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Title: Novice's army list.
Description: For Tale of X Gamers.


Gagoc TheAncient - March 7, 2010 07:16 PM (GMT)
I've signed up for a Tale Of X Gamers at my local GW.
But I am a complete novice when it comes to playing.

Bit of a problem as for March I'm to put together a 500 point army and play the Manager, James.

I've searched through what I already have, taken advice and come up with this army list:

Captain, + power sword: 115 points.

Tactical Sqaud, + 2 marines: 122 points.

Land Raider: 260 points

Total 497 points.


Alternatively, I could have either a Chaplain or Librarian and have the tactical squad led by a Sergeant with a power axe.

Does anyone have any thoughts on this?

fritzagelmann - March 8, 2010 01:26 PM (GMT)
Do you not have to have 2 troop choices?

Whitehorn - March 8, 2010 02:17 PM (GMT)
Drop the Land Raider :)

As fritz says, you most likely have to follow the FOC unless they specified otherwise.

Perhaps give your guys a Rhino/Razorback and some support from a Speeder.

fritzagelmann - March 8, 2010 03:23 PM (GMT)
I am with Whitehorn on this, toss the land raider, even if you do not have to have 2 troop choices, its way to many points in one basket and wont give you enough flex to win games.

The majority of the missions are about taking and holding objective points, as it stands now you can only ever claim one, so at best you can hope for a draw. In addition you are going to lose to any horde army who wont care about 2 lascannon deaths a turn when there's 80 orks in a 500pts game

Gagoc TheAncient - March 9, 2010 12:25 AM (GMT)
My Bad. I forgot to mention that for the first month normal FOC goes out the window and I only require one Troop choice.

The manager thought this up so more people could join.
Next month it's back to standard FOC so I'll need to add at least a second Troop choice, 250pts to be exact. I have scouts painted, but unvarnished as well as those squads of AoBR marines to paint up.

So, considering the unique FOC requirements, what do you think of my list?

Whitehorn - March 9, 2010 09:06 AM (GMT)
I think you're going to suffer. 2/3 of missions are objectives, for which you need troop choices to capture. You have 1 static unit.

fritzagelmann - March 9, 2010 11:59 AM (GMT)
I still hold to my last post, with only one troop choice you are going to lose and the land raider will not make up enough points to justify taking it in such a small game.

Gagoc TheAncient - March 9, 2010 08:59 PM (GMT)
Could you please tell me how I can make a more valid army from these.

1x Captain/Chapter Master: Bolt pistol and power sword/relic blade.
Cptn=115points/130; CM=140/155pts.

1x Chaplain = 100pts

1x Librarian = 100pts

Command Squad (Cptn): Sergeant, 2 Vets (boltpistols & chainswords), Apothecary & Company Champion=115pts.

Tactical Squad: Sergeant, 6 marines= 122pts

Alternate choices: sergeant with power axe(+15), 1 plasmagunner, 3 meltagunners, 3 flamers, 1 Lascannon, 1 Missile Launcher & 3 Heavy Bolters.

Could possibly make a Devastator Squad of sergeant, + power weapon; 1 Lascannon, 1 Missile Launcher & 3 Heavy Bolters =185pts

1x Predator Destructor = 60pts

1x Land Raider = 260pts.

Unvarnished but painted models. (Edit: now Varnished and ready for battle!)
Scouts: 4 Snipers +camo cloaks, 2 close combat, 2 heavy bolters, 1 missile launcher +camo cloak.

1x Dreadnought with choice of CCW arm + flamer/stormbolter, TL lascannon arm, TL heavy bolter arm, assault cannon arm or missile launcher arm.

1x Predator Destructor + heavy bolter sponsons = 85pts.

