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Made in us
Guardsman with Flashlight




Looking to make an effective force for smaller games. This is what I'm thinking based off of the new codex.

HQ
CCS 165 Points
-Vox-caster
-3x Meltagun
Chimera
-Smoke Launchers

Ministorum Priest 40 Points
-Plasma Gun

Enginseer 40 Points

Troops
Veteran Squad 111 Points
-Boltgun Sergeant
-Vox-caster
-3x Plasma gun

Veteran Squad 94 Points
-Vox-caster
-Missile Launcher HWT w/ Flakk
-2x Sniper Rifle

ADL 50 Points

Enginseer attaches to CCS and they ride in the Chimera.
Priest gets attached to the Vet squad without the HWT.
Other Vet squad hides behind the ADL

Any feedback is appreciated.

This message was edited 1 time. Last update was at 2014/04/12 19:52:25


 
   
Made in gb
Regular Dakkanaut





looks nice. just wondering why do you have an enginseer in the list?

Only the Insane have strength enough to prosper, Only those who prosper may truly judge what is sane. 
   
Made in gb
Is 'Eavy Metal Calling?





UK

At this level, I'd go all mech or none if you have the models. If possible, throw at least 1 other Vet squad into a Chimera.
The forward sentries (who, ironically, I imagine will be sitting back?) are fine as a defensive unit. Not sure about Flak, depends on whether you're really going to see Fliers at 500 points.

How are you planning on using the chimera-based CCS? If using them as an aggressive unit, then you'll probably want to drop Vox across the army, and maybe one melta if you plan on them staying in the Chimera.

I'm not sure about the Enginseer, as the Chimera is not likely to benefit from POTMS that much and repairs probably won't save it if your opponent wants it dead. I think you'd be better served with another plasma-priest or putting the points towards a second Chimera.

If you can get 2 Chimeras (drop Flak, the Techpriest and a plasmagun somewhere), then you've got a couple of options opened up. You can use the Chimeras a gunboats as per 5th Ed, just with 1 less special weapon shooting (so maybe drop the 3rd plasma/melta on the Vets/CCS) , or you can use them as transports to move up, dismount and unleash close-range hell, in which case you'll want to find points for Carapace somewhere to up their survivability.

Hope that helps.

 
   
Made in us
Guardsman with Flashlight




brochtree wrote:looks nice. just wondering why do you have an enginseer in the list?


The Enginseer is theoretically to repair the Chimera.

Paradigm wrote:At this level, I'd go all mech or none if you have the models. If possible, throw at least 1 other Vet squad into a Chimera.
The forward sentries (who, ironically, I imagine will be sitting back?) are fine as a defensive unit. Not sure about Flak, depends on whether you're really going to see Fliers at 500 points.

How are you planning on using the chimera-based CCS? If using them as an aggressive unit, then you'll probably want to drop Vox across the army, and maybe one melta if you plan on them staying in the Chimera.

I'm not sure about the Enginseer, as the Chimera is not likely to benefit from POTMS that much and repairs probably won't save it if your opponent wants it dead. I think you'd be better served with another plasma-priest or putting the points towards a second Chimera.

If you can get 2 Chimeras (drop Flak, the Techpriest and a plasmagun somewhere), then you've got a couple of options opened up. You can use the Chimeras a gunboats as per 5th Ed, just with 1 less special weapon shooting (so maybe drop the 3rd plasma/melta on the Vets/CCS) , or you can use them as transports to move up, dismount and unleash close-range hell, in which case you'll want to find points for Carapace somewhere to up their survivability.

Hope that helps.


I changed the list a little bit right after I posted it, sorry. But my reason for bringing the Flakk is because if someone does happen to bring in even one flier it could leave me hurting quite a bit.

I see your point about dropping a gun from the CCS.
   
 
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