Showing posts with label Army Lists. Show all posts
Showing posts with label Army Lists. Show all posts

Saturday, January 23, 2010

2000 Points of Blood Angels

Going to give them one last whirl before the New Codex comes out...

Soo the list I will be trying out this coming up Monday Night is an almost pure Troop Choice list...

Dante will be tagging along with an Honour Guard which include a Priest a Rabbi and...haha...no I am kidding...

I will use the Dante/Lemartes combo...

Dante
Lemartes
DC x5 Jump Packs

Honour guard w/PF, PW, Priest, Flamer, Melta, x5 Jump Packs

10 man Assault Squad w/PF
10 man Assault Squad w/PF

10 man Tactical Squad w/Rhino, PF, Melta, Heavy Bolter
10 man Tactical Squad w/Rhino, PF, Melta, Heavy Bolter

2x Furioso Dreads w/Venerable, Death Company, Extra Armour

This gives me 30+ assault marines

Lemartes runs around with the DC guys and the Dreads walk forward the best they can...which would be right at the enemy...they are the walking targets...this allows the other two Assault Squads to jump into the fight and counter attack with Dante and his power weapons...

The two Tactical squads would work along the lines of Objective grabing...if it is Capture and Control they both sit behind the objective the entire game as the Assault Marines kill kill kill...last turn if needed turn and get onto objective...works great with my Vanilla Marines...but with this list I have 2 Rhinos instead of one...so it should double my effectiveness...or run one of the Rhinos at their base and add that man troop to claiming objectives...I might drop a Rhino for a Drop Pod for one of the Dreads...to help out where it lands and wrecks havoc...

if it is a flat out Annilation game then everyone moves fowards and kills before they are killed...I already have most of the players plans known...and they know mine...ie move and assault...haha...but none the less it is a tried and true method...

But I need to break off a few flamers and fix up some guys so I wont be proxying anything monday night...haha

Tell me what you guys think I am missing here...but this is just for fun too...haha

Wednesday, November 25, 2009

Had an Idea...

I think I have made a point about this but you know what I got some time to think as I drive down the road not really paying attention to anything in particular...

I relized a 2k list of the 10th company would actually do some real damage

Fluff wise too...

Think about it for a second...

6 - ten man squads of scouts...maxed out 3 with 10 snipers and the other 3 as assault scouts...I think my math came out to be about 850 points...and that I think includes Telion model a power fist in two of those assault squads and Heavy Bolters with Hellfire rounds in the sniper squads...base of 6 troop choices or up to 12 choices...you can barely do that in a 2k game with regular Space Marines...in a 2k game with scouts you still have another 1000 points for DOOOM...haha

OK THEN to the list of awesomeness...fluff wise too...

There would be no terminators...or sternguards...take that out of your mind first off...about the only people in power armour will be the HQ and his guys...but hey if we have the points we can work it in somewhere...haha

HQ:
Captain w/Relic Blade, Storm Shield, Artificer Armour, Grenade Launcher...175 pts

...and yes this is legal as the Relic Blade is not a two handed weapon per-say and you already loose the extra attack in close combat from the SS...thus no harm no foul...the grenade launcher allows him a shot in the shooting phase if he needs it...

Command Squad w/Apothocary, Company Standard, Company Champion, Veteran w/Meltagun, Powersword, Veteran w/Meltagun, Powerfist, Razorback for transport w/Twin-Lascannons...280 pts

Troops:
Scout Squad 1 w/x10 men, x9 Snipers, x10 Camo Cloaks...170 pts
Scout Squad 2 w/x10 men, x9 Snipers, x10 Camo Cloaks...170 pts
Scout Squad 3 w/x9 Men, Telion, x8 Snipers, x9 Camo Cloaks...217 pts
Scout Squad 4 w/x10 men, x5 Shotguns, x5 CCW&Bolt Pistols, x1 Powerfist...165 pts
Scout Squad 5 w/x10 men, x5 Shotguns, x5 CCW&Bolt Pistols, x1 Powerfist...165 pts
Scout Squad 5 w/x10 men, x5 Shotguns, x5 CCW&Bolt Pistols, x1 Powerweapon...155 pts

Elites:
Dreadnought w/Extra Armour, replace CCW w/Twin-Assault Cannon
Dreadnought w/Extra Armour

Heavy Support:
Thunderfire Cannon
Whirlwind
Whirlwind

Scout squads 1-3 will stay ten man squads and leap frog from cover to cover...

Scout squads 4-6 will combat squad out into buildings and ruins for the 3+ cover save...having 6 squads that pin per turn will stop many things...the Whirlwinds and Thunderfire Cannon will take out any hordes and armour as possible...the Captain and his squad will probably run with the Assault Scouts...

But that is 60 scouts right there...haha...and that is the marine horde army...fires like a Imperial Guard army but hits like a Marine Army...haha...now if only I could get them Chimeras...haha

Monday, November 9, 2009

Had some free time...

I might be joining a campaign later today...in about 12 hours time...ha ha silly sleep...

Come to find out it is a 2k army list...and I don't normally get past 1500 points in any game unless it is purely for shits and giggles...where upon I just throw in some tester units like my Thunderfire Cannon...which I really do love now...haha...Or even my two Land Speeders I have...nice little unit there...AV10 on both don't help though...ha ha

But none the less I am all for it...even if I don't win...Which I will not...as I play for fun...if I win...heck yeah...if not...darn I learned something new though...but the people I am going to go up against in this campaign of sorts from what I hear are Tourney people...I am going to get trounced...hard...in placed no one has ever entered before...cause well it is exit only...ha ha

But seeing that I am going out with a bang I thought it should be a big bang...and I choose to do a 2k Space Wolf Army...

As follows...

HQ:
Rune Priest w/JoWW, Fury of the Wolf Spirits, Runic Armour, Wolf tooth Necklace

Rune Priest w/JoWW, Living Lightning, Master of the Runes, Terminator Armour, Wolf tooth Necklace, Wolf Tail Talisman,

Optional Wolf Lord w/Terminator Armour, Wolf Claw, Wolf tooth Necklace, Saga of the Beastslayer - For Nids and Nurgle armies

Elites:
Wolf Guard Pack w/x10 Men,
x8 in Terminator Armour, x2 Sets of Wolf Claws, TH/SS, x2 Frost Weapons, Cyclone Missile Launcher, x1 Power Fist, x1 Power fist and Heavy Flamer
x2 in Power Armour, x1 Frost Blade, x1 Power Weapon

Lone Wolf w/Terminator Armour, TH/SS, x2 Fenrisian Wolves

Fast Attack:
Thunderwolf Cavalry w/x3, Mark of Wulfen, Power Weapon, Frost Blade

Heavy Support:
Long Fangs w/x6, x2 Heavy Bolters, x2 Multi-Meltas, x1 Lascannon

Predator Tank w/Side Sponsor Heavy Bolters

Troops:
Grey Hunter Pack w/x9, Flamer, Power Fist, Wolf Standard

Grey Hunter Pack w/x10, x2 Meltagun, Power Weapon

Grey Hunter Pack w/x9, Flamer, Power Weapon

Blood Claw Pack w/x11, Melta, Power fist

-----------------------------

With literally everything on this list I think it comes out to 2165 points...IE the Wolf Lord up there...haha...drop him to make it an even 2k list...

