Quote:
Originally Posted by The Sword 88 Royal Knights
Cleanse and Purify
Die Standing
HQ
Master
*Lightning Claws
*Iron halo
*Terminator Honors
*Frag Grenades
Subtotal 146 +++ i agree with erus on this one; lost the honours to buy yourself another marine.+++
Command Squad
8
*Sarge Terminator Honors
*Sarge Power Fist
*Melta gun
*Furious Charge
*Bolt Pistol
*Frag Grenades
Subtotal 192 +++ keep the power fist so you can deal with any threat including things like wraithlords!
add that 2nd meltagun into the squad along with an apothecary. (keep him well back and he should stay un-engaged allowing you to use his abilities in assaults!)+++
Rhino 50
*extra armor
*smokes
*Stormbolter
subtotal 68 +++ ditch the extra storm bolter to save on pts for other upgrades.+++
Master of Sanctity 100
*Bike
*meltabobs
*Terminator honors
*frag grenades
Subtotal 151 +++ again, lose the termie honours and get another marine for those 15pts.
add on a bolt pistol so you still gain the +1A for having 2 ccw's as well.+++
HQ Total 542
Troops
Tactical Squad #1
5
*Plasma
*Plasma
Subtotal 100 +++ needs to be either 8 or 10 men. add in a veteran sergeant w/power fist as this squad will need to get close to be truely effective with those plasma guns!+++
Tactical Squad #2
5
*Heavy Bolter
Subtotal 80
Tactical Squad #3
5
*Heavy Bolter
Subtotal 80 +++ drop these squads to bulk out your 1st tactical squad.+++
Tactical Squad #4
5
*Lascannon
Subtotal 90
Tactical Squad #5
5
*Lascannon
Subtotal 90
Tactical Squad #6
5
*Lascannon
Subtotal 90 +++ ideally these squads need to be 6 strong for scoring unit purposes...+++
Troop Total 535
Elites
Veteran Squad 1
8
*Sarge Terminator Honors
*Sarge Power Fist
*Melta gun
*Furious Charge or Infiltrate
*Frag Grenades
Subtotal 192 +++ as you're not taking a heavy weapon, take either the pair of lightning claws or else a 2nd power fist. you'll be happier for it! +++
Rhino
*extra armor
*smokes
*Stormbolter
subtotal 68 +++ again, lose the additional storm bolter to make-up pts for better upgrades.+++
Elite Total 275
Fast Attack
Bikers
3
*meltabombs
*meltagun
*meltagun
*sarge terminator honors
*sarge power weapon
*sarge bolt pistol
Subtotal 148 +++ needs to be 4 bikes minimum. perhaps add in the attack bike for even more melta-goodness!
keep in mind that bike squads are not assault troops however!!! their place is flanking/rapid response & annoyance, not cutting up gribblies in close combat.+++
Fast Attack Total 148
Grand Total 1495
Alright my plan here is to load up the Rhinos with the Master and squad and the Vets and charge across the board to chop stuff while my bikers should either turbo boost or charge the first turn, they are there to tank hunt and to deal with infantry. The twin plasma squad is going to try and grab a decent position with cover and kill stuff while the heavy weapons sqauds will sit in back and shoot.
I face mostly marines, one DE, adn one GK guy usually but I want this list to be able to face all comers. I am open to any helpful advice. Thanks |
not a bad start, but it could do with some polishing...
my biggst worry are all the small tactical squads. it's very easy to kill 3 space marines... once that happens, you lose a scoring unit and therefore you cannot claim/contest objectives. more bodies especially in that front line squad are needed!
also, don't think of your bikes as assault troops. if you want a fast assault unit, then take assault marines! bikers are simply T5 tactical marines. sure the chaplain-led charge will be effective, but you can't survive subsiquint rounds as you don't have the numbers...
cheers!