Gagoc TheAncient - March 18, 2010 12:02 PM (GMT)
I've done some calculations. If I lose the Land Raider (-260), and the two extra Tac Marines (-32) I can add:

A squad of sniper scouts (1 sarge, 3 sniper scouts, + 1 ML scout with camo cloaks) for 115pts

A Predator Destructor (no extra's) 60pts

A Dreadnought (CCW & Storm Bolter/ Heavy Flamer, TL Heavy Bolter/Assault Cannon) for 110/115pts.

With the Captain (115) and Tac squad (90) that's 490/495pts.

Now If I swap the Captain for Librarian or Chaplain (-15) and lose the Camo Cloaks (-30) I have 45 points to play with.
I could at least take a Predator Destructor with HB sponsons, maybe improve the character and/or the Dread.

I just don't know what to do!
Any thoughts, hints or tips?

fritzagelmann - March 18, 2010 12:19 PM (GMT)
QUOTE (Gagoc TheAncient @ Mar 18 2010, 12:02 PM)
I've done some calculations. If I lose the Land Raider (-260), and the two extra Tac Marines (-32) I can add:

A squad of sniper scouts (1 sarge, 3 sniper scouts, + 1 ML scout with camo cloaks) for 115pts

A Predator Destructor (no extra's) 60pts

A Dreadnought (CCW & Storm Bolter/ Heavy Flamer, TL Heavy Bolter/Assault Cannon) for 110/115pts.

With the Captain (115) and Tac squad (90) that's 490/495pts.

Now If I swap the Captain for Librarian or Chaplain (-15) and lose the Camo Cloaks (-30) I have 45 points to play with.
I could at least take a Predator Destructor with HB sponsons, maybe improve the character and/or the Dread.

I just don't know what to do!
Any thoughts, hints or tips?

This looks like a way better rounded force in my opinion.

The scouts will allow you to infiltrate to an objective early on and hold it, or due to the long range of the sniper rifles you could have them guard an objective close to home. As a side note, I always assign one of my scout units to objective duty, and they always get camo cloaks. Try to keep in mind that if guarding an objective it becomes all about survivability, even if only in light cover, with the cloaks and ability to go to ground you can get them a 3+ invulnerable save when you need too.

The only issue I can see is that you are lacking in anti tank goodness. Maybe try to keep the dread with a multi-melta or lascannon. If you can't do this than consider doping the dread in order to bring the tac up to 10 guys and getting a free missile launcher in there as well as having the point for a special weapon and melta bombs on the sarge.

Again, I think this list is much improved over the previous one. Good job!

Gagoc TheAncient - March 18, 2010 12:36 PM (GMT)
Thanks Fritzagelmann, I can use the feed back.
In order to get a Lascannon in I'd have to swap both the Dread and Predator for a Devastator squad (Sarge +ML, +2HB,+Lascannon) of 170-185 points.
The extra 15points is because I have a sarge with a power axe.
I'd thought of doing the Devs before but had ruled it out (forgotten) previously. Thanks for reminding me!

On a Dread the TL lascannon is 30pts; and I currently have only 6 tac marines with bolters, I'd need at least 1-2 more before I could have special and/or heavy weapons.

You see I'm limited to what I have painted because of the Tale of X Gamers setup.

fritzagelmann - March 18, 2010 01:25 PM (GMT)
I don't have the codex with me at work, but could you swap the cap out for a lib and teleport around casting antitank bolts from him? What is it the gate or something or another that allows him to deep strike? and then curse of the machine or something that causes hits on tanks?

Also if you dropped down the cap to a lib would that give you the points needed to take the las on your dead?

You should paint more bolter marines for next month, lol

Gagoc TheAncient - March 18, 2010 08:59 PM (GMT)
My battle will be against Space Wolves! Hhhmmm, maybe the lib wouldn't be a bad idea, he is a Thousand Son!
And with the extra 15 points freed by losing the captain I could have the Lascannon on the Dread for 500pts. Either that or put HB sponsons on the Pred.

