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Old 07-01-2007   #1 (permalink)
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Default 1500pts, How does this look?

Royal Knights Custom Chapter

No Mercy No Respite
Honor Your Wargear
Eye to Eye

HQ
Master attached to Command Squad
Plasma Pistol
Power Weapon
T Honors
120pts
Command Squad 10
Apothecary
Company Champ
Sergeant P.Fist and T. Honors
Infiltrate
258pts
Master of Sanctity (Attached to Assault Squad)
T. Honors
J. Pack
Melta Bombs
Frags
Bolt Pistol
142pts

Troops
Squad 1 8
Melta or Plasma
130pts

Squad 2 8
Melta or Plasma
130pts

Scouts * 9
M.Launcher
4 * Snipers
4 with Bolt Pistol and CC weapon
147pts

Elites
Dev Squad 10 * with Tank Hunters
4 M. Launchers
260pts

Fast Attack
Assault Marines * 8
Sergeant with T.Honors and P.Fist
Meltas
2 Plasma Pistol
263 pts

Land Speeder Tornado 50
M.Melta
H. Flamer
Extra Armor
80 pts

Total 1500pts


How does this look?

I have some Terminators and Assault Terminators but I just dont think they would be worth removing other choices for.

I also have 5 Grey Knights I wish I could add but cant find room for.

I also have a Land Raider but it is so many points.

Do you guys see any changes I should make
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Old 07-01-2007   #2 (permalink)
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It looks like loads of Marines lol!

How do you intend to use them though,whats your battle plans?
An army list is not realy anything without a plan as you could spend 1500pts on asault based stuff and then just sit there and get taken apart by long range firepower...give us your thoughts behind what you have chosen and why!
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Old 07-01-2007   #3 (permalink)
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for the scouts:
you have 4 snipers, so you want them to sit back and shoot, so the CC/BP ones wont do you any good. is this because of the models you have?
if not, then i would switch them to bolters
if so, then you can have 2 units of scouts, ML and snipers, and 4 CC and a seargent. for the sarge, if u dont have another one, you can use a spare marine in power armour, just use him as a 'counts as' scout seargent. i had that same problem. also, the infiltrating CC scouts can support your chapter master & command squad

for the assault marines, i wouldnt put meltas on them, as you want them going as fast as they can right at the enemy to get into close combat, so you wouldnt have much opprotunity for meltas

for the tac squads:meltas OR plasma? is that changing depending on your enemy?

you can expand this list quite easily to 2000 points.
landraider-250
5 assault terminators-200

land raiders are quite expensive, but they are worth it. they are a huge fire magnet which can be a good thing or a bad thing. with 5 assault terminators inside, which can assault the turn they unload, its quite deadly. co-ordinating assaults with the chapter master, CC scouts, and assault termies can smash through an enemies flank.

adding a couple more CC scouts, in addition, would make it an even 2000.
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Old 07-01-2007   #4 (permalink)
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You've put Devs under Elites...why? They're Heavy Support.

Anyway, I beleive you should replace the meltas on he Assault Marines with flamers, I know from experience it can be effective, and meltas aren't of much use on a CC unit.

And yeah, could you give us a template for a battle plan (template because, obv, you'll have to adapt to different opponents), and we can give you further advice.
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Old 07-01-2007   #5 (permalink)
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I took devs as elites by using the Trait: Honor Your Wargear so they can take Tank Hunters or Infiltrate and are deployed later so they can be positioned to better kill tanks. If I deploy my devs first they other guys wont put his tanks in LOS or range of them but if I deploy my devs as elite then I can position them to defend against armor.

I only have the listed scout models so thats why. I want the BP adn CCW guys to take hits for the missile and snipers. These scouts are mainlky there to either kill any Wraithlords/Demons or to pin lower leadership infantry like Guard conscripts and such.

I have two plasma marine and two melta marines so I just switch them out depending on the situation sice they are the same points cost. But I want to decide one way or the other

I switched out one plasma pistol on the Assault marines for a flamer, So they have a plasma pistol, a flamer, and they all have melta bombs and melta bombs are a cc weapon, they only give you one aattack but count as a close range melta hit against vehicles. I wont leave my melta bombs they have killed too many dreadnoughts and tanks for me to give up on. I gave my command squad two flamers and I removed one scout with a BP and CCW, this still gives 1500pts.

