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Made in us
Fresh-Faced New User




I fight mostly Zilla nids, Khorne Chaos, Mech Eldar, Necrons, etc.  Mostly I drop into cover and fire, use the sentinels to either kill Geqs or drop and charge heavy weapons type squads to tie them up.  The Infantry platoon and the lascannon squad deploy into cover and anchor the home front and protect the tanks from charges if possible.  Improved comms makes sure that everything arrives when it should




Here it is:
Doctrines:
   Cameleoline
   Droptroopers
   Veterans
   Special Weapons Squads

HQ: Command Platoon
     Command Squad
         1 Junior Officer w/ Storm Bolter and honorifica
         3 Grenade Launcher
         1 Standard Bearer
     Anti-Tank Squad w/ Lascannons
     Sentinel Squadron
      2x Sentinels w/ Heavy Flamer
      2x Special Weapon Squad @ Demolition Charge
  

Elite:
    2X Hardened Veterans Shotgun (x1); Meltagun (x3)
             Sergeant Plasma Pistol; Power Weapon
    1x as above but w/ plasma guns


Troops:
   Armoured Fist 
       Plasma, Lascannon
      Chimera [Extra Armour; Pintle Heavy Stubber; Multilaser; Hull Heavy Bolter]

   Infantry Platoon
      Command Squad
         1 Junior Officer
         Flamer (x4)
      Infantry Squad
         Plasmagun; Lascannon
      Infantry Squad
         Plasmagun; Lascannon

Heavy Support:
3x  Leman Russ Battle Tank
      Extra Armour; Improved Comms; Hull Mounted Heavy Bolter

Fast Attack:
2x      2 Sentinels w/ Heavy Flamer

1x    Hellhound
        Hull Mounted Heavy Bolter, Pintle heavy stubber



Any advice? 

I don't play very well, but demo charges are always fun.
   
Made in us
Fresh-Faced New User




Not a bad list but I'd tweak a couple things.

First off there's really no reason to give your hardened vet sarg a power weapon. He's only strength 3, first off, and in a dropping squad that small there's not a huge liklihood that he wont get shot off the table before any combat happens. If the opponents charge the squad to kill them it probably wont make a difference if two of your attacks ignore armor. Best to keep the vets cheap.

You might drop the plasma pistol off the melta vets too. If they've got meltas there's a change that the plasma gun might not be able to penetrate what ever armor your shooting at. Plus 3 BS4 meltas should do the job well enough, not really worth the points in the metla squads. If you want more plasma shots just give the plasma vet's the sarge with plasma pistol, but again just a ccw not a power weapon.

I love demo spec weapon squads but I run mine with a demo and 2 flamers. If you're dropping close enough to use the short range of the demo charge, chances are flamers will work too. Two flamers decimate things in cover and if you get decent template coverage can even drop Meqs or termies. Plus they're dirt cheap. Consider adding 2 flamers to each demo squad. If you only give them the demo, it could scatter poorly and then they'd have accomplished nothing. Flamers give you better chances of doing something if the demo goes rogue.

I dont like the flamers on your sentinels. You have to drop extremely close to use them, and it's a really expensive way of deploying a single flamer shot. If you want single flamer shots, take remnant squads with a single flamer and drop them. I'd suggest multilasers on the sentinels. If you're dropping you can pull side armor shots on lots of tanks and do much better against infantry than you would with a flamer. Command sections are also a cheap way to get flamers, as your platoon HQ demonstrates, I just wouldnt put flamers on sentinels.

Grenade launchers suck. If you want a good gun spend the extra points and buy plasma. If you're strapped for points buy flamers. Either way you probably dont want direct fire weapons on your CHQ. They will be the first target if your opponent has half a brain, as killing them makes breaking your squads really, really easy. Drop the storm bolter and all the grenade launchers. JO w/ Honorifica, Iron Discipline, and a vet with a standard will give you a very nice leadership bubble.

Consider sponson bolters on your russes. Gives you something meaningful to shoot if you cant or dont want to fire the battlecannon. No one cares about a russ w/o its turrent if it only has a single bolter, but if it has 3 bolters it's still a decent threat.

To scrub up the points for the above changes I'd drop the power weapons, all the guns off the command section, and a sentinel or two if need be.
   
 
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