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Made in au
Fresh-Faced New User




Hi all,

Been a long time since i have made a post. Looking at making a nice balanced list for upcoming tournament.

Libby
jump pack, powers (shield of sang, unleash rage)

priest
jump pack

5 thunder hammer s/s termies

10 jump packers
2xmelta, fist

10 jump packers
2xmelta, meltbomb

10 death company
8 bolters, fist, power wep, droppod, locator beacon

5 scouts
snipers, cloaks

2x vindicators
sheilds, spotlights

1 stormraven
multimelta, ass cannons, hurricane bolters

I have tried to cover alot of bases with this list so i can take on any list.
   
Made in gb
Pious Palatine






I really like this this but have a couple of concerns...

1) Priests. Only one at1750 seems too few. I run 1 @ 1000 and even that seems too few. I know fnp has taken a hit but still think it's worth it. I watched a game last night where a fellow BA player ran a list with no priests and it really hit home how much more durable my ASM where compared to his...

2) DC in a droppod will be all on their own turn1, I guess you'll be trying to take out any infantry with AP2 weapons so your termies will have will have an easier time when they arrive. Or to move an enermy off the objective, either way a fairly solid idea unless they kill the droppod...what I'm getting at is I don't think the investment from the DC will pay off.

3) Libby - considering the list and that you're taking codex powers I'd maybe put him in termie armour with a SS. A termie priest would also make that unit a thing of beauty, but suspect points would be too dificult to come by.

D
   
Made in au
Fresh-Faced New User




some good points their mate.

i want to try a priest with termies but not sure how i can get a liby and priest with termies.

so far with this army i start with the 20 jump packers priest and libby all running together to keep the FNP bubble they can easy get a second turn chaerge off. with the death company coming down they are forsed to decide death company of jump packers again all 3 have FNP at this point. 9 times out of 10 they go for the packers since once they are dead the scouts are only scoring unit.

the 2 vindis absorb alot of shots but again every game people focus fire everthing on my jump packers. thats why i use sheild power + priest.

when the chicken comes in on becon rapidfire splitfire works well. next turn hover mode and termies charge.

every game i play i lose all my troops bar death company and scouts but im yet to lose with it. 10-10 so far.

its a fun list to play but i do strugle against anything that is combat based. my jump pack units with priest and libby are very lame at int 4.

how would you bring the priest in without changing the whole list?
   
Made in se
Been Around the Block





I would actuarlly like to se a Defence Line w Comm Relay for the Stormraven & to keep your Vindicators behind it.
   
Made in gb
Pious Palatine






I'll look at my codex when I get home and try to put something together.

I get the impression you're deepstriking your Stormraven, this was faq'd and all fliers that had deepstrike have lost it, so you've got to come on from the board edge. This is why I assumed you were teleporting your termies in.

D
   
 
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