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Made in id
Fresh-Faced New User




Hello all,

I'm building a chapter with Take the fight to them and no mercy, no respite chapter. I have this list of 2k army (though I havent collected them all)

HQ - Chaplain (MoS), jump pack, power fist, frags

Troops - 10 Tac Squad, Vet Sgt Pow Fist, 1 Meltagun, 8 BP/CCW, Furious Charge, Rhino (EA,SL)
Troops - 10 Tac Squad, Vet Sgt Pow Fist, 1 Meltagun, 8 BP/CCW, Furious Charge, Rhino (EA,SL)
Troops - 5 Scout Squads, 4 Snipers, 1 HB

Fast - 10 Assault Squad, Vet Sgt Pow Wpn, 1 Flamer, 1 Plasma Pistol, Furious Charge, Melta Bombs
Fast - 10 Assault Squad, Vet Sgt Pow Wpn, 1 Flamer, 1 Plasma Pistol, Furious Charge, Melta Bombs
Fast - 2 Landspeeders with multi-melta

Heavy - 5 Dev Squad, 4 M. Launchers
Heavy - Pred Ani, H. Bolter Sponson, EA, SL
Heavy - Pred Ani, H. Bolter Sponson, EA, SL

This configuration looks rather nice in formation, but the assault squads are really expensive (306pts each), so some change I'd probably make:
1. Drop one of the assault squad, and the another drop the melta bombs
2. Drop one of the Pred Ani, and switch the other to all lascannon configuration
3. Drop the scout squad (I really love scout =(...)
4. I might remove the devastator squad since it's the only static element in my army and it'll be good if all of em can be on the move.
5. I might add 1 more Rhino-borne tac squad
6. I might add 1 more speeders or even two more heavy bolter/autocannon speeders.
7. Add more 5 member tac squads with heavy weapons.

What do you think? You can revise it anyway you like but what I want is a balanced mechanized army.

Edit: Sorry forget to add Space Marines in the subject *doh* :S

   
Made in ph
Fresh-Faced New User





Allo,
Using more or less what you posted above...here's my 'suggestion':
HQ
-Reclusiarch w/ bolt pistol, crozius, frag grenades, terminator honours, melta bombs, jump pack - 127 pts
Troops
-8x marines w/ bp & ccw, 1x marine w/ meltagun, vet. sgt. w/ bolt pistol, power fist; all with furious charge; rhino w/ smoke & extra armour - 278 pts
-6x marines w/ bp & ccw, 1x marine w/ meltagun, vet. sgt. w/ bolt pistol, power fist; all with furious charge; rhino w/ smoke & extra armour - 242 pts
-6x marines w/ bp & ccw, 1x marine w/ meltagun, vet. sgt. w/ bolt pistol, power fist; all with furious charge; rhino w/ smoke & extra armour - 242 pts
Fast Attack
-7x assault marines, 2x assault marine w/ meltagun, vet. sgt. w/ bolt pistol, power weapon, melta bombs; all with furious charge - 287 pts
-7x assault marines, 2x assault marine w/ meltagun, vet. sgt. w/ bolt pistol, power fist - 262 pts
-2x landspeeder tornados (heavy bolter & assault cannons) - 160 pts
Heavy Support
-Predator Annihilator w/ heavy bolter sponsons - 130 pts
-Predator Annihilator w/ heavy bolter sponsons - 130 pts
-Vindicator w/ extra armour & smoke - 133 pts
Total points: 1,996 pts.
Total models: 55

Well...I dunno. That's what I tried after a little number-crunching. Still...I'm not sure that I'm happy with it. If you want to assault, why not play Black Templars? (of course, Black Templar assault squads suck now, IMHO...but with a regular BT squad potentially reaching 20 in size, and LRCs being able to carry 15, I'd say its still one of the better choices for an assaulty loyalist army...that or Space Wolves).
That aside, if you want to have everything move, then remove all static units (which means Predator Annihilators w/ heavy bolter sponsons, that way, all weapons can still fire after moving 6" or below)...of course, that is if you really want to get into assault and all that.
I removed Furious Charge from one assault squad, because, if memory serves, attaching a Chaplain there will negate the Furious Charge (as per the entry in the rulebook, I think...). The other assault squad, the one with furious charge, has a vet. sgt. w/ power weapon and melta bombs: it'd be good if he could capitalize the benefits of the increased initiative given by the furious charge (just don't stick him against wraithlords...).
I'm also not so sure about Furious Charge for the Tactical Squads...again, if I wanted to assault, I'd go Templars or Space Wolves. Or White Scars...
If I removed all the Furious Charge options from the 3 tactical squads, and reduced all squads, including the assault squads, to just 8 men per squad, and removed the chaplain's frag or melta and his terminator honours, I could have another 8-man tac squad in a rhino with the same config as the other tac squads (bringing the model count up to 58).

Just my two cents...hope this helps,

Farseer Iakobos
Craftworld Iyanden

"War is Peace. Freedom is Slavery. Ignorance is Strength." - 1984

"For Tanith! For the Emperor!" - Gaunt's Ghosts 
   
Made in id
Fresh-Faced New User




Humm, some people already suggested me to get Blood Angels or Black Templar, but I don't like the restrictions. Besides I want to get a balanced army, and I like modelling & painting more than gaming so I'd like to have all kinds of models (whirlwind is one of my fave).

Is there anything that can replace the firepower dev squad w/ 4 missile launchers and mobile?
   
Made in us
Rampaging Carnifex





Terminators with assault cannons are about the only real move and shoot tank hunting option you have that isn't a vehicle. Tankhunters with 6 dudes is 300ish pts, with 8 str 7 shots and 8 str 5 shots. Pretty solid tankhunting considering rending.

Turn your multimelta speeders into *donkey*cann speeders, take a termie squad, drop some marines to fit. Then put a homer in one of your squads so you can hide the termies if need be (good idea vs. a lot of armies, such as Tau, who will gun your termies down with JSJ plasma faster than you can say Jimmy Carter).
   
Made in us
Rampaging Carnifex





Oh, and buying furious charge for your tac squads is generally a poor idea. They will only get the charge like 20% of the time due to popping out of rhinos. Either the opponent will walk away or charge you, both denying you of your charge. I'd leave the bp/ccw and go 2 specials, either 2 x. melta or 2 x flamer. I'd also take one bolter squad with plasmas, for variety.

Something like
2 x melta squads with bp/ccw
1 x flamer squads with bp/ccw
1 plasma squad with bolters

The 5 man scout squad has to go, as it's not balanced so much as dead. Free vps.

Your squads should /all/ have power fists. Even the furious charging assault squads. It is always always better. Init 5 WS5 guys can have power weapons, but guys who hit on 4s don't get power weapons (even with init 5 and S5, it is still not worth it).
   
Made in ch
Warning From Magnus? Not Listening!





Holy Terra.

I AM POSTING THIS IN THE OLDEST THREAD IN ORDER TO TEST THE NECROMANCY RULES. PLEASE IGNORE THIS POST AND LET THE THREAD BE LOCKED. THANK YOU. EMBER

   
 
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