The Wolf Guard will Split up a bit...
The Blood Claws get the Rune Priest with Living Lightning for Guidance...
The Wold Guard w/Cyclone Missile Launcher will go with the Long Fangs after they park their Razorback...
The 2 Wolf Guard in Power armour will attach to the 9 man squads of Grey Hunters
The Wolf Guard w/Power Fist, Heavy Flamer will run with the 10 man squad of Grey Hunters for just pure killing power...
The 6 Wolf Guard Left will run with the Rune Priest in Terminator Armour for a heavy hitting unit...or split into two 3 man squads if the Wolf Lord is in Game...but more then likely the Wolf Lord and Rune Priest will swap out as needed per army I will be facing...

The Lone Wolf will run around and kill stuff and pretty much just be a mini-tar pit as needed...the wolves gives him an extra 2 wounds on top of him and his Feel no pain and Eternal Warrior...which is just sick for 20 points base cost...but mine runs at 105 for all his goodies...if I wanted a bit cheaper I would swap out for a set of Wolf Claws...just wish I could give him a Wolf tooth Necklace...ha ha I would have 3 of these guys running around and no other elite choices...haha...but I am getting off base here...

Long Fangs will probably sit back on the edge and take pot shots with their Heavy Weapons...worse case I might be as far forward as possible...probably in some cover of some sort

Predator Tank will be close by and with that set up be able to pick three different targets...or worse case focus fire on one main target...

The Thunderwolf Cavalry are there for their 12" assault range of DOOOOM...haha...2 power weapons and an insane wulfen should do some damage on the charge...6 Power Weapon hits on the charge, 6 Strenght 6 Power Weapon hits on the charge and D6+1 rending hits on the charge to top it all off...that should hurt something somewhere...ha ha

After this is all said and done this will be my first 2k list without even one Land Raider...or any Rhinos what-so-ever...

Mostly because I have a guy painting up my Crusader and 4 Rhinos in Soul Drinker colors...I need to pick those things up from him...it has been 2 months...and that is kinda sad...as I painted up my Land Raider for my Iron Warriors in what...30-45 minutes...and it does not look half-bad...not going to win an award...but that is not what he was painted for...ha ha

If you guys see where I can fix this list I am more then willing to listen to any and all criticism...

Friday, November 6, 2009

Did you ever notice...

Did you ever notice that when you first get something you look around...and within a matter or weeks everyone else has one...

My first car was when I noticed this...I hit 15...and was driving my 86 Grand Am...being a year older then my car...it was a grand ol time...but then I noticed other grand ams of the same design...what the heck...

Moving on with life...I got my first brand new car...04 Saturn Ion 1...I was estactic...then everyone else got one...haha...but that one was somewhat explainable...new series of car...great gas milage...plenty of room everywhere in the car...so on and so forth...heck while I was married I made my wife get one of those instead of a Honda...stupid hondas...(I was working at AutoZone at the time and saw enough Hondas at work...)

Newest Vechile is a 94 Jeep Cheerokee...4wd...inline 6 cyclinder...great jeep all around...now everyone has a jeep...but I live in the mountains...soooo nothing new there...

But as a few know I am working on my own Chaos Army...Iron Warriors

and I have hit the 1k Mark with points alone...and as I worked on my painting...which I would say has improved greatly by the way...everyone is doing Iron Warriors now...son of a...

BUT...moving on...

I got a nice round army of DOOOM...and only one Vehicle...haha...and a Land Raider to boot as well...

Army List as follows...WITH PICTURES...haha

HQ:
Chaos Lord w/Power Fist, Combi-Weapon (Warsmith Model)

Elites:
Dreadnought w/Multi-Melta

Terminators w/x5 - 4 being Champions, x2 Power Fist, x2 Combi-Weapons, x1 Reaper Autocannon, x1 Chainfist

Troops:
Chaos Marines w/x5 Marines - 1 being Champion w/Power Weapon, Flamer

Chaos Marines w/x9 Marines - 1 being Champion w/Power Fist

Heavy Support:
Land Raider of DOOOOM...haha

And yes those are Black Templar Doors...and yes I did cut them up a good little bit to desicrate them for the Chaos Gods...silly Loyalist...







Sunday, November 1, 2009

500 pts of Iron Warriors

....ok barely and the 3 terminators are only glued together

BUT...none the less I have 2 squads of Chaos marines at 5 guys a piece...a power weapon in one and a powerfist in the other...

Chaos Lord (IE...Warsmith w/Powerfist (for servo arm) and combi-weapon)

3 Chaos Terminator Champions one with reaper autocannon...and two combi-weapons to boot...

Throw a rhino in there for transport and I got a nice little army...haha

Sunday, September 20, 2009

The Ultra Templar Command Structure...

For now anyway...I have a bad habit of buying a lot of models and never painting them up...I am more of a modeler and player then painter really...

But seeing that I had a few free hours...instead of painting of going to Hickory to play a game or two...I decided to watch Football and make up this Command Structure of the Ultra Templar and what is left of their Chapter...haha

I think it is pretty cool

Monday, August 31, 2009

Holy-Moly Chapter Master...

I was sitting here at the house wondering how many points I have in my Ultra Templar army...Straight from the 5th Edition Codex...nothing special...no special rules...just exactly what I have on hand...and the only Special Character I have in my entire army is Scout Sergeant Telion...for my two Scout Squads...use to be three but I traded one for something else...eh no worries though...haha

But I get off Track...I have offical 8,900 worth of points for my Space Marine army...the almost 2,600 worth of Tact Marines and 2,000 worth of Elite Choices really help a lot...haha

And no there are no Tanks other then Land Raiders and a Whirlwind and 2 Razorbacks...

Yeah really I kid you not here is the list...enjoy the reading and yes I know I need more tanks...I traded those for my brothers Necron army he is making me trade for SM stuff for him...haha I know sick right...

