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Old 04-24-2007   #1 (permalink)
The Emperor's Mercy
 
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Default a 1500 funky list.

now i realize that i've written like 4 army lists on the forum, and only one of them has ever become a reality. alas! but i am VERY sure this one will come to life, and so will the all-bike space marine army. one day...one day.

anyways. this is an extension of the Night Hunt[ers] chapter, functioning as a branch of the army much like the deathwing of the dark angels [the all-bike/speeder army is the other "Branch"-the assault dedicated force of the chapter]

and so, i justify myself this way: the traits i take ARE different from the "General" army list [found here, under stitch's first post on the page.]

however, in appearance the army operates in much the same fashion. the biggest deal is that ALL infantry are required to infiltrate, or be mounted in a transport. tanks are extremely rare in the chapter, and so the flesh over steel drawback is used [just like the "general" army list]

well anyways, here it is! :]

[heed the wisdom of the ancients]
[scions of mars]
VS.
[flesh over steel]
[have faith in suspicion: included although not required, for fluff reasons]

have faith in suspicion is there because the chapter is profoundly skeptical of using the power of the warp in combat, believing that it is no better than summoning daemons or following chaos.

thus, techmarines take the place of librarians, and dreads are common because of a recent [and horrific] battle resulting in many grevious injuries and the death of more than a third of the entire chapter.

also, i have 2 HQ's for fluff reasons as well. this entire faction of the chapter is collectively known as the headhunters, and is led by the commander indicated below-he's not very ornate though, i know. i will compensate by making his model look cool..haha

OKAY: and now to the list !

HQ:
techmarine:
-HQ cost
-frags
-servo harness
[116]

brother-captain [not a chapter master for fluff as well]
-power weapon,
-storm bolter
-frags
[81]
command squad (6 men)
-infiltrate
-meltagun
-flamer
[109]

[HQ TOTAL: 324]

ELITES:
venerable dread
-standard weapons [assault cannon, powerfist]
-armor
[130]

techmarine
-4 tech servitors
rhino:
-smoke
-armor
[163]

[ELITES TOTAL: 293]

TROOPS:
1: scout squad [8]
-7 bolters
-heavy bolter
[109]

2: scout squad [8]
-7 bolters
-heavy bolter
[109]

3: tactical squad [8]
-heavy bolter
-flamer
rhino
-armor
-smoke
[189]

[TROOPS TOTAL: 407]


HEAVY:
1: devastator squad [8]
-3 missile launchers
-HQ techmarine will join this squad for the signum
rhino
-armor
-smoke
[238]

2: dread
-armor
-smoke
-missile launcher
-assault cannon
[123]

3: dread
-armor
-smoke
-missile launcher
-assault cannon
[123]

[HEAVY TOTAL:484]


ARMY TOTALS: 1508
45 infantry models
[23 power armored, 16 scouts, 2 techmarines, 4 servitors]
3 rhinos [count as fast attack slot!]
3 dreads [1 venerable]

thoughts ? comments? i know it might not be the most cost-effective 1500 point list, but i'm sort of a stickler for fluff haha XD

thanks all! :]
-ant
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SHOWBREAD. ANOREXIA/NERVOSA. MAY THIRTEENTH TWO THOUSAND EIGHT.

Last edited by r4wr89; 04-24-2007 at 09:14 PM.
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Old 04-24-2007   #2 (permalink)
Lord Commander Erus..
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Quote:
Originally Posted by r4wr89 View Post
now i realize that i've written like 4 army lists on the forum, and only one of them has ever become a reality. alas! but i am VERY sure this one will come to life, and so will the all-bike space marine army. one day...one day.

anyways. this is an extension of the Night Hunt[ers] chapter, functioning as a branch of the army much like the deathwing of the dark angels [the all-bike/speeder army is the other "Branch"-the assault dedicated force of the chapter]

and so, i justify myself this way: the traits i take ARE different from the "General" army list [found here, under stitch's first post on the page.]