My plan is to have my Tac marines adavance as fast as possible with the devs starting with tank killing then shifting to fire support. I want to inflitrate my Command Squad and scouts. The command sqaud will either start near the main objective or near an important enemy unit depending on the mission. The scouts are going to try to kill mosters or to pin infantry.

The assault squad is either going to back up the command squad or take another tarhet or something lie that. They will mainly advance in cove rthe assault whoever they can.

The speeder is either going to rush a tank and multimelta it or is going to try and lay down the heavy flamer on a big infantry squad.

How does that sound?
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Old 07-01-2007   #6 (permalink)
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Quote:
Originally Posted by The Sword 88 View Post
Royal Knights Custom Chapter

No Mercy No Respite
Honor Your Wargear
Eye to Eye

nice traits...do you have fluff written for them yet ? :]

HQ
Master attached to Command Squad
Plasma Pistol
Power Weapon
T Honors
120pts

not bad, very inexpensive, i like it. maybe add frags, since he looks to be headed for cc anyways ?


Command Squad 10
Apothecary
Company Champ
Sergeant P.Fist and T. Honors
Infiltrate
258pts

oooh infiltrate. good fun, good fun. personally i would drop the apothecary unless i had tons of plasma weaponry in the squad, but it's also nice to be protecting your HQ's bodyguards right ? :]

Master of Sanctity (Attached to Assault Squad)
T. Honors
J. Pack
Melta Bombs
Frags
Bolt Pistol
142pts

not bad. i'm not so sure about the termie honors, especially because they're so expensive when added up. i dunno though, the extra attacks are good too..

Troops
Squad 1 8
Melta or Plasma
130pts

Squad 2 8
Melta or Plasma
130pts

redundancy is good, especially in marine hordes :] good squads, also pretty mobile [ie no heavies]

Scouts * 9
M.Launcher
4 * Snipers
4 with Bolt Pistol and CC weapon
147pts

i think if you take BP and CC weapons, you should drop the heavies, because they slow your scouts down and prevent them from charging, but in a sniper squad the m launcher is great. you could also consider bolter toting scouts, for mobile and infiltrating fire cover perhaps ? :] then adding an HB for the dirt cheap 5 points, or even the missile launcher would be good also. either way, i think it would be good to specialize this squad, either sniper rifles and bolters, or some bolters and BP/CCW people, or something like that. it's still up to you though ! :]

Elites
Dev Squad 10 * with Tank Hunters
4 M. Launchers
260pts

nice. i am frequently surprised by how much dev squads with 4 missile launchers cost, but they are worth it. good squad.

Fast Attack
Assault Marines * 8
Sergeant with T.Honors and P.Fist
Meltas
2 Plasma Pistol
263 pts

by meltas you mean meltabombs right ? just checking. good, solid assault unit. the HQ chaplain goes here, if i read it correctly, so it should be a really hard-hitting assault unit. nice :]

Land Speeder Tornado 50
M.Melta
H. Flamer
Extra Armor
80 pts

hmm...personally i prefer the assault cannon/HB version, but it's up to you. i think the melta would be better for anti-tank, which is good support for those devvies..

Total 1500pts


How does this look?

I have some Terminators and Assault Terminators but I just dont think they would be worth removing other choices for.

i agree, i think. it seems pretty balanced already, so i don't think they'll be needed too much. however, it does depend on the types of armies you play against often

I also have 5 Grey Knights I wish I could add but cant find room for.

I also have a Land Raider but it is so many points.

Do you guys see any changes I should make

i like the list. since you have so many bodies already, i think you could either expand by adding more marines and continuing with the theme, or you could expand with more expensive units, like those termies you have. either way, it's not a bad list :]

-ant
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Old 07-01-2007   #7 (permalink)
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r4wr89-
Thanks for the help, here's what I thought

"i think if you take BP and CC weapons, you should drop the heavies, because they slow your scouts down and prevent them from charging, but in a sniper squad the m launcher is great. you could also consider bolter toting scouts, for mobile and infiltrating fire cover perhaps ? :] then adding an HB for the dirt cheap 5 points, or even the missile launcher would be good also. either way, i think it would be good to specialize this squad, either sniper rifles and bolters, or some bolters and BP/CCW people, or something like that. it's still up to you though ! :]"

I just have the BP CCW scout to provide some wounds for my heavies. They are the only scout models I have.