HQ's:
Chaplain - 130
w/Terminator Armour
Chaplain - 130
w/Terminator Armour
Chaplain - 105
Chaplain - 130
w/Jump Pack, Plasma Pistol
Librarian - 150
w/Epistolary , Plasma Pistol, Smite, The Gate of Infinity or Quickening, Might of The Ancients
Captain - 158
w/Jump Pack, Storm Bolter, Relic Blade
Captain - 148
w/Storm Bolter, Relic Blade, Artificer Armour
Captain - 143
w/Storm Bolter, Power Fist, Artificer Armour
Master of the Forge - 115
w/Power Weapon
Command Squad - 180
w/Company Champion, Company Standard, Powerfist, Melta
Command Squad - 170
w/Company Champion, Company Standard, Powerfist
Chapter Master - 195
w/Terminator Armour, Storm Shield, Thunder Hammer
Chapter Master - 178
w/Storm Bolter, Power Fist, Artificer Armour, Hellfire Rounds
Honour Guard - 140
w/Chapter Banner

Heavy Support
Land Raider Crusaider - 260
w/Multi-Melta
Land Raider - 260
w/Storm Bolter
Whirlwind - 85
Thunderfire Cannon - 100
Devastator Squad - 218
w/x8 Marines, x2 Plasma Cannons, x2 Missile Launchers

Fast Attack
Assault Squad - 255
w/x10 Marines, Power Fist, x2 Plasma Pistols, Flamer
Assault Squad - 255
w/x10 Marines, Power Fist, x2 Plasma Pistols, Flamer
Land Speeder Squad - 140
w/x2 Speeders, x2 Heavy Bolters, x2 Multi-Meltas
Scout Bikes - 105
w/x3 Bikes, Power Fist, Grenade Launcher
Vanguard Squad - 270
w/x5 Marines, x2 Power Fist, x1 Power Weapon, x2 Lightning Claws, x5 Jump Packs

Elites
Legion of the Damned - 215
w/x5 Marines, Power Fist, Missile Launcher, Flamer
Techmarine - 90
w/Power Weapon, x2 Servitors
Iron Clad Dreadnought - 140
w/Heavy Flamer
Dreadnought - 115
w/Assault Cannon
Venerable Dreadnought - 165
Venerable Dreadnought - 165
Sternguard Marines - 175
w/x5 Marines, Power Fist, x5 Combi-Meltas
Terminators - 445
w/x10 Terminators, Assault Cannon, Heavy Flamer, x2 Chain Fist
Assault Terminators - 400
w/x10 Terminators, x5 Thunder Hammers, Storm Sheilds, x5 Twin Lightning Claws

Dedicated Transports
Rhinos - 210
w/x6 Rhinos
Razorbacks - 80 or 150
w/x2 Heavy Bolters, or x2 Twin-Linked Lascannons

Troops
Scouts - 75
w/x5 Snipers
Scouts - 85
w/x2 Shotguns, x2 Bolt Pistols and CCW, x1 Heavy Bolter
Counts as Scout Sergant Telion Model - 50
Tact Marines - 170
w/Flamer, Missile Launcher
Tact Marines - 170
w/Flamer, Multi-Melta
Tact Marines - 170
w/Flamer, Heavy Bolter
Tact Marines - 185
w/Flamer, Missile Launcher, Plasma Pistol
Tact Marines - 185
w/Flamer, Missile Launcher, Power Weapon
Tact Marines - 190
w/Meltagun, Power Weapon
Tact Marines - 190
w/Meltagun, Heavy Bolter, Power Weapon
Tact Marines - 195
w/Plasma Gun, Power Weapon
Tact Marines - 195
w/Plasma Gun, Missile Launcher, Power Weapon
Tact Marines - 200
w/Melta, Power Fist
Tact Marines - 205
w/Plasma Gun, Heavy Bolter, Power Fist
Tact Marines - 205
w/Plasma Gun, Power Weapon
Tact Marines - 215
w/Plasma Gun, Lascannon, Power Fist


Now this is straight from the newish 5th Edition Space Marine Codex. This is not using the Blood Angel Codex of the Space Wolves Codex, Dark Angels or even the Black Templar Codex's although I am sure I could do that pretty easy...just add 3 points to each marines for frag and krak grenades...haha...

Also some of you more Astute readers would have noticed that the Tact Marines all don't have a Special Weapon on top of a Heavy Weapon...now you are thinking...HEY WAIT A SECOND THAT IS A 10 MAN SQUAD...WHAT GIVES...well many things...I started painted these things YEARS AGO...begining 4th edition if my math is right...so I did a lot of bolter marines...the ones that don't have a Heavy Weapon are from that era...sorry...haha I am sure I could use the Devastator marine heavy weapons into these squads...then transfer the other marines to the Command Squads or Veteran Sternguard Squad...haha

Saturday, August 29, 2009

I was Thinking...

and I got a headache for it too...haha

But seriously...I prefer to play a 1250 game...I enjoy it as I have multiple units to use and so on and so forth...but lately it has been 500-750 games...tried out the Sons of Baal and I did OK with them...but certain units flat out kill them in the smaller games...

-Deamonettes...and Noise Marines to name the two I play the most...that I5+ really puts a hurting on my marines...so I need something to counter that...

So I am putting together a new 500 point list...

Captain w/Power Sword
10 Man Tact Squad w/HB and Flamer
5 Man Tact Squad
5 Man Vanguard Squad...or two Land Speeders that swap out the HB for a MM and then buy another HB making it 5 points cheaper...maybe a Melta Bomb on the Captain...

---------------------------------------------

Also I am probably going to throw together a small Salamander Army together as I just got done reading the Salamander Novel...

Maybe get the Forgefather when he is released and paint him all green and what not...maybe a nice 1250 list or so would do them justice...

Forgefather Vulkan He'Stan - 190 pts
8 Man Assault Terminator Squad 4 TH/SS and 4 TLC's - 320 pts
10 Man Tact Squad w/MM and Flamer Serge w/PW & Teleport Homer plus Rhino - 235 pts
10 Man Tact Squad w/HB and Flamer Serge w/PW & Teleport Homer plus Rhino - 235 pts
5 Man Honour Guard w/Razorback w/TwinLinked LC, Storm Bolter - 270 pts

That should put a hurting on a lot of things...the Homers allow the Terminators to drop in without scattering and the Honour Guard go in with Vulkan to put a shinney blade where the sun don't shine...haha...on top of that pretty much every weapon besides the TLC's, Bolters and Lascannons are either Master Crafted or twin-linked as well...making it hurt even more then...haha also this makes it so the only ones walking are the Terminators...

Tuesday, August 25, 2009

I have a new squad...

I think a few of you guys might like it...but point cost wise...this would just be a pure apoc army squad...THAT WOULD REIGN FIRE AND DAMNATION UPON THE ENEMIES OF bla bla bla...

here we go guys hope you enjoy it...

Leave some feedback on what you think needs to be done...points...weapons...so on and so forth...

Monday, August 3, 2009

Ok then...Three Armies...

HAHA...

Common I mean I have enough models now to do this and not be hurting on anything...in all honesty I already have 3 armies and one is a crusading Space Marine army with like 4 or 5 chapters present...it is great...

