blaze forward. Most people concentrate on the rhinos. Where is your captain going in this list? Only place he can fit is inside that razorback.... By himself or with half a tactical squad that has no CC Power weapon of any kind. And you wont want the razorback to get close or move over 6 inches because then you lose your lascannon shooting. Just a technical list...thing. You put you devs Under troops. No big deal cause we all know what they are, but for others and list nazi's its important. Food for thought, Nox
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Post by Helmian (M.I.A) on Jun 8, 2009 17:16:15 GMT -5
Fixed it. The captain? I realy didn't think of that, my plan was to have him hang back. . . but since he's a SMurf he should be in the thick of it. Damnit! I'm thinking like a guard commander when i'm making SMurf lists Any suggestions of what to do with him? EDIT: Ok, here's an idea, i swap a rhino for a drop pod and stick him in there
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nox
Captain
WWPKD?
Posts: 169
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Post by nox on Jun 8, 2009 19:47:54 GMT -5
You very well could do that. Would work nicely. And coming in First turn is great for that squad. Are you dead set on the lascannons for the razorback? Take those off and you can get a powerfist for the captains squad in drop pod, and... Digital weapons? Umm... Combi Melta? you know whatever.
Nox
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Deleted
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Post by Deleted on Jul 5, 2009 17:18:32 GMT -5
i dont think Devs have a place in 1000pt list, Troops troops and more Troops...Unless you come up against a lot of Meq a single ML in each squad will be more than enough. And powerfists in the quads area damn good idea.
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