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1500 point list
Started by
sothe422
, Apr 23 2012 12:16 AM
#1
Posted 23 April 2012 - 12:16 AM
I wanna get some feedback on this 1500 point list, I'm just starting 40K and this is where I wanna end up after a year or so of playing. I understand that I should start on a smaller army, but again, this is just what I'm striving for. I don't have any of the models, so any changes suggested I can adapt to. This is all just combined knowledge from a bunch of different lists I've read around.
HQ
Emperor's Champion
-AAC
140 points.
Marshal
-Artificer Armor
-Pair of Lightning Claws
-Holy Orbs of Antioch
-Iron Halo
165 points
Elite
Venerable Dreadnought
-TL lascannon
-Missile Launcher
-Tank Hunter
165 points
5x Assault Terminators in a LRC, but I'll put that in later.
-3 Pairs of Lightning Claws
-2 Thunder hammer/Storm Shield
200 points
Troops
10x Initiate Crusader Squad 8x CCW/BP in a Rhino, again, later.
-1x Melta
-1x BP/Power Fist
-10x frags
195 points
10x Initiate Crusader Squad 8x CCW/BP in a Rhino.
-1 Melta
-1 BP/Power Fist
-10 frags
195 points
Transport
2 Rhinos, both with smoke launchers for the two crusader squads 53 points each.
1 Drop Pod for the Venerable Dreadnought. 30 points
1 Land Raider Crusader for the Terminators
-Blessed Hull
-Smoke Launchers
293 points.
1489 points. I'm pretty sure about my math, but if there's anything wrong feel free to correct it. Also I'm already debating using the drop pod for the dreadnought, so if I get enough negative feedback for it, then I'm kicking it to the curb. Any help is appreciated, thanks in advance.
HQ
Emperor's Champion
-AAC
140 points.
Marshal
-Artificer Armor
-Pair of Lightning Claws
-Holy Orbs of Antioch
-Iron Halo
165 points
Elite
Venerable Dreadnought
-TL lascannon
-Missile Launcher
-Tank Hunter
165 points
5x Assault Terminators in a LRC, but I'll put that in later.
-3 Pairs of Lightning Claws
-2 Thunder hammer/Storm Shield
200 points
Troops
10x Initiate Crusader Squad 8x CCW/BP in a Rhino, again, later.
-1x Melta
-1x BP/Power Fist
-10x frags
195 points
10x Initiate Crusader Squad 8x CCW/BP in a Rhino.
-1 Melta
-1 BP/Power Fist
-10 frags
195 points
Transport
2 Rhinos, both with smoke launchers for the two crusader squads 53 points each.
1 Drop Pod for the Venerable Dreadnought. 30 points
1 Land Raider Crusader for the Terminators
-Blessed Hull
-Smoke Launchers
293 points.
1489 points. I'm pretty sure about my math, but if there's anything wrong feel free to correct it. Also I'm already debating using the drop pod for the dreadnought, so if I get enough negative feedback for it, then I'm kicking it to the curb. Any help is appreciated, thanks in advance.
#2
Posted 23 April 2012 - 08:28 AM
I'd invest in Extra Armour on the Rhino's as well as the smoke for an added biit of insurance of the troops takes your total to 1499. I do.have a concern that you only have 2 scoring units on the table this could bean.issue in 1500 games. Maybe look into replacing some of you initiates with Neo's making your squads a bit cheaper to fit in a 5 man Las/Plas squad for objective sitting?
#3
Posted 23 April 2012 - 11:27 AM
Hello.
Just a couple of things to consider.
Your dreadnought is set up for long-range firepower - does it need a drop-pod, or would it be preferable to have it on the table, shooting from turn one?
You really lack long-range anti-tank. Your Dreadnought is the only unit in this role, and there are no other viable distractions for your opponent's long-range weapons. Once the Dready is gone, you'll be left having to get your troops & termies close, before you can eliminate tanks, etc.
I agree on the above suggestion about EA + Smoke. For the low price we have to pay, it's really a must-take item.
Just a couple of things to consider.
Your dreadnought is set up for long-range firepower - does it need a drop-pod, or would it be preferable to have it on the table, shooting from turn one?