But my idea is this

Blood Angels...Jawaballs you are to blame for this partially...the rest is tha fact that I have 25 assault marines and a Captain/Chapter Master guy with a jump pack as well...meaning I can have from 3 to 5 squads of nothing jump pack guys running around like chickens...haha but those five squads would be 135 pts a peice with a Power Fist in each one...haha...now that would be sickening I know but I like to run a 10 man squad and combat tactic it out to two 5 man squads or in the case of the Blood Angel codex combat squad it out to two 5 man squads...haha

Throw a Chaplain in there for the death company with a plasma pistol in a rhino and it is only 150 points...haha and the Death Company hits automatically cause a Rending...I like that...with the Chaplains re-roll to hit rules...thus the reason I have three Chaplains I can run in my 5k list of Space Marines if needed...haha or I can throw a jump pack on the Chaplain and the Death Company come out a little bit more expensive but 12 inch movement that is set up like that will be a fire magnet no matter who I am playing allowing everyone else to get into close combat...haha

But the Two List I have in my head right now is this:

First one is 1250 list
2 Assault Squads - 10 men, Power Fist,
2 Tactical Squads - 10 men, Heavy Bolter or Multi-Melta, Flamer w/Rhinos
Chaplain w/Combi-Melta
4 Death Company Marines
Furiso Dreadnought

Not Bad at all really...Basically the Chaplain runs the feild with the DC killing whatever gets close enough to reach out and touch...Worse Case I drop the Dreadnough give the DC a Rhino and two extra DC guys to go with it...still 1250 list with that too...haha

The Second List is a much Larger list of a 2k list
3 Assault Squads - 10 men, Power Fist,
2 Tactical Squads - 10 men, HB or MM, Flamer w/Rhinos and Extra Armor
Lemartes
6 Death Company Marines w/Rhino
Furiso Dreadnought w/Venerable upgrade and Extra Armor
Furiso Dreadnought w/DC upgrade and Extra Armor
5 Man Terminator Squad

with that many guys on the field I would feel pretty good 61 marines on the field is not a bad number even at a 2k list...with two dreads as well that are just pure assaulting machines...this would leave the two tactical squads on my closest objectives and allow the assault marines to take the other armies objectives with the Dreads the Death Company would run around again touching everything it could and the Terminators would either take point with the DC and touch everything it could or stay back with the Tact Marines providing much needed extra fire power...maybe a Deep Strike with them at the last few turns would help even more as well...

But I am going to be turning a few guys into a red paint scheme as well...not Jawaballs level of awesomeness but red enough that you know who they are...haha

Thursday, June 25, 2009

Well my Chaos List...

I am going to be using a few of my guys as Chaos Marines from here on out...like the little bit of fluff hinted at...my guys fell...Hard...about half turned to Chaos and only about a 1/3 of the loyalist made it out of there alive...pretty much 3 tact squads, half the terminators the scouts of course and the dreads are all that is left of my loyalist forces...

The 1250 List of Chaos is as follows

Daemon Prince - (will be using one of my Terminator Chaplains until I get a good model)
w/wings and Mark of Khorne = 140 pts

Chaos Lord
w/Mark of Slaanesh, Daemon Weapon, Terminator Armour = 150 pts

Dreadnought
w/a second close combat weapon = 100 pts

Chaos Marine Squad x10
Champion w/Power Fist
Flamer and Heavy Bolter, Icon of Khorne, Rhino = 255 pts

Thousand Sons Squad x8+Sorcerer
Doombolt, Rhino = 289 pts

Khorne Berzerker x12
Champion w/Power Weapon, Melta Bomb
2 Plasma Pistols = 317

--------------------

It comes to 1251 points but I am sure the other guy won't mind a single point to my advantage...haha...

As time goes on I plan on adding some Obilts...Raptors, more Chaos Marines and Plague Marines as well as some Terminators that have joined up with the Chaos Marines I have here...

my 1750 point list has 20 more marines in one whole squad and three terminators to just mess with people...haha...I thought that would be cool...

Sunday, May 31, 2009

Space Marine Cost Effective Force (designed for people starting Space Marines)

Before anything is bought, to all new collectors please remember when you buy your boxes of models: DO NOT THROW ANYTHING AWAY. While this may seem obvious, I mean once you have finished putting together your models, keep everything that is left over. Boltguns, heads, purity seals, plasma guns, arms, legs whatever. Never throw this stuff away, it may be years before you use these pieces again, but trust me, for the small amount of space this stuff will take up, it will prove invaluable.

First of all, a player will need a Space Marine codex ($30).


From reading this they can decide if the following list suits his taste, or they wish then it is able to be altered.

It is always great to have a friend to collect and play this fantastic hobby with. Therefore if possible, start up with a friend so that you both inspire each other to continue painting, gaming and generally remain enthusiastic about the hobby. Also this allows you both to split the Assault on Black Reach box, meaning you will only have to pay $30 for the Space Marines inside. Even if you can't find someone to start the hobby with, when you go into Games Workshop, see if the staff know anyone who would be interested in purchasing the other half of the models, if not you are paying $60 for the set to get the orks which you can put up on eBay for $10 each unit choice and make the money back. Keep the rule book and templates...

From this point onwards I'm going to presume that the Assault on Black Reach box has been purchased, and that you sold the Orks to someone (if you can get more great, but I find its always best on these things to presume the lowest amount).



So far we have:
1 Space Marine Codex
1 Space Marine Captain, Dreadnought with multi melta, 5 Terminators, 10 Tactical Marines with Sergeant, flamer and missile launcher.

Next up your best purchase both from an army point of view (needing essential like 2 troops etc) and monetary point of view is the Space Marine Battle Force for only $90. This sets contents, if bought separately, come to $130, already making you a massive saving.

Now we have:
1 Space Marine Codex
1 Space Marine Captain
1 Dreadnought with multi melta
5 Terminators
25 Tactical Marines - 2 - 10 man Squads/ 1 - 5 man Squad
5 Scout Marines - 1 Squad
5 Assault Marines - 1 Squad
1 Rhino

At this stage it may be wise to look at what we can make so far out of the army:

Captain, with boltgun, relic blade, artificer armour, frag grenades, krak grenades, and an Iron Halo = 145 points

Terminator Squad, with storm bolters and power fists, Sergeant with storm bolter and power weapon = 200 points

Dreadnought, with multi melta, dreadnought close combat weapon with built in storm bolter, extra armour, smoke launchers and a search light = 120 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, flamer, missile launcher, Sergeant with bolt pistol, chainsword, frag grenades, krak grenades and melta bombs = 175 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, melta gun and missile launcher, Sergeant with bolt pistol, frag grenades, krak grenades and a power fist = 200 points

Rhino, with storm bolter, smoke launchers search light = 35 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. Sergeant with bolt pistol, chainsword, frag and krak grenades = 90 points

Scout Squad, with bolt pistols, combat blades, frag and krak grenades, heavy bolter, Sergeant with bolt pistol, power weapon, frag grenades, krak grenades, and melta bombs = 105 points

Assault Squad, with bolt pistols, chainswords, frag and krak grenades, 1 plasma pistol, Sergeant with power weapon, bolt pistol, frag grenades, krak grenades and melta bombs = 135 points

Total = 1205 points.