Another alternate army list would be:

Captain +power weapon 115
Tactical squad 90
Sniper scouts + ML & camo cloaks 115
Devastators + 2HB, 1 ML, 1 Lascannon 170
And two melta bombs can be given to the Captain and/or Sergeants.

Your opinions will be welcome.

Astelan - March 18, 2010 09:54 PM (GMT)
My first point to make in such a small points value game...

Make sure your working out the correct points value for your units!
5 scouts, 75pts.
Camo cloaks, 3pts each - 15pts.
Missle Launcher, 10pts.

100pts overall.

I would say your last posted list looks the most flexible. Lots of figures, considering they are Space Marines in a small game, with two objective scoring units and theoretically enough firepower to deal with most threats.

You may want to spare a bit of time to plan what each of your units might be doing in your force, do you use them to attack, counter attack, hold ground etc?

Gagoc TheAncient - March 19, 2010 01:47 AM (GMT)
Thanks for spotting that Astelan, I have no idea how I made that mistake. :huh:

With the corrections I have 25 points to spend, as I have a sergeant model with Power axe I could take him and give the Melta bombs to two of the sergeants.

Though for the Devs 170 points I could take a Dread (CCW + TL HB) and a Predator with no sponsons.

As for planning what each of my units would be doing, I have no idea. I really am a complete novice when it comes to gaming.

The only thing I can think of is: Scouts infiltrate, grab objectives and assassinate characters; Devastators take out tanks, big/dangerous units, generally try and drop the hammer on stuff and lend fire support to other units; Tac squad to grab the other objective, maybe take the brunt of any charges, backup the scouts???


I am still wondering if Captain is the best choice of character, or if a Librarian would be better?
Then again, I don't need to take a character at all!

Gagoc TheAncient - March 19, 2010 06:50 PM (GMT)
I've found out today that if the my opponent takes Space Wolves his 500point army will consist of Logan Grimnar and Wolf Guard pack(s) in terminator armour.

Notice the 'If'. He's vacillating towards a homebrew chapter.

So what can take out Wolf Guard Terminators?

Astelan - March 19, 2010 08:06 PM (GMT)
Righty.

Pretty much anything CAN take Wolf Guard Termi's...

The point being, what is good at it?

I would imagine he would be fielding a small 5 man unit at most (considering Logan Grimnar costs 275pts on his own!!) Target everything you have against these guys, wear them down slowly if you have to, avoid them in close combat if possible! Once you are rid of them you can turn your attention to Grimnar who cannot score objectives.

However if you let Grimnar in close then he will simply roll through everything you put in his way! He may be expensive but once in his kill zone he is almost unstoppable. 4+ invulnerable save, 5+ psychic power nullifying, always hits on a 3+ and a list of special rules that goes on and on.

I would suggest that you try and squeeze in a plasma gun in your Tac squad, possibly a plasma pistol on your Captain. Do you have a heavy bolter model for your scouts? Considering a krak missile is only AP3 and will not negate Termi armour it would be worthwhile considering taking a heavy bolter with 'Hellfire' shells for the same points cost. No AP (making it even with the krak missile) but wounding on 2+ just like the missile launcher with the addition of a template!

My main advice would be to learn how to dance (I hope at least someone else gets the WoW reference!). Avoid everything for as long as possible in close combat while wearing his single squad down with every weapon you have. If you don't have the Wolf codex and need any advice about what you might be facing at 500pts then just ask, 'the most dangerous enemy is the most informed enemy' as the saying goes!

Good luck

fritzagelmann - March 19, 2010 09:49 PM (GMT)
Space Wolfs cant teleport, so you shouldn't have any fear of him dropping down on you. Just shoot him with everything, and make sure you stay out of hand to hand. Do not hesitate to run your guys away in order to get out of his range. Plasma is going to be your buddy, its AP2, kill em, but be careful with pistols as they have a 12in range so you know your going to get charged the following turn. I would opt for as much shooty as possible, the more saves he has to make the sooner he will fail one.