You really lack long-range anti-tank. Your Dreadnought is the only unit in this role, and there are no other viable distractions for your opponent's long-range weapons. Once the Dready is gone, you'll be left having to get your troops & termies close, before you can eliminate tanks, etc.
I agree on the above suggestion about EA + Smoke. For the low price we have to pay, it's really a must-take item.
#4
Posted 24 April 2012 - 12:27 AM
So I made a few changes to the list, a lot of it remains the same, I've dropped the drop pod and the LRC. I now have extra room to bring in any of the heavy supports, other than Land Raiders, or a Dreadnought. I just don't know which one to pick, so the question now is, Predator Annihilator, Predator Destructor, both with sponson Lascannons, a vindicator, or a Dreadnought with the same setup as the venerable, minus the venerableness. I've also added a five man crusade squad with a TL lascannon razorback for some shooty shooty. As my list stands now, here it is:
HQ
Emperor's Champion
-AAC
140 points.
Marshal
-Artificer Armor
-Pair of Lightning Claws
-Holy Orbs of Antioch
-Iron Halo
165 points
Elite
Venerable Dreadnought
-TL lascannon
-Missile Launcher
-Tank Hunter
165 points
5x Assault Terminators that will teleport in. Because either way, it won't be able to get into close combat for a few turns anyways.
-3 Pairs of Lightning Claws
-2 Thunder hammer/Storm Shield
200 points
Troops
7x Initiates, 5x CCW/BP and 3x Neophytes all with CCW/BP in a Rhino
-1x Melta
-1x BP/Power Fist
-10x frags
177 points
7x Initiates, 5x CCW/BP and 3x Neophytes all with CCW/BP in a Rhino
-1x Melta
-1x BP/Power Fist
-10x frags
177 points
5x Initiates, 3x Bolters
-1x Lascannon
-1x Plasmagun
101 Points
Transport
2 Rhinos, both with smoke launchers and extra armor for the two 177 point crusader squads 58 points each.
A Razorback upgraded to a TL lascannon, Extra Armor, and Smoke Launchers for the 5x crusader squad.
1339 points total. 161 points leftover for extra spending.
HQ
Emperor's Champion
-AAC
140 points.
Marshal
-Artificer Armor
-Pair of Lightning Claws
-Holy Orbs of Antioch
-Iron Halo
165 points
Elite
Venerable Dreadnought
-TL lascannon
-Missile Launcher
-Tank Hunter
165 points
5x Assault Terminators that will teleport in. Because either way, it won't be able to get into close combat for a few turns anyways.
-3 Pairs of Lightning Claws
-2 Thunder hammer/Storm Shield
200 points
Troops
7x Initiates, 5x CCW/BP and 3x Neophytes all with CCW/BP in a Rhino
-1x Melta
-1x BP/Power Fist
-10x frags
177 points
7x Initiates, 5x CCW/BP and 3x Neophytes all with CCW/BP in a Rhino
-1x Melta
-1x BP/Power Fist
-10x frags
177 points
5x Initiates, 3x Bolters
-1x Lascannon
-1x Plasmagun
101 Points
Transport
2 Rhinos, both with smoke launchers and extra armor for the two 177 point crusader squads 58 points each.
A Razorback upgraded to a TL lascannon, Extra Armor, and Smoke Launchers for the 5x crusader squad.
1339 points total. 161 points leftover for extra spending.
#5
Posted 24 April 2012 - 08:14 AM
Well personally i'd drop the ML on your ven dred and have a heavy flamer in place for the end game cleansing and the fact he can now fulfil 2 roles. After that maybe put him in the drop pod and land him in a threatening position forcing your opponant to reveal flank/rear armour to something else in the list (lasback)
I also really like Typhoons so would be tempted to take 2 which should.leave you 1 point under so searchlight on the lasback maybe?
I also really like Typhoons so would be tempted to take 2 which should.leave you 1 point under so searchlight on the lasback maybe?