This list makes certain presumptions about how you glue together your models.
1) That you use the power fist from Assault Squad box with the Sergeant from the Tactical Squad box.
2) That you glue a melta gun using the Tactical Squad rather than the flamer or plasma gun.
3) That you use some the elements from the Tactical Squad box (purity seals or other fancy pieces) and a spare bolt pistol and chainsword arm from the Assault Squad to make it clear which model is the Sergeant in your Combat Squad.
4) That you glue together your Scouts with close combat weapons and one heavy bolter, rather than all boltguns or shotguns.
5) That you use the missile launcher from the Tactical Squad.
6) That you use one of the plasma pistols from the Assault Squad and give the Sergeant the power weapon.
7) You do not have to worry about modelling the melta bombs particularly, I have never played an opponent who demanded to see them on the model.

However this list could be handled a dozen different ways, giving all sort of different combinations equalling more or less points.

At this point I would say that some heavy support was needed in the army.

This gives you a broad list of choices, mostly tanks costing $40 or more (in the case of Land Raiders). However the Space Marine Devastator Squad is $35, and will provide you with valuable bits to enhance the options of your existing Tactical Squads. There are a multitude of ways you could assemble your Devastator Squad, but I would be tempted to make:

1 Lascannon
1 Plasma Cannon
1 Missile Launcher
1 Heavy Bolter

The from this, take the two missile launchers out of the Tactical Squads and replace them with the lascannon and the plasma cannon. Meaning your Devastator Squad would be made up of 3 missile launchers and a heavy bolter, costing a total of 150 points but also making the Tactical Squads cost 15 points more in total (for both the lascannon and the plasma cannon).

This gives the Devastator Squad reasonable anti-vehicle capability, whilst also having effective anti-infantry. Also your Tactical Squads will now have anti-tank capability (in the form of the lascannon) and anti-heavy infantry/light vehicles (in the form of the plasma cannon).

Alternatively you could elect for a Predator or Vindicator. I do not recommend the Whirlwind as it does not have as great a points/money ratio compared to the other two, and at the moment the army needs some high strength weaponry. Both tanks cost $40, and from a point perspective the Predator can cost between 60 and 165 points (not counting vehicle upgrades) whereas the Vindicator is a fixed 115 points.

Whilst I have my own preferences when it comes to Predators and Vindicators, for the purpose of this list I will suggest that a Predator is purchased, with a twin linked lascannon, heavy bolter sponsons and a storm bolter, totalling at 140 points.

This gives the Predator accurate anti-tank capabilities with the twin linked lascannon, whilst also formidable anti-infantry capabilities with the heavy bolters and storm bolter.



The Predator has greater firing mobility than the Devastator Squad, however a single attack can destroy the Predator, whilst the Devastator Squad must be picked off a model at a time, also the Predator costs more and does not add a great deal to your bitz box (which is a collection of spare parts from the various sets you buy, which over time can allow you to create models you would not have been capable of in the first place).

As I always find it safest to presume the reader will go with the most expensive option, lets presume the Predator is purchased. Our list now looks like this:

Captain, with boltgun, relic blade, artificer armour, frag grenades, krak grenades, and an Iron Halo = 145 points

Terminator Squad, with storm bolters and power fists, Sergeant with storm bolter and power weapon = 200 points

Dreadnought, with multi melta, dreadnought close combat weapon with built in storm bolter, extra armour, smoke launchers and a search light = 120 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, flamer, missile launcher, Sergeant with bolt pistol, chainsword, frag grenades, krak grenades and melta bombs = 175 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, melta gun and missile launcher, Sergeant with bolt pistol, frag grenades, krak grenades and a power fist = 200 points

Rhino, with storm bolter, smoke launchers search light = 35 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. Sergeant with bolt pistol, chainsword, frag and krak grenades = 90 points

Scout Squad, with bolt pistols, combat blades, frag and krak grenades, heavy bolter, Sergeant with bolt pistol, power weapon, frag grenades, krak grenades, and melta bombs = 105 points

Assault Squad, with bolt pistols, chainswords, frag and krak grenades, 1 plasma pistol, Sergeant with power weapon, bolt pistol, frag grenades, krak grenades and melta bombs = 135 points

Predator, with twin linked lascannon, heavy bolter sponsons, storm bolter, searchlight, and smoke launchers = 140 points

Total = 1345 points.

This leaves us a comfortable 155 points off of a 1,500 point army. There are dozens of different ways to make up these points, but lets look at what force organisation slots we've used so far:

1 HQ
2 Elite
4 Troops
1 Fast Attack
1 Heavy Support

At the moment we have a fairly balanced force, combining speed, fire power, and flexibility. If we add more Troops (with say another Tactical Squad or Scout Squad) then the number of objective capturing troops increases. If we add more Elites (with say a squad of Sternguard or another Dreadnought) then our offensive power increases greatly. If we add more Fast Attack (with say a Bike Squad or some Land Speeders) then our mobility increases in addition to our fire power. If we add more Heavy Support (with say a Vindicator or Devastator Squad) then our fire power increases greatly.

There are strong cases to be made for all these choices, as well as several more (such as another HQ in the form of Chaplain or Librarian, or further transports). I myself use a Chaplain in Terminator Armour with Storm Bolter and Melta Bombs for 135 points instead of a basic Captain but that is just me...



My final suggestion is a unit which I never go to battle without anymore. It has good offensive qualities, looks great on the battlefield, gives you as a modeller a chance for some experimentation, and is very cost effective. The Command Squad.



This $35 box gives you a personal retinue for your Captain, including Apothecary (granting the whole squad the Feel No Pain rule, which has saved my squads lives a number of times), a Company Champion (who will become a great aid in combats against more skilful foes), a Company Standard (which will ensure your Marines stay their ground more often) and a special weapon (either flamer, plasma gun or melta gun).

In order to fit all the parts of the set into your army (totalling the unit at 150 points for a Company Champion, Company Standard and a melta gun) you will have to get rid of some of the points in your army. I would probably recommend getting rid of the Predator's storm bolter. Don't worry if the model has it on, any half way human opponent won't mind if you choose not to take it. Alternatively you could not bother to take the melta gun in the Command Squad, making the unit cost 140 points and fit perfectly into our army list. Or you could choose not to take the Company Standard, actually giving you 5 spare points which you could use to buy the Captain melta bombs with. And so on, and so forth.

The list of options numbers in the hundreds, all of them having their pros and cons, good points and bad points. That is the purpose of the on-line forums and the helpful staff at Games Workshop, or the sheer experience of playing a game! They allow you to get an idea of what sort of force you want. Regardless of what the best tactician says, or the most sensible economically minded guy suggests, if you're playing with an army that you don't enjoy, then your not having fun, and at the core of the hobby that is what all Games Workshop products are about.