Gagoc TheAncient - March 19, 2010 11:08 PM (GMT)
I have, what is probably an insane idea.

Captain (Power weapon) 115pts

Command Squad 160pts
Apothecary
Plasma gunner
3xmeltagunners
(could swap one for a flamer though)

Now at this point I have a choice.
Either A)
5-man Tactical Squad 90pts

Dreadnougtht (TL Lascannon) 135pts

Or B)
5-scout Sniper Squad with HB & camo cloaks 100pts

Dreadnought (Heavy Flamer & Assault Cannon) 125pts

Which would be best against Logan Grimnar and Wolf Guard Termies?
Or is it really crazy?

Lucius - March 20, 2010 12:08 AM (GMT)
QUOTE (Gagoc TheAncient @ Mar 19 2010, 11:08 PM)
I have, what is probably an insane idea.

Captain (Power weapon) 115pts

Command Squad 160pts
Apothecary
Plasma gunner
3xmeltagunners
(could swap one for a flamer though)

Now at this point I have a choice.
Either A)
5-man Tactical Squad 90pts

Dreadnougtht (TL Lascannon) 135pts

Or B)
5-scout Sniper Squad with HB & camo cloaks 100pts

Dreadnought (Heavy Flamer & Assault Cannon) 125pts

Which would be best against Logan Grimnar and Wolf Guard Termies?
Or is it really crazy?

I would go with choice A. It's a stonger looking army and would last longer than choice B.
If you can in anyway put a rhino in there by droping some points. The reason why I say this is because your army is a bit of a foot slogging army at the mo. If your playing seize ground or capture and control you may have get to an objective to wipe out the enemy in control of it or to contest if your force to game to a draw if it's going horribly wrong.


Gagoc TheAncient - March 20, 2010 01:27 AM (GMT)
Thanks Lucius. Your voice adds to the consensus for choice A.

That and the command squad idea isn't insane, maybe crazy like a fox, but not insane.
I'm sorry but I don't have any Rhino's built let alone painted yet.

I think I have my army. Now I just need to issue the challenge.

Astelan - March 20, 2010 08:54 AM (GMT)
It's not crazy at all.

Yes, you would be sacrificing a troops choice, meaning you are back to one scoring unit, but you would gain access to the special weapons you are unable to use with previous lists.

I would opt for army list B however. Your Scouts may appear fragile, but with their camo cloaks they can often stand up to a fair amount of firepower. Watch out for template weapons though!

I would be inclined to drop one of the meltaguns from the command squad and include the Dreadnought from army A though, giving you exactly the same points cost. The meltagun is very close ranged, and while it will cook Termis nicely, you might not want to be that close to do it! The TL Lascannons are scary, can kill a Termi just as easily as the melta and don't require you to be within smelling distance to do it.

As you have a fair idea of what you are facing, you can tailor a force to suit it just as you have done! The Command Squad option is pretty genius, however you have to use them right. I would suggest you try and hold them back, targetting the Termi squad from range with the plasma until he either melts himself or the combined firepower removes the Terminators from play, then it's the dangerous time of a death or glory face off with Grimnar!

fritzagelmann - March 20, 2010 02:46 PM (GMT)
I think I would put the plasma gun in the tac squad. The reason for this is that your command squad is going to get into hand to hand if you are using melta-guns. They have a 12 in range, at best you are killing 2 termis, and that still leaves 3 to hit you in hth or Logan himself. In addition melta's are assault weapons, so you are going to be giving up the biggest advantage the plasma has over them, range, by putting it in the tac squad you put it with similarly ranged weapons that are also rapid fire.

I also support the previous thought about making sure the dread has the lascannons, I think that's going to be a huge difference.

If you have it though, I would still drop a melta from the command squad, take option A, but give the sarge a power weapon.