however, in appearance the army operates in much the same fashion. the biggest deal is that ALL infantry are required to infiltrate, or be mounted in a transport. tanks are extremely rare in the chapter, and so the flesh over steel drawback is used [just like the "general" army list]

well anyways, here it is! :]

[heed the wisdom of the ancients]
[scions of mars]
VS.
[flesh over steel]
[have faith in suspicion: included although not required, for fluff reasons]

have faith in suspicion is there because the chapter is profoundly skeptical of using the power of the warp in combat, believing that it is no better than summoning daemons or following chaos.

thus, techmarines take the place of librarians, and dreads are common because of a recent [and horrific] battle resulting in many grevious injuries and the death of more than a third of the entire chapter.

also, i have 2 HQ's for fluff reasons as well. this entire faction of the chapter is collectively known as the headhunters, and is led by the commander indicated below-he's not very ornate though, i know. i will compensate by making his model look cool..haha

I like the traits, given the fluff that backs them up. Now lets examine that list...

OKAY: and now to the list !

HQ:
techmarine:
-HQ cost
-frags
-servo arm
[116]

I would really, really reccomend trying to scrounge the pts. for a servo harness. It would make him MUCH more vicious and HQ like.

brother-captain [not a chapter master for fluff as well]
-power weapon,
-storm bolter
-frags
[81]
Any reason why there is a storm bolter, and not a bolt pistol for the +1 A? That would free some points, but not bad.

command squad (6 men)
-infiltrate
-meltagun
-flamer
[109]

Not bad, and you resisted the urge to go super heavy on your command squad. I can never resist said urge, so I never use them.

[HQ TOTAL: 324]

ELITES:
venerable dread
-armor
[130]

I assume the dread is CCW + Assault Cannon? If he is, and if you can get the pts. for a drop pod, I would give it to him.

techmarine
-4 tech servitors
rhino:
-smoke
-armor
[163]

*nods* Good set up, good setup. I would maybe consider a Razorback, as it packs more punch to keep your techmarine safe.

[ELITES TOTAL: 293]

TROOPS:
1: scout squad [8]
-heavy bolter
[109]

I always prefer missile launcher/sniper rifle combo on scouts, but that is just me. What else are these regular scouts armed with?

2: scout squad [8]
-heavy bolter
[109]

Same as above.

3: tactical squad [8]
-heavy bolter
-flamer
rhino
-armor
-smoke
[189]

I like this squad. I would perhaps, since they heav transport, make these guys anti-tank with a melta or possibly even a multi-melta.

[TROOPS TOTAL: 407]

HEAVY:
1: devastator squad [8]
-3 missile launchers
-HQ techmarine will join this squad because of his signum
rhino
-armor
-smoke
[238]

I like this squad. A good runnin mate for the HQ techmarine.

2: dread
-armor
-smoke
-missile launcher
[123]

Not bad, not bad.

3: dread
-armor
-smoke
-missile launcher
[123]

I'd maybe, if you could, give this guy a different weapon? Multi-melta, plasma cannon etc? It's a good set up, but just a bit redundant.

[HEAVY TOTAL:484]


ARMY TOTALS: 1508
45 infantry models
[23 power armored, 16 scouts, 2 techmarines, 4 servitors]
3 rhinos [count as fast attack slot!]
3 dreads [1 venerable]

thoughts ? comments? i know it might not be the most cost-effective 1500 point list, but i'm sort of a stickler for fluff haha XD

thanks all! :]
-ant
Actually, for a 1500 pts. list, it is quite vicious! I would recommend expanding up to 1700/1850, maybe 2K. And if your fluff dictates, tossing in some termies. I also heavily suggest finding the pts. to give the HQ tech marine a servo harness. It really is worth it in the long run, not only for repairing vehicles, but for keeping you alive..
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Old 04-24-2007   #3 (permalink)
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oops! i typed servo-arm, but i meant servo-harness. it's definitely worth it...a flamer, a twin linked plasma-pistol, 2 power fists, a 2+ armor save, a power weapon and a bolter ? HELLO, good deal! haha
i'll edit that soon.