#6
Posted 25 April 2012 - 02:16 AM
OK, I did a little tweaking before I checked the thread and am just wondering, should I go with a marshal with Terminator armour, or artificer armour. Both will be equipped with a pair of Lighting Claws, and an adamantine mantle, however the marshal with artificer will have Terminator Honours, an Iron Halo, krak grenades, as well as the LC's and the adamantine mantle. The marshal in Terminator armor comes in at 160 points if my math is correct. The one in artificer armor is much more expensive, and comes in at 192 points, my army can accommodate both, still with a little room to spare either way. After I get feedback on this I'll post what I have for critique once again.
#7
Posted 09 May 2012 - 12:25 AM
don't you want furious charge on your terminators? that means they gain I5 STR 5 rerolling to hit and wound power weapons.
Instead of a pair of lightning claws why not have a storm shield, take terminator honours for the same points which gives you a 3+ invulnerable save plus the same amount of attacks.
Id really reccomend a transport of some type for your termys, i tried assault termy squads just deepstriking for a while, and it turned out that they just never got to the play either alive or on time.
Instead of a pair of lightning claws why not have a storm shield, take terminator honours for the same points which gives you a 3+ invulnerable save plus the same amount of attacks.
Id really reccomend a transport of some type for your termys, i tried assault termy squads just deepstriking for a while, and it turned out that they just never got to the play either alive or on time.
#8
Posted 09 May 2012 - 04:27 AM
OK, I did a little tweaking before I checked the thread and am just wondering, should I go with a marshal with Terminator armour, or artificer armour. Both will be equipped with a pair of Lighting Claws, and an adamantine mantle, however the marshal with artificer will have Terminator Honours, an Iron Halo, krak grenades, as well as the LC's and the adamantine mantle. The marshal in Terminator armor comes in at 160 points if my math is correct. The one in artificer armor is much more expensive, and comes in at 192 points, my army can accommodate both, still with a little room to spare either way. After I get feedback on this I'll post what I have for critique once again.
I have two words, points sink. It's very easy to go crazy with options from the armory. You want to keep your IC's cheap and effective. Unless there is a fluff reason, there is no reason to run a Marshal with Twin claws and an Iron Halo. He costs exactly the same as a Marshal with a single LC, SS, and Honors, and has exactly the same attacks except the SS marshal has a better invul. Arty armor is cool, but 20 points is a lot to pay for +1 armor and most of the time you will be taking invuls anyway. Adamantine mantles are again, cool, but extremely expensive and not very useful. If it granted EW, it would be worth it. Alas it only works against double toughness weapons. Anything else that causes ID will still nuke your marshal.
On to the list.
I don't like Hellfire dreads in BT, as I think the DCCW and a heavy flamer is more useful for supporting our crusaders. Adding Venerable and TH is making it too pricey for what it does. Looking at it, you have a S8 and TL S9 shot with +1 to armor pen. For 20 points less, you can get a Tri-Las pred with 3 S9 shots, one of them TL. They are S9 all the time vs the TH Dread only gets it vs vehicles. Plus you get a point of AV on the front. You can leave the TL LC if you want, but drop the Ven and ML
Deepstriking Assault termies is a bad idea IMO. They have nothing to do but get shot, which they will. Weight of fire can and will bring them down, which IMO, is why they need a LRC. Also why don't they have FC?
Troops look good, but I only spend points on frags if I have extra(usually not) and You have 10 in each squad, where will the Marshal and EC ride?
Other than that, looks pretty solid, you still need some more LR AT though. Hope that helps!
"There can be no meeting of minds and no understanding with such beings as exist in the dark places of the galaxy.
There is simply a choice: defeat them, or be defeated by them. And Defeat them we will"
- Chaplain Emmerich
There is simply a choice: defeat them, or be defeated by them. And Defeat them we will"
- Chaplain Emmerich
++++The Vichiers Crusade++++
"A Templar Knight is truly a fearless knight and secure on every side, for his soul is protected by the armor of faith
just as his body is protected by armor of steel. He is thus doubly armed and need fear neither daemons nor men."
- St. Bernard of Clairvaux
"A Templar Knight is truly a fearless knight and secure on every side, for his soul is protected by the armor of faith
just as his body is protected by armor of steel. He is thus doubly armed and need fear neither daemons nor men."
- St. Bernard of Clairvaux
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