The other thing to make sure of is that your squads are in cover. that way when you use your melta guns, when that charge comes you will be able to attack first even if he is runnin wolf claws because termis cant use grenades

Astelan - March 20, 2010 03:07 PM (GMT)
QUOTE (fritzagelmann @ Mar 20 2010, 02:46 PM)
I think I would put the plasma gun in the tac squad. The reason for this is tha...

The only trouble with this being, Tac squads don't open up heavy or special weapon options until the squad numbers 10 models.

The only reason I stick by the choice of scouts is 1, Funky deployment. 2, Despite having to remain stationary to fire their rifles, the improved accuracy should result in more wounds than the equivalent bolter fire. 3, A heavy weapon option.

Lucius - March 20, 2010 09:28 PM (GMT)
Can I ask what else you have in your space marine collection. I thought that some of us who have replied to your topic maybe able to give you some ideas.

Just a thought, have you got any plasma cannons?

I believe you can do this - A devastator Squads starts off as I believe at 90pts in the normal SM codex. I do not believe you have to have four Heavy weapons in the squad. Have 2 plasma cannons (or even 1 would suffice - just need to be accurate with that scatter die). That should dispatch Termies and anything else for that matter. The whole squad will cost approximately 120pts. I'm working off the current Blood Angels Codex but I don't think there is a difference in points.

Gagoc TheAncient - March 20, 2010 11:47 PM (GMT)
Lucius; I listed nearly all I had on the first page. The sixth reply I believe.

I don't have any Plasma Cannons at squad level. They're untrue to the background, though I did have a couple of ways to include them in any army. But they're not painted yet.

You don't have to take four heavy weapons in a Dev squad, but you can only take up to four.

Anyway, thanks for the interest and offer. If you come up with anything, I'll be interested.
But I am planning on trying to get this battle fought as early as Tuesday.

Lucius - March 21, 2010 12:03 AM (GMT)
QUOTE (Gagoc TheAncient @ Mar 20 2010, 11:47 PM)
Lucius; I listed nearly all I had on the first page. The sixth reply I believe.

I don't have any Plasma Cannons at squad level. They're untrue to the background, though I did have a couple of ways to include them in any army. But they're not painted yet.

You don't have to take four heavy weapons in a Dev squad, but you can only take up to four.

Anyway, thanks for the interest and offer. If you come up with anything, I'll be interested.
But I am planning on trying to get this battle fought as early as Tuesday.

Sorry about that, I won't ask again :rolleyes:

I thought that was the case with regards to the Devastators. I was working from the current BA codex which is saved to my work computer and there are sometimes some slight differences with the BA and SM codex so I wasn't 100% (probably 95%). It's not often I have fielded a 500pt Army. Last time was at the Gedren event.

Good Luck with it all and let us know what you have chosen and how you got on.

fritzagelmann - March 21, 2010 06:04 PM (GMT)
Can you field 2 devestator squads with 2 heavys each? That way if need be one can cover the other if they need to move.

I still am not sold on the scouts because a missile launcher is only AP 3 and wont make any difference to termis, so I think it would be better to get more shots on them if at all possible and just make him role lots of dice. With that in mind Marines are BS 4 while scouts are only 3.

Astelan - March 21, 2010 07:46 PM (GMT)
QUOTE (fritzagelmann @ Mar 21 2010, 06:04 PM)
Can you field 2 devestator squads with 2 heavys each? That way if need be one can cover the other if they need to move.

I still am not sold on the scouts because a missile launcher is only AP 3 and wont make any difference to termis, so I think it would be better to get more shots on them if at all possible and just make him role lots of dice. With that in mind Marines are BS 4 while scouts are only 3.

My reasoning behind the scouts is thus. You can deploy somewhere safe, in cover and already on your way to holding an objective. Scouts may have a ballistic skill of only 3, however, sniper rifles always require 2+ to hit, wound on a 4+ just like a bolt gun would and would not affect saving throws on a Terminator armoured unit... Just like a bolt gun. Statistically, your going to kill more than you would with bolters. True, a krak missile is only AP3, not affecting Terminators saving throws, however for the same points you can equip a Hellfire heavy bolter. Blast template and wounding on 2+. No extra shots but you get the picture.

