Sooo. I posted my 3k points wish list last time. Of course this list is gonna change on like, a daily basis (durr!) so here's the next update to it. no picturespam this time though
Oh and this is the list with the stuff I already have included as well, for a more complete overview.
So 'old' stuff first (with three new additions)
Chapter master, now with a thunder hammer, artificier armor, plasma pistol and chains of the gorgon.
Chains of the gorgon starts out with giving +1 Feel no pain, a 3+ invuln save and Eternal Warrior. but loses buffs gradually the more wounds you take, starting with loosing the fnp, and then EW and lastly dropping the 3+ invuln to a 4+. But eternal warrior and a step better on the feel no pain (as well as a better invuln) should really help out!
5 Honour guard, staying the same as before, but adding a Razorback with a storm bolter and Twin-linked heavy flamer. This should help me get them and the Chapter master into combat unscathed!
Techmarine, with a servo harness so he can dish out more pain and repair vehicles better. I'm still debating on wether to drop one honour guard to get him to fit in the razorback, or if I should stick him in a tactical squad.
10 Tactical Marines, my first tactical squad, heavy bolter and flamer with a veteran sgt. with a chainsword and grav-pistol. (For sure need to be giving these guys a Rhino in the future)
10 Tactical Marines, my new tac. squad is gonna carry a lot of plasma in the form of a plasma gun, a plasma cannon and a veteran sgt. with a plasma pistol and a power fist. Might ditch the Fist though...but it's cool.
5 Sniper scouts, one of them has a missile launcher. might drop the flakk ammo because the gunship can take the role of anti air much better.
3 Centurions, my current champions of dakka, blowing up units left and right, they're equipped with two grav-cannons and a twin-linked Las-cannon, as well as having three missile launchers between them, they put out A LOT of shots, and with the omniscope they have night vision and can split fire, so they should always do something turn 1 no matter what, and could even try to take out two targets with some luck. three Missile launchers mean they can take on either vehicles/heavy targets or shoot three small blasts at light infantry if need be. Love these guys!
3 Attack bikes, I used to run them with 2 Heavy bolters and one Multimelta. but I'd recommend sticking to one type here and so I shall in the future. 3 Heavy bolters is cheaper and as they can fire 3 twin-linked bolters as well it might have some better synergy, plus HB's have longer range than multimeltas. On the other hand Multimeltas bring ruin to vehicles and heavy armor.
Ironclad Dreadnought in a Drop pod. Dreadbert is usually a strong MVP candidate, dropping in on turn 1 and shooting 2 Hunter-killer missiles, a meltagun and sometimes even his heavy flamer to pop something big and scary so the rest of my army doesn't need to worry. He also disrupt the enemy lines and requires the opponent to focus on him. his AV 13 means a lot of things can't even hurt him, and the heavy flamer is a good deterrent if anyone wants to charge him. All in all he is still a pretty expensive suicide unit.
this is half my army (or currently my entire army!) at 1500 pts. It's pretty varied and super not competetive but oh so much fun to play!
SO here's what I (currently) want to add.
Librarian with a jump pack because that's totally badass, also he gets the Mindforge stave, which is basically a force power fist for 15 points! also mastery level 2 so he can actually do shit against tyranid psykers etc.
5 Scouts in Land speed storm, waiting in reserve to come in and land on an objective and hopefully not get shot to pieces! Their only valid target is other light infantry with their bolters, as well as the Land speeder storm having a heavy flamer to help out.
10 Assault marines, joining the the Librarian as a body guard. two flamers and the veteran sgt. will have two power claws and go all Wolverine on enemy infantry or take the Librarians place in duels and die horribly.
5 Command squad dudes on bikes, one of them being an Apothecary and the other four toting grav-guns.
As my army overall isn't that competetive I thought I could bring these bad boys to the show. I was considering a devestator squad with missile launchers + flakk to deal with flyers buuut even with snapshots these guys should be able to hit at least once or twice on flyers and their hits cause immobilised meaning aircraft can't dive to avoid getting shot at and they can only go straight. should be effective!
And screw it (this might change down to five,six models)
10 Legion of the damned! with a plasma gun and a multimelta and a sgt with a power axe and a plasma pistol. see the previous post for why I want these guys.
I compare them to deep striking terminators, but they are more expensive and bring less firepower on the turn they DS compared to the Legion. Also the legion ignores all cover and have a 3+ invuln instead of a 5+.
Dreadnought, plasma cannon + TL-autocannon
Dreadnought, plasma cannon + TL-autocannon
no more extra armor and venerable, that's like 35 pts extra on each dread. geez! And one less dreadnought let me take another troop choice in a transport, coming in from reserves to help out mid-late game.
Stormtalon Gunship with Typhoon missile launcher. This thing can come in and help me clear the skies or bomb vehicles or even put two small blasts on light infantry!
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