"not bad, very inexpensive, i like it. maybe add frags, since he looks to be headed for cc anyways ?"

I could drop and scout and give the Command Squad and Commander frags?

"by meltas you mean meltabombs right ? just checking. good, solid assault unit. the HQ chaplain goes here, if i read it correctly, so it should be a really hard-hitting assault unit. nice :]"

Yeah they have meltabombs, sorry about that. They also have furious charge, I think I forgot to say that.

I dropped one scout and gave the command squad two flamers and gave the Assault squad a flamer in place of a Plasma Pistol. I think this gives me a better chance against hordes

As for the speeder, that configuration is the only model I have.

The devs are more expensive because they have tank hunters. That way they have Lascannon effectiveness against tanks and frags rounds for infantry. The elite status also allows them to be deployed later on.

Any other thoughts?
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Old 07-01-2007   #8 (permalink)
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Quote:
Originally Posted by The Sword 88 View Post
r4wr89-
Thanks for the help, here's what I thought

hey no problem..i may not be able to give my input on a lot of other things on 40kterra, but if i can help with marines lists then i will! :]

"i think if you take BP and CC weapons, you should drop the heavies, because they slow your scouts down and prevent them from charging, but in a sniper squad the m launcher is great. you could also consider bolter toting scouts, for mobile and infiltrating fire cover perhaps ? :] then adding an HB for the dirt cheap 5 points, or even the missile launcher would be good also. either way, i think it would be good to specialize this squad, either sniper rifles and bolters, or some bolters and BP/CCW people, or something like that. it's still up to you though ! :]"

I just have the BP CCW scout to provide some wounds for my heavies. They are the only scout models I have.


"not bad, very inexpensive, i like it. maybe add frags, since he looks to be headed for cc anyways ?"

I could drop and scout and give the Command Squad and Commander frags?

that would make your command squad really awesome in CC, what with initiative 10 all around against cover as well as a power fist IIRC, a company champion and the CC oriented HQ. you could also just make your entire command squad BP+CCW instead then, because they get infiltrate already and can then be totally designed for counter charging and whatnot.

"by meltas you mean meltabombs right ? just checking. good, solid assault unit. the HQ chaplain goes here, if i read it correctly, so it should be a really hard-hitting assault unit. nice :]"

Yeah they have meltabombs, sorry about that. They also have furious charge, I think I forgot to say that.

ah, i see. furious charge+the chaplain make this squad really good as well. i don't know if you want meltabombs on the HQ though, just because they are so expensive [5 points, was it?] because i think meltabombs in the squad are probably enough. it's just a thought though :]

I dropped one scout and gave the command squad two flamers and gave the Assault squad a flamer in place of a Plasma Pistol. I think this gives me a better chance against hordes

it will give you good attacks against hordes, and makes your command squad a really solid CC unit, in my opinion. if you're adding 2 flamers [which i did in my army as well] you should think about making the command squad BP+CCWs all around, i believe that is possible for them. that would make them totally CC oriented and not a bad CC unit at that.

As for the speeder, that configuration is the only model I have.

ah, right. it's still a really good choice, so it's fine how it is :]

The devs are more expensive because they have tank hunters. That way they have Lascannon effectiveness against tanks and frags rounds for infantry. The elite status also allows them to be deployed later on.

mm yea, the devs are a really great unit.


Any other thoughts?


all inside the quote :] it's still looking like a pretty solid, balanced list. nice :]
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Old 07-01-2007   #9 (permalink)
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Thanks for all the help!

"that would make your command squad really awesome in CC, what with initiative 10 all around against cover as well as a power fist IIRC, a company champion and the CC oriented HQ. you could also just make your entire command squad BP+CCW instead then, because they get infiltrate already and can then be totally designed for counter charging and whatnot."

All the squad members are BP and CCW already, I forgot to say that. It gives me some crazy number of CC attacks. It has 5 BP and CCW Marines, a powerfist sarge, a Company champion, the Master, an Apothecary, and two flamers!