Sorry Gagoc, feels like I'm repeating the same ground over and over in your post! Good luck in your game, let us see how the force is shaping up sometime eh?

fritzagelmann - March 21, 2010 07:59 PM (GMT)
That was the last edition where sniper rifles hit on 2+, currently they are "sniper" weapons, and page 31 of the black reach rulebook, roll to hit as normal, but wound on a 2+ and are rending, they are also heavy.


Also, i didn't see a heavy bolter listed with his scouts :*( So there's no hellfire rounds, though that would be greatness.

In all honesty I am a bit disappointed that any manager of a GW who should be encouraging the dynamics of the game would take such a cheesy army in a 500pts game.

Gagoc TheAncient - March 22, 2010 06:02 PM (GMT)
I went into the GW store today, to see if my opponent was up for our match tomorrow.
Not only wouldn't he be there tomorrow, but he's decided to have Imperial Guard as his army! (Maim! Murder! Destroy! :angry: )
Being as he's the store manager I think GW HQ would be unhappy if I bumped him off!

So, now I need a 500 point army to take on IG.
Apparently he's basing his army around Commissar Yarrick and veterans of the 2nd Armageddon war from Hades Hive.

I guess I'm going to need a combination of anti-troop and anti-armour elements.

P.S. I've already got four possible army lists. An old one, two repurposed ones and a new one.

Lucius - March 23, 2010 01:44 PM (GMT)
QUOTE (Gagoc TheAncient @ Mar 7 2010, 07:16 PM)
Alternatively, I could have either a Chaplain or Librarian and have the tactical squad led by a Sergeant with a power axe.

Does anyone have any thoughts on this?

If that's the case I would bring in the chaplain with re rolls to hit and have that Sgt with that power axe. Considering they are going to stand back and shoot I would take the Land Raider and let them poop their pants :lol:

Gagoc TheAncient - March 24, 2010 01:02 AM (GMT)
Possible army lists against Imperial Guard.

1) Librarian 100pts
5 man Tactical Squad + power axe for sarge 105pts
Sniper Scout squad: 4 sniper, 1 heavy weapon + camo cloaks 100pts
Dreadnought + TL Lascannon 135 pts
Predator destructor, no sponsons 60pts

2)Captain + power sword 115pts
Command Squad: Apothecary, 2 flamers, 2 meltaguns 145pts
5-man Tactical Squad 90pts
Dreadnought: Heavy flamer + TL Lascannon 145pts
(495 total)

3)Captain + power sword 115pts
Command Squad: Apothecary, 3 flamers,1 meltagun 140pts
Sniper Scout squad: 4 sniper, 1 heavy weapon + camo cloaks 100pts
Dreadnought: Heavy flamer + TL Lascannon 145pts

4)Captain + power sword 115pts
Command Squad: Apothecary, 3 flamers,12 meltagun 140pts
5-man Tactical Squad 90pts
Devastator Squad: 1 Sarge, 1 marine, 1 HB, 1 ML, 1 Lascannon 155pts

Which one would you choose?

robert_the_damned - March 24, 2010 01:27 AM (GMT)
Can I be completely unfair and say none of the above?

I personally wouldn't take a Libby against IG, he's more useful for multi-wound nastys and most his powers are keyed more for elite heavy infantry. Basicly they're not going to get their points back.

So I'd probably go for a Captain, leadership bonus might not seem that important but when you've got such a small force having one squad break even for a turn can loose you a game. Chaplains are good too, they're a bit cheaper than a captain (once you take into account wargear) and more than a match for anything an IG comander can field. Personally I don't field command squads bellow 1000pts, they're just expensive and you can easily stick your commander in with your regular troops.