At the end of this massive rant our force ends up looking like this:

Captain, with boltgun, relic blade, artificer armour, frag grenades, krak grenades, and an Iron Halo = 145 points

Command Squad, with bolt pistols, chainswords, frag and krak grenades, an Apothecary, a Company Champion and a Company Standard = 140 points

Terminator Squad, with storm bolters and power fists, Sergeant with storm bolter and power weapon = 200 points

Dreadnought, with multi melta, dreadnought close combat weapon with built in storm bolter, extra armour, smoke launchers and a search light = 120 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, flamer, missile launcher, Sergeant with bolt pistol, power weapon, frag grenades, krak grenades and melta bombs = 190 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. 5 extra Marines, melta gun and missile launcher, Sergeant with bolt pistol, frag grenades, krak grenades and a power fist = 200 points

Rhino, with storm bolter, smoke launchers search light, = 35 points

Tactical Squad, with boltguns, bolt pistols, frag and krak grenades. Sergeant with bolt pistol, chainsword, frag and krak grenades = 90 points

Scout Squad, with bolt pistols, combat blades, frag and krak grenades, heavy bolter, Sergeant with bolt pistol, power weapon, frag grenades, krak grenades, and melta bombs = 105 points

Assault Squad, with bolt pistols, chainswords, frag and krak grenades, 1 plasma pistol, Sergeant with power weapon, bolt pistol, frag grenades, krak grenades and melta bombs = 135 points

Predator, with twin linked lascannon, heavy bolter sponsons, storm bolter, searchlight, and smoke launchers = 140 points

Total = 1,500 points


At the end of these purchases our total shopping list:
Space Marine Codex = $30
Assault on Black Reach Box = $60
Space Marine Battle Force = $90
Predator = $40
Command Squad = $35

Total = $255

By no means is this a small amount of money to spend on a hobby, and there are certainly ways to get a Space Marine 1,500 point force for less, but I believe this makes a balanced army, for a reasonable price, which acts as a good force to expand upon with further purchases.

Thursday, May 21, 2009

The Surviors of the Ultra Templar Chapter

I had an idea the other week or so...stop with the Power Armour guys right where I am at (enough for maybe 8 full tact squads and 2 assault squads)...stop with the Terminators (at 15 or so)...stop with the tanks (I got two Land Raiders, 2 Predators, 2 Vindicators and a whirlwind...) and go with scouts...(which I only have a 3 man scout bike team...)

I mean think about it...Scout stats are as good if not better then most other armies elite choices...their weapon skill and balistic skill is as good as a guards man but their Strenght makes up for everything else...

Somewhere on my computer at home is how the Ultra Templar were all but destroyed by the Necron armies (similar to what happened with the Crimson Fist and the Orks)...the only surivors were the 5th company and a few men from the 4th company, 3 chaplains, 3 techmarines, and 2 Librarians...and those guys only were alive because of being with the 5th company on rear line defense...

My thought process is this...I usually run with a Heavy Bolter or a Missile Launcher as of late anyway...and for 10 points either way I can still have it in my squad and add the other 5 guys for 25 points cheaper...This would also give me a reason to get or make a Scout Sergeant Telion...because really at this point in the game some of the veterans would be steping down from their rolls to help train the next generation of Ultra Templar...

What I would do is for every Tactical Squad I have on the field two scout squads would be there as well...one on each side of the tact squad to lay down cover fire and learn from those who have the battlefield experience...

A basic list would be something like this

HQ
Chaplain in Terminator Armour w/Storm Bolter and Melta Bombs = 135pts

Elites
Terminators
5 Man = 200 pts

Troops:
Tact Squad
10 Man - Multi-Melta, Melta, Sarge w/Power Weapon and Bolter and Melta Bombs = 190 pts
Scout Squad
10 Man - Heavy Bolter, 2 Shot guns, Sarge w/Power Weapon and Bolter and Melta bombs = 170pts
Scout Squad
10 Man - Heavy Bolter, 8 Sniper Rifles, Sarge w/CCW and Bolter = 150pts
Scout Squad
10 Man - Rocket Launcher, 2 Shotguns, Sarge w/CCW and Bolter and Melta Bombs = 155 pts

This would give me 46 men on the field for 1000 pts...the scout squads and tact can split into 5 man teams giving me 8 objecive grabing choices...and the two sniper teams can pin two squads per game allowing the other squads to sweep in with the terminators to finish everyone else off...Melta Bombs for when I run into enemy armour and I will...Plus a few extra power weapons in there just incase my scouts and tact squads run into something they should not...but the infiltrate and move through cover rules only help them out...

I guess I need to go buy some scout squads huh...

haha

Sunday, May 17, 2009

The Ultra Templar Versus the Necron Hordes Part 3

Well my brother and I were a tab bit bored and decided on a 10 versus 10 man battle...each guy would be able to move indepently from the rest of the other guys...simple as that...

He rolled for the win and set up first...

Moving the 6" foward and unable to hit me yet...I moved my 6" and rolled to run to make the game quicker we agree to roll one die for the entire armies run phase...got a 5...and moved the extra 5" forward...

He moved another 6" forward and took a few shots at the guys he could reach and no one died...I opened fire and took out two then charged with another guy and took out a third... which means 4 more destroyed and he would phase out...

He then moved another 6" forward took his shots and two men failed their armour save...then he assaulted...no one was killed...but on my counter attack I took out another one...

I moved the 6" forward and shot destroying nothing then assaulted...took out another one...he counter attacked and took out another marine...

I had just two more necrons to take out and make his phase out...but he attacked and killed another marine...

Somehow it ended up being 3 on 3 at this point...and he had the first move...he shot and killed a marine leave it 3-2...and then he assaulted...6 attacks on the word go...and not a single one hit...but this allowed only two hits onto him as I was not assaulting...but only counter attacking...nothing...ok my attack phase...2 more hits...blam...one down...wait...one down...he just phased out...

--------------------------

I KILLED THEM AGAIN...This one was a lot closer though...

7 Wins - 2 Draws - 1 Loss

Thursday, May 14, 2009

The Ultra Templar Versus the Necron Hordes Part 2

As I have said before I have a nice little army of Space Marines...and I am not even done yet...much less painted any of them but the Ol' Terminator Chaplain...(by the way he has lived through seven battles and not taken a wound yet...but he kills a lot).


1250 Points of Necrons Vs 1250 Points of Ultra Templar

His force of Necrons consisted of:
3 - 10 man Warrior Squads
The Nightbringer
3 - Destroyers
1 Necron Lord on Destroyer Body

My Ultra Templar Force consisted of:
2 - Man Terminator Squads
2 - Chaplains in Terminator Armour - Attached to one Terminator Squad each
1 - Land Raider - Attached to one of the Terminator Squads
2 - 10 Man Tactical Squads (Missile Launcher, Multi-Melta, x2 Flamers)

Turn One:
I rolled higher but I allowed him to move first...he moved his 6" then messured and saw that he was lacking on distance...

