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Made in us
Veteran Wolf Guard Squad Leader





HQ
1x Master of the Forge
Bike, Conversion Beamer

1x Master of the Forge
Bike, Conversion Beamer

Troops
2x Scout Squad
9x Sniper Rifle, 1x Heavy Bolter, Camo Cloaks

2x Scout Squad
9x Sniper Rifle, 1x Missle Launcher, Camo Cloaks

1x Scout Squad
4x Sniper Rifle, 1x Missle Launcher, 5x mix of shotgun & cc/bp

1x Scout Squad
4x Bolters, 1x Heavy Bolter, 5x Mix of Shotgun & cc/bp

Heavy Support

1x Land Raider
Multi Melta

1x Land Raider Crusader
Storm Bolter


Idea is everything besides Land Raiders and Master's of the forge infiltrate in cover. Scouts get between 2+ and 4+ cover saves with camo cloaks and bolster defenses.
Masters can stay at max range to make sure their weapons benefit the most. Land Raiders can have a squad of 5 scouts in each to drive around and control objectives.

It's a very static shooty army however everything is in cover to make shooting/assaulting difficult.



This message was edited 1 time. Last update was at 2008/10/27 16:43:54


My 40k Theory Blog
 
   
Made in us
Long-Range Ultramarine Land Speeder Pilot



Whitebear lake Minnesota.

hmm didnt know you could have 2 masters of the forge it looks like it could be a fun army but scouts are kinda weak now so it will be a hard battle.

2500-3000pts
1500pts
750pts

2500pts Bretonnians 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

The army has no counter-strike capabilities.

The Masters sit at maximum range. But watch out for infiltrators.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in ca
Deadly Dark Eldar Warrior






Why not use some scouts as this:

1 CC Scout Sergent equipped with Melta-Bombs
4 Melee/Bolter Scouts
4 Sniper Scouts
1 Heavy Bolter (or, if you prefer Rocket Launcher scout).

Combat squad them. Use the melee group to melta-bomb a tank on your first turn. Keep your snipers back as firing support.

It's an idea I've been toying with. I don't actually know how effective it is quite yet but it would help with your anti-armour issue.

Personally, I like the hellfire heavy bolter rounds more than the rocket launchers but for your purposes the rocket launcher is probably better.

As far as the rest of the army goes.. I have no bloody idea. I'm not much of a marine player yet though I will definitely go scouts when I get around to the marines I do have. I like the flavor of them and I think they can be quite amazing.

I'm not sure that I'm sold on the idea of taking the land raider with troop transport in mind. Considering you have Infiltrate AND Scout why would you ever need a big bulky transport? Perhaps the points would be better spent in a 'naught or something. (Part of this is also personal bias against land raiders as dey make da waagh less killy!)

Also perhaps add scout bikers?

Dr. Falhurk or: How I Learned to Stop Worrying and Love the Brush (Paint and Model Blog)

Real Current Project: Dark Eldar (around 2500 points, maybe 3k) 
   
 
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