You'll want to field as many marines as you can, otherwise you'll be wittled down to nothing by a million tiny lasblasts.

Defenatly need some tank killing ability though, I'd go for two ten man tactical squads (free weapons woo!) which you then split into combat squads to give you more flexability. I'd maybe have one with ML and flamer and the other with a lascannon and a melta gun (don't have anti infantry and anti tank in one squad otherwise they'll allways be wasting one or other weapon).

Having 4 troops choices will certainly come in handy for capturing objectives in 5th ed. This list would probably leave you with enough for a rhino to get about in or some extra points to bling up the sergeants. Or if you just get ML and flamers for both tac squads you can afford a predator.


Astelan - March 24, 2010 01:48 PM (GMT)
QUOTE (robert_the_damned @ Mar 24 2010, 01:27 AM)
Can I be completely unfair and say none of the above?

I personally wouldn't take a Libby against IG, he's more useful for multi-wound nastys and most his powers are keyed more for elite heavy infantry. Basicly they're not going to get their points back.

So I'd probably go for a Captain, leadership bonus might not seem that important but when you've got such a small force having one squad break even for a turn can loose you a game. Chaplains are good too, they're a bit cheaper than a captain (once you take into account wargear) and more than a match for anything an IG comander can field. Personally I don't field command squads bellow 1000pts, they're just expensive and you can easily stick your commander in with your regular troops.

You'll want to field as many marines as you can, otherwise you'll be wittled down to nothing by a million tiny lasblasts.

Defenatly need some tank killing ability though, I'd go for two ten man tactical squads (free weapons woo!) which you then split into combat squads to give you more flexability. I'd maybe have one with ML and flamer and the other with a lascannon and a melta gun (don't have anti infantry and anti tank in one squad otherwise they'll allways be wasting one or other weapon).

Having 4 troops choices will certainly come in handy for capturing objectives in 5th ed. This list would probably leave you with enough for a rhino to get about in or some extra points to bling up the sergeants. Or if you just get ML and flamers for both tac squads you can afford a predator.

Unfortunately I think you may have missed the real point behind the thread... It's not a case of picking the best 500pt army to beat Imperial Guard, it's a Tale of (insert number here) Gamers event. Gagoc only has a limited number of models to chose from (the list is displayed on the first page).

I think your fairly close with what you have in your various lists Gagoc, I would go with a Chaplain to lead, probably avoid the sponsonless Predator as I don't think it will be able to kill enough points, and don't try to max out on anti armour elements. The force you say your opponent is themed on sounds like it may heavily feature Veterans, Yarrick and perhaps squeeze in one tank.

Gagoc TheAncient - March 24, 2010 10:37 PM (GMT)
Thanks for the backup and advice Astelan.

Here's what I've come up with, tell me what you think:

Chaplain 100pts
5-man Tac Squad +2 122pts
5-scout sniper squad incl 1 heavy weapon 100pts
5-man Devastator squad incl 2 HBs, 1 ML, & 1 Lascannon 170pts

Total =492 points. Which means I can add a Meltabomb.

The devastators Lascannon and concentrate on any tanks, the missile launcher can swap between tanks and the Guard, and the heavy bolters can concentrate on the enemy troops.

The Tac squad can concentrate on the Guard, along with the snipers. And I have a choice between the scout HW being either a heavy bolter or a missile launcher.

And with the Chaplain I may only really use him if any Guard get within Assault range.

fritzagelmann - March 25, 2010 01:01 PM (GMT)
Looks good bro. Let us know how the battle goes

Gagoc TheAncient - March 27, 2010 08:29 PM (GMT)
The battle has been fought, and I've written a report.
http://z15.invisionfree.com/The_Great_Crus...?showtopic=3472

I'd just like to thank those that contributed to this thread, especially the ones who allowed me to pick their brains (though not in the zombie way!).




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