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Made in us
Sword-Wielding Bloodletter of Khorne




Oklahoma

-----------------------------------------------------------------------------------------------------
HQ

Command squad w/ flamer, chimera = 110 pts

Troops

Infantry platoon = 330

- Platoon Command Squad = 30
- Infantry Squad w/ mortar, grenade launcher = 60
- Infantry Squad w/ mortar, grenade launcher = 60
- Infantry Squad w/ mortar, grenade launcher = 60
- Heavy Weapons Squad w/ mortarX3 = 60
- Heavy Weapons Squad w/ mortarX3 = 60

Vet Squad w/ melta gunX3, Chimera = 155

Vet Squad w/ melta gunX3, Chimera = 155

Heavy support

Basilisk = 125

Basilisk = 125

Total = 1000
-------------------------------------------------------------------------------------------------------------

General idea for the whole army is fairly static and shooty with a little mech. I didnt want to go all mech. I already have ork and chaos marines and the whole all mech thing is getting a bit old but I know melta vets are great at dealing with really hard targets so its hard to pass up. Plus the idea of harden vets rolling in while shells rain from the sky around them seems pretty epic. Plus with all the barrage weapons. Alot of pinning test will be made. While its not something I am going to rely on but with a little mathhammer a few will be failed threw out the course of a game so a nice little bonus.

HQ - It is rather naked at the moment. But as I go up in points they will get more toys but for now in this list they will just follow behind the melta vets to issue orders to make them more effective.

Troops - The 3 infantry units will be to claim home objectives while the 2 heavy weapons teams will most likely hide as they can be rather fragile. I took the GL/mortar combo as I felt they worked well with each other. I know many people dont like mortars but I enjoy them and I felt it made sense for them to be paired up with a few heavy arty tanks.

Heavy Support - I took the basilisk since they are rather cheap and being the best generalist piece I could take. Brining ap3,anti horde and anti tank all in one. Plus as I get higher in points they will ussually always have a place plus I can put them in a unit of 2 when I wanna use up more heavy slots.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

The list looks fine, except that you've sacrificed a bit too much in order to make the saucy parts saucy.

One of the ways to handle this is to drop one of the 3x mortar squads. This will give you the points to keep your infantry on the field (commissar) while giving your CCS some reasonable weapons. Yes, it would be better to have 2 mortar teams than just one, but you already have the basilisks.

The other way would be to either throw out your infantry platoon and replace it with mechvets or throw out the mechvets and replace them with another infantry platoon. This would give you the points to be able to actually arm everything properly.

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Made in us
Stalwart Veteran Guard Sergeant






with the mortars in regular squads your either sacrificing firepower or mobility depending on what you do

"We will hold out until our last bullet is spent. Could do with some whiskey" Commandant Pat Quinlan 
   
Made in us
Lord of the Fleet





Texas

I really dont like the mortars in a squad with grenade launcher. plus they dont do too much being S4 Ap6. I'd say drop them and add in some spec weapons for command

 
   
Made in us
Warp-Screaming Noise Marine





Manhattan, Ks

If you wanna keep your heavy weapons in your squads i'd atleast advise turning them into either AutoCannons or Missile Launchers

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10,000+


 
   
Made in us
Wicked Ghast





Lake Charles, Louisiana

For the longest time i was 100% behind keeping mortars in my infantry squads but i will tell you they need to be moving and they never will and eventually a whirlwind or a terminator squad deep striking will end there fun just stick with the mortar squads and as stated earlier replace em with autocannons or missle launchers maybe even just keep em grenade launchers
   
 
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