as for adding termies, i'll still mulling it over. i am stretching and adapting my fluff constantly, but i don't think a whole lot of termies will be in my armies-i don't feel that they fit into the whole infiltrating/high speed image of the chapter [although dreads don't really either...they have the fact that they are emtombed marines not physically able to fight, but capable of staying in the chapter through augmentations/the dread itself]

hmm. as for the scouts [and most other squads] i try to avoid going frilly, something you acknowledged after reading my command squad :] haha. i thought it better to restrict the command squad, especially because he is only a company captain, not as high level as, say the chapter master who gets a few more guys and more ornate armor, etc.

the scouts are all armed with bolters. i intend to just use them for anti-infantry, and there is a fluff facet attached to that as well. the chapter emphasizes tactical freedom, and being a scout is the highest honor, in that they are allowed to operate without constant command from the HQ's. also, there is no set system of leadership among the elite scout squads, and so there is no sergeant. in game terms, the sergeant MUST have the same weapon as the majority of the squad :]

generally speaking, all units/models without a specific weapon upgrade mentioned i mean to have equipped with the standard weapons. thus, i mean for the venerable dread to have CCW/assault cannon.

the redundancy on the heavy choice dreads IS boring, i agree, haha. but i think 10 points a missile launcher on the dreads is a steal of a deal, and if i lose one of the dreads, i still have the other dread equipped with the ever flexible missile launcher.

hmm...i'll see if i can fit in a drop pod. actually wait...flesh over steel and the fact that i already have 3 transport options [which count as fast attack, UGH!] means that i'd have to drop a rhino somewhere. as for the razorback for the elite techmarine, i had it earlier, but swapped it out so that i could have the missile launchers on the heavy dreads, something i personally think [and hope, lol] would be more effective than a single twin-linked heavy bolter.

:] thanks for all the input erus! much appreciated :]
-ant
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Old 04-24-2007   #4 (permalink)
Lord Commander Erus..
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With that in mind, and the correction posted, then this list seems pretty damn vicious.
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Old 04-25-2007   #5 (permalink)
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ah thanks erus. :] i'll consider an expansion, but not yet...i have to FINISH my original DIY army first. i need 2 flamers and a SINGLE scout, or something equally small...lol.

thanks for the input :]
anyone else?
-ant
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Old 04-25-2007   #6 (permalink)
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yeah a pretty deadly and fluffy list. i like alot. its hard theses days to find someone who can make a good list and still adhere or even care about the fluff.

also scouts rule dude. probably some of the best models in the game.
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Old 04-29-2007   #7 (permalink)
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ah, thanks msguardsman. the scouts are awesome models! i've recently been inspired by the phantoms [from the B&C forums], scroll down a bit to see the awesome sniper scouts.

as for expansion, erus, i might have trouble. this list is extremely confined [as are all my other lists for the chapter, because of flesh/steel] due to the fact that flesh over steel requires that my transports [the three rhinos] count as fast attack.
thus, the list looks like this:
HQ:
-techmarine
-brother-captain; command squad
ELITES:
-ven dread
-techmarine+rhino
TROOPS:
-scout squad
-scout squad
-tac squad+rhino
HEAVY:
-dev squad+rhino
-dread
-dread
fast:
-[rhino]
-[rhino]
-[rhino]

as you can see, any choices i add have to fit as one of three troops choices, or as one elites choice, with no extra transports [which is sort of fitting, due to the chapter's preference towards infiltration]

but i think if i go up to 1850, i'll just add a few more scout squads [maybe with sniper rifles] and another venerable dread..

thanks for all your input :]
-ant
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