Here is my proposed list I am working towards right now. I currently have all the terminators and Lysander just thinking of other things I want to build a fun 2K list that might win sometimes.
HQ
Captain Lysander 200
Elites
Assault terminators 200
X3 twin lightning claws, 2 thunder hammer storm shield.
Tactical terminators 235
X1 chain fist, assault cannon
Tactical terminators 235
X1 chain fist, cyclone missile launcher
Troops
Tactical squad 180
Missile launcher, Plasma gun, bolt pistol and chainsword
Tactical squad 180
Missile launcher, Plasma gun, bolt pistol and chainsword
Tactical squad 200
Missile launcher, flamer, power weapon sergeant, teleport homer
Tactical squad 200
Missile launcher, flamer, power weapon sergeant, teleport homer
Heavy Support
Predator 135
autocannon, sponson lascannons, extra armor
Predator 135
autocannon, sponson lascannons, extra armor
Thunderfire Cannon 100.
The premise of the list is the plasma/missile tacs will hang back while the flamer/missile tacs run forward using cover as best as they can to get in position to use the teleport homers. Lysander will either run with the cyclone squad because of bolter drill or he will roll with the assault termies. The Preds will do what preds do best and try and kill whatever poses a threat that the strength 8 of the missile launchers on the tactical squads cannot handle. The thunderfire is there because I like the model and a strenght 6 ap 5 blast 4 weapon seems pretty sweet for hordes. Please point out my flaws in my list.
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2000 point footslog and deestrike
Started by
jeremy1391
, Aug 07 2012 06:18 PM
#1
Posted 07 August 2012 - 06:18 PM
#2
Posted 08 August 2012 - 12:49 AM
looks alright, personally id run a 10 man strong term unit, with lynsander leading from the front. (with 2xcyclone).
your going to want all hammer and shields on your assault unit.
preadators really don't need extra armor, if anything dozer blades, but id leave them with no options.
id recommend mauls for power weapons. (they hit at initiative, and they wound on 2+ usually, just what you want if challenged.)
your going to want all hammer and shields on your assault unit.
preadators really don't need extra armor, if anything dozer blades, but id leave them with no options.
id recommend mauls for power weapons. (they hit at initiative, and they wound on 2+ usually, just what you want if challenged.)
#3
Posted 08 August 2012 - 08:09 PM
Agree completely with Squirrel, and I'd even say the teleport homers aren't worth it, especially if you follow his advice about the Terminators. You won't want to deep strike any of them then, and so you won't need them. I also cannot emphasise how much of a waste extra armour is. Think about it. You want to shoot those tanks, preferably to max effect, and so therefore won't be moving them. So why take an overcosted upgrade that only effects movement? It may be worth it on Land Raiders or Dreads, that really have to move all the time, maybe Vindies or really important Rhinos (eg Sternguard ones), but it's just not worth it, especially as glancing hits don't roll on the vehicle damage table anymore.
So that's 60pts saved straight away, which can be used on upgrades, or another Assault Terminators. You could also drop the power weapons and then have 90pts, which will net you a Land Speeder. However, I'd just make sure you can free 70pts in total and take Rhinos for the flamer units. Either way, take MMs on those units, or heavy bolters. You won't have to worry about not being able to snap fire frag missiles, and they're better at their respective roles, especially when on the move.
So that's 60pts saved straight away, which can be used on upgrades, or another Assault Terminators. You could also drop the power weapons and then have 90pts, which will net you a Land Speeder. However, I'd just make sure you can free 70pts in total and take Rhinos for the flamer units. Either way, take MMs on those units, or heavy bolters. You won't have to worry about not being able to snap fire frag missiles, and they're better at their respective roles, especially when on the move.
IA: Knights Seraphic - Sons of the Lion, Condemners of the Hunt, Knights of the Imperium.
Seraph's Wings - WIP, short story of the Knights Seraphic
Knights Seraphic special characters
Codex: Space Marines 101 - a basic guide to using Codex: Space Marines
Enemies 101 - a basic guide for fighting the armies of WH40K, by Shadowstalker Grim
Sternguard: a Tactical Analysis - a comprehensive guide on using Sternguard Veteran squads in C:SM
Seraph's Wings - WIP, short story of the Knights Seraphic
Knights Seraphic special characters
Codex: Space Marines 101 - a basic guide to using Codex: Space Marines
Enemies 101 - a basic guide for fighting the armies of WH40K, by Shadowstalker Grim
Sternguard: a Tactical Analysis - a comprehensive guide on using Sternguard Veteran squads in C:SM
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