I Moved my 6" and rolled a 4" on everyones running...which was funny...Land Raider Moved all out and Fired one of its Twin-Linked Lascannons at the Nightbringer...nothing happened there...

Turn Two:
He moved again took his Destroyers and turned to fire into my Land Raider...Two Shots Missed the other hit but did literally no damage...I looked at him and said..."I bet my guess just laughed..."

MY turn allowed me to get the land Raider up close enough to unload my terminators in there and my other terminator squad on the other side of the board was clsoe enough to assault this turn...I open fire again with Twin-linked Lascannons...and every other heavy weapon I had and took out the Nightbringer...poof...I was happy...Terminators turned to the destroyer squad took them out and the Necron Lord on Destroyer Body...other side of the field I rapid fire into the Necron Hordes and took out a few...Missile Launcher scattered away into open ground...

I then assaulted with my other Terminator Squad into a warrior squad...ripped through all of them...Power Weapons cleaving through them like there is no tomorrow...

Turn Three:
He brings back most of the ones that were shot up...including Nightbringer...wait is that even legal...ok fine...he only has one wound left anyway...I make all my armour saves when he opens fire. No one assaults me...

My turn consisted of firing the Missile Launcher again...direct hit...ordance blast covers seven guys...HECK YEAH...wait...what do you mean 4 make their armour save...SON OF A...

I assault with my two squads of terminators into the warrior squads...Land Raider puts Nightbringer down again...All but two guys are left in one squad and another squad of warriors is all that is left at this point...he should have phased out but I have not lost a single man at this point and was feeling greedy...

Turn Four:
None of his men make the WBB rolls...he rapid fires into my guys...I lose a Terminator...

My turn consisted of his brothers avenging him...ripping through the rest of the Necron Horde like a hot knife through butter...

-------------------------------

At the end of this game I had lost a single Terminator to his entire army...that is what happens when you rid out those invul saves and make them so well and those 2+ armour saves on the Terminators are soooo good...but not good enough to save that Terminator...

All in All...I would say this battle is something to brag about...32 men went in and killed a small Necron Horde...31 came out...and not a single Necron left...

6 Wins - 2 Draws - 1 Loss

Wednesday, May 13, 2009

The Ultra Templar Verus the Necron Hordes...

Well as you guys can tell I have a nice little army of Space Marines...and I am not even done yet...much less painted any of them but the Ol' Terminator Chaplain...(by the way he has lived through six battles and not taken a wound yet...but he kills a lot). As of last week I was able to get my brother over 2500 points of necrons for him to paint and bla bla bla...Well he finally got most of his Necrons glued together and I was able to convince him to play a game last night...

2500 Points of Necrons Vs 2500 Points of Ultra Templar

The Necrons consisted of:
Necron Lord w/destroyer body
Necron Lord
2 groups of 5 flayed ones
4 Immortals
3 Destroyers
4 Destroyers
2 Heavy Destroyers
3 groups of 10 Warriors
1 group of 7 scarb swarms
1 Monolith

It comes out to be about 2000-2100 points but ehh he said it was 2500 so I did not complain...haha...I just made my own 2500 point list

2 Terminator Chaplains w/Storm Bolters
2-5 man Terminator Squads w/Assault Cannons
1 Dreadnought
5-10 man Tact Squads (lascannon, Missile launcher, 2 Heavy Bolters, Multi-melta)

2 Land Raiders that were attached to the Terminator Squads and each squad got a chaplain to run with.



-------------------

Turn one:

His Turn:
He moved his men the 6 inches and tried to take a few pot shots...Monolith just sat there...my Armour saves saved the three shots that actually hit...

My Turn:
I fired my Land Raider with the two Twin-Linked Lascannons at the Monolith...Wreckage...period...so now it would just be terrain for the entire game...at which point I laughed and said now I just have to keep killing the robots...and I did...I really did...



Turn Two:

His Turn:
Well he was close enough to take a few more shots at me as I had moved up my last turn and took out his two Heavy Destroyers and all his Destroyers and Necron Lord on Destroyer Body...and all but one Heavy Destroyer got back up...and he Stayed to the end of the game no matter how many times I put him down...that WBB roll is sooo evil...

I lost three Ultra Templar out of 50 during this turn.

My Turn: I was able to do my Rapid Fire into two full squads with all my marines...on top of this I was able to get my terminators squads to disembarq from their land Raiders one on each side of the table...they fired into a warrior squad a piece...Faust and his squad killed their entire squad in front of them...My other Chaplain however did not kill but 3 necrons out of the squad in front of them...I also did not move them close enough to assault in this turn either which was my fault...

My Dreadnought moved up and took a pot shot and killed a destroyer again and then turned to fire the storm bolter but it miss fired and nothing happed...I can see it now...*Dreadnought fires the Multi-Melta blows up a Destroyer...turns to fire the Storm Bolter...click...click...click..."SON OF A"*

haha

Turn 3:



His Turn:
most of the necrons get back up and fire into my squads...I lose 2 more marines...and I only grin...he even fired at my Dreadnought only for his armour to shrug it off and grin...my Terminators took two full squads of warriors firing into them...I made it even easier for him and only took the invul saves on them...each shot that actually hit me was saved on the invulv saves...that was almost 20+ shots and all saved...My Terminators only grined as his 4 destroyers took their 3 shots a piece to be saved, by all but one terminator...

My Turn:
I killed...period...my Marines rapid fired into the necron hordes killing almost all the warriors...my terminators charged the destroyer squad who just killed one of their Battle Brothers...and ripped them apart...the Land Raider they were in killed off some more warriors behind them...

My Marines got into hand to hand combat with his scarb swarms...riping into them and only losing one marine and the entire scarb swarm was wiped out...

Turn 4:
His Turn...the destroyers were all unable to make their wbb rolls all but one and his did a leadership test and passed and moved away just far enough so I could not catch up with him...no worries...the warrior squad behind him charged my terminators...Only to be slaughtered down to one warrior...



He passed his leadership test and moved away and I did not choose to go after the one warrior...I move my Terminators another direction where the fighting was stronger...



My Turn:
I killed all but one squad of warriors at this point with my Rapid Fire shots...on top of the Land Raider and Land Raider Crusader...the only squad that made it was the one on the back row...and it still lost a few men...

Turn Five:

His Turn:
His Heavy Destroyer finally took out my dreadnought...and the explosion was unable to take out the destroyers in front of him...well one did but still I wanted to take out the whole squad Destroyer Lord included...haha

My Turn:
He was down to one squad of warriors as his flayed ones were killed off before they could do any damage as they telported in...my marines just turned around and killed them off...

My Terminators were angry now and charged in...but to no avail...they were all killed off leaving only Faust alive and kicking...and boy did he get angry...the only left after that battle was a fully pissed off Faust and a one wound Destroyer lord...who passed his leadership and jumped away...I would have too...haha

at this point I just opened fire with everything I had...and killed off everyone...

every troop and necron on the field was killed with concentrated bolter fire...as we had ignored the less then 25% rule so we could keep playing I killed everything he had...By the end of the game I had killed every model he had and only a single flayed one was able to make his WBB roll...

I had only lost 5 Terminators, a Dreadnought, and 7 Battle Brothers...to his entire army...I think that was pretty good...but I will say this now...I think he will start winning if he can play the game better as we both are still getting use to how to play the game...

but hey...my Fasut Model in his Terminator Armour has not taken a single wound in the last 6 games...

5 Win-2 Draw-1 Lose

Tuesday, May 12, 2009

My Army List at 1000 Points - For Team Battles

I will be posting multiple army list that I use at my gaming store on Sunday's.

The First of course is the smallest game we play of 500 every now and then it is usally 750 to 1850 points but from time to time we hit 1000, and that is where this list comes into play...I was able to field it just the other day and it took all four turns before the Land Raider was taken out and the terminators killed off...but the Chaplain just strolled around killing everyone he could reach out and touch...haha...

HQ Unit
Chaplain:
Equiped w/: Terminator Armour as well as a Storm Bolter
= 130 points

Elites
5 Man Terminator Squad w/Land Raider Crusader w/ Multi-Melta
= 460 Points

Troop Choices
10 Man Tactical Squad
Sergeant equiped with a Bolter and Close Combat Weapon
1 Flamer, 1 Heavy Bolter w/Rhino
= 205 Points

10 Man Tactical Squad
Sergeant equiped with a Bolter and Close Combat Weapon
1 Flamer, 1 Multi-Melta w/ Rhino
= 205 Points

This comes to an even 1000 points the only major downfall to this list would be that the lack of troops I have to use, but at 1000 points the boards are about three or four feet wide so one turn of movement allows the bolters to have about full range of the field. As the points go up I add more troop choices. And Yes...That Chaplain is still leading from the front...he has not fallen in the last five games...

The Multi-Melta is swapped into place of the Lascannon as I will will be using the Land Raider for that off the wall IG tank I will end up going against... But with four power fist, a power sword and a Power weapon on the chaplain I think I can kill anything else...

Sunday, May 10, 2009

Ultra Templar Battle Company...

To date anyway...haha... A Grand Total of 5000 pts even

I've begun the long road towards collecting a Battle Company for my Chapter...I have most of a Battle Company right now minus a few Rhinos and the two full 10 man Devastator Squads...

Here is the list:

HQ -
Captain: 160 pts
Power Fist, Combi-Melta, Artificer Armour, Digital Weapons

Chaplain: 135 pts
Terminator Armour, Storm Bolter, Melta Bombs

Command Squad: 205 pts
2 Veterans, Apothecary, Company Champion, Company Standard, 2 Power Fist, Meltagun

Elites
Terminator Squad: 440 pts
10 Terminators, Assault Cannon, 2 Chainfist

Venerable Dreadnought: 165 points

Dreadnought: 105 pts

Dreadnought: 105 pts

Dreadnought: 125 pts
Assault Cannon, Missile Launcher

Techmarine: 90 pts
Servo-Harness, Power Weapon

Troops
10 Man Tactical: 205 pts
Flamer, Missile Launcher, Rhino

10 Man Tactical: 205 pts
Flamer, Missile Launcher, Rhino

10 Man Tactical: 205 pts
Flamer, Heavy Bolter, Rhino

10 Man Tactical: 205 pts
Flamer, Multi-Melta, Rhino

10 Man Tactical: 240 pts
Meltagun, Plasma Cannon, Power Fist, Rhino

10 Man Tactical: 235 pts
Plasma gun, Plasma Cannon, Power Weapon, Rhino

10 Man Tactical: 240 pts
Plasma Gun, Lascannon, Power Weapon, Rhino

Heavy Support
Land Raider: 260 pts
Storm Bolter

Land Raider Crusader: 260 pts
Multi-Melta

Predator: 130 pts
Side Sponsons - Lascannons, Storm Bolter

Predator: 175 pts
Side Sponsons - Lascannons, Twin-linked Lascannons, Storm Bolter

Whirlwind: 85 pts

Vindicator: 125 pts
Siege Shield

Vindicator: 125 pts
Siege Shield

Fast Attack -
Scout Bike Squad: 105 pts
3 Scout Bikers, Power Fist, Astartes Grenade Launcher

Bike Squad: 160 pts
4 Bikers, Power Fist, 2 Meltagun

Assault Squad: 255 pts
10 Marines, Power Fist, Flamer, 2 Plasma Pistols

Assault Squad: 255 pts
10 Marines, Power Fist, Flamer, 2 Plasma Pistols

Friday, May 8, 2009

My Army List at 750 Points

I will be posting multiple army list that I use at my gaming store on Sunday's.

The First of course is the smallest game we play of 500 every now and then it is usally 750 to 1850 points but from time to time we hit 500.

HQ Unit
Chaplain:
Equiped w/: Terminator Armour as well as a Storm Bolter
= 130 points

Elites
5 Man Terminator Squad
= 200 Points

Troop Choices
10 Man Tactical Squad
Sergeant equiped with a Bolter and Close Combat Weapon
1 Flamer, 1 Heavy Bolter w/Rhino
= 205 Points

10 Man Tactical Squad
Sergeant equiped with a Bolter and Close Combat Weapon
1 Flamer, 1 Lascannon w/ Rhino
= 215 Points

This comes to an even 750 points the only major downfall to this list would be that the Terminators all have to hoof it across the board, but at 750 points the boards are about three or four feet wide so one turn of movement allows the bolters to have about full range of the field. As the points go up I add more troop choices and a Land Raider or two. And Yes...That Chaplain is still leading from the front...he has not fallen in the last three games...

The Lascannon is for that off the wall IG tank I will end up going against and for 10 points it kills anything that it wounds...tanks included... But with four power fist, a power sword and a Power weapon on the chaplain I think I can kill anything else...

Wednesday, May 6, 2009

My Army List at 500 Points

I will be posting multiple army list that I use at my gaming store on Sunday's.

The First of course is the smallest game we play of 500 every now and then it is usally 750 to 1850 points but from time to time we hit 500.

HQ Unit
Chaplain:
Equiped w/: Terminator Armour as well as a Storm Bolter and Melta Bombs
= 135 points

Troop Choices
10 Man Tactical Squad
Sergeant equiped with a Bolter and Close Combat Weapon
1 Flamer, 1 Heavy Bolter
= 170 Points

10 Man Tactical Squad
Sergeant equiped with a Bolter and Power Fist
1 Flamer, 1 Missile Launcher
= 195 Points

With this list here I don't have a lot of troops on the field but I do have the weapons to take out the occasional vehical as well as elite troops that may some how be put on the field against me. As we all know a Terminator Armour allows for a 2+ armour save and a 5+ invul. save but the Chaplain gets a 4+ invul. save because of being the man...haha not many armies will be able to feild enough weapons like i did to take out a terminator armour chaplain.