"ah, i see. furious charge+the chaplain make this squad really good as well. i don't know if you want meltabombs on the HQ though, just because they are so expensive [5 points, was it?] because i think meltabombs in the squad are probably enough. it's just a thought though :]"

Can the squad have meltabombs and the chaplain not have them?


I do have a more general rule question too

So my Master was 3 attacks, then Terminator honors so +1, then a Power Sword and a Plasma Pistol. Does the two CCWs give him +2 attacks or just +1?

So does he get 5 or 6 attacks?

If I gave him say two power swords or another CCW instead of the pistol would that give him another attack?
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Old 07-01-2007   #10 (permalink)
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Just a small point that know one else seems to have picked up on...you have to give your Master infiltrate for Xpts otherwise its wasted on the command sqaud who wont be able to use it.
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Old 07-01-2007   #11 (permalink)
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I gave it to him, I just counted the points for it unde rthe COmmand Squad entry since that is were the Codex lists that option.

Thanks for pointing that out though!
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Old 07-01-2007   #12 (permalink)
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Quote:
Originally Posted by The Sword 88 View Post
Thanks for all the help!

haha again, no problem :]


"that would make your command squad really awesome in CC, what with initiative 10 all around against cover as well as a power fist IIRC, a company champion and the CC oriented HQ. you could also just make your entire command squad BP+CCW instead then, because they get infiltrate already and can then be totally designed for counter charging and whatnot."

All the squad members are BP and CCW already, I forgot to say that. It gives me some crazy number of CC attacks. It has 5 BP and CCW Marines, a powerfist sarge, a Company champion, the Master, an Apothecary, and two flamers!

ooooh i see. i notice that you have 9 bodies in the command squad..if stitch was here she'd probably say that for victory points purposes 10 or 8 models is better, but i'm not gonna complain about that. since there are so many CCWs here, and it's pretty well set up, i think it's fine.

"ah, i see. furious charge+the chaplain make this squad really good as well. i don't know if you want meltabombs on the HQ though, just because they are so expensive [5 points, was it?] because i think meltabombs in the squad are probably enough. it's just a thought though :]"

Can the squad have meltabombs and the chaplain not have them?

yes, i believe so. the chaplain's wargear is pretty much set apart from the squad he's joining so he'd have to buy them himself if you want them on the chaplain, and then the squad members pay a small price per model [i can't remember the number exactly, but it's low] for meltabombs.


I do have a more general rule question too

So my Master was 3 attacks, then Terminator honors so +1, then a Power Sword and a Plasma Pistol. Does the two CCWs give him +2 attacks or just +1?

So does he get 5 or 6 attacks?

umm i'm pretty sure it would be 5 attacks. 3 attacks base, plus the termie honors attack, plus one for having 2 CCWs. it would be awesome if two CCWs gave 2 attacks, but that would lead to some crazy CC phases, i'm sure. however, on the charge he would get the charge attack, for 6 total then :]


If I gave him say two power swords or another CCW instead of the pistol would that give him another attack?
mm nopes. the pistol counts as a CCW already, as does the power weapon. as long as the model has two weapons and they are both one handed weapons, the model counts as having two CCWs though, with the exception of thunder hammer+storm shield, and possibly a few other combinations.

happy gaming! :]
-ant
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Old 07-02-2007   #13 (permalink)
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He gets 5 attacks normal and 6 on the charge...3 base(based on one of his two CCW), 1 for extra hand weapon and 1 for Termi Honors...then the extra 1 for the charge attack...

I like the list, but would like to see some transport...makes it easier to get yer troops in quick where they can get to blows and cancel some of the chewing up they'll take trying to slog across the BG on foot...
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Old 07-02-2007   #14 (permalink)
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Thanks guys that should take care of it
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Old 07-02-2007   #15 (permalink)
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6 power weapon attacks from chaplain-142 points
24 normal attacks from assault command squad-263 points

seeing the look on your opponents face as all of the miss rolls hit and you butcher their l33t squad: priceless.
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Old 07-03-2007   #16 (permalink)
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Hahaha true, but that Assault squad actually hase 3 powerfist attacks as well!
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