darkstar6783 wrote:The force I put together was designed to challenge Space Marine Armies specifically. I do not know how it would do against any other Army in the War Hammer 40'000 Universe.
Not great, even against marines.
darkstar6783 wrote:
HQ -
Sorcerer - Sigil Of Corruption, Mark Of Tzeentch, Plasma Pistol & Veterans Of The Long War - 120 Points (1 Model)
I'm not sure even where to begin here. The SIgil is good,
MoT is theme, plasma pistol is terrible (you've only got 2 wounds and you're almost certainly going to lose 1 to perils in addition to being 15 points for
maybe 1-2 plasma shots a game) and
VotLW is bad when you're paying points for it, especially since you're already LD10.
darkstar6783 wrote:
Elites -
Chaos Terminators - Add Two Chaos Terminators, x 5 Chain Fists, Reaper Autocannon & Veterans Of The Long War - 257 Points (Five Models)
Helbrute - Multi-Melta, Power Fist, Combi-Bolter - 105 Points (1 Model)
Termies aren't great normally but are passable as meltacide. 5 guys for >250 points? No. Back to the drawing board. Do they really all need chainfists? The reaper
AC is terrible and if you're running these guys as
TS, why don't they have
MoT? If you really want to spend 250 points on 5 termies, at least get some scarab occult and get some mastery levels in there (to be clear, Scarabs are still terrible, just less terrible than 250+ points for 5x normal termies)
The helbrute is the only thing with armour and that means it's going to be exploded first turn. As mentioned in the previous post, they're only 100 points (still pretty bad).
darkstar6783 wrote:
Rubric Marines - Add Five Rubric Marines, x 4 Warp Flamers, Soul Reaper Cannon, Warp Flame Pistol & Melta Bombs - 328 Points (Ten Models)
Troops -
Chaos Space Marines - Add Five Chaos Space Marines, Power Fist, Plasma Pistol, Plasma Gun, Heavy Bolter, x 9 Close Combat Weapons & Veterans Of The Long War - 233 Points (Ten Models)
Chaos Space Marines - Add Five Chaos Space Marines, Power Fist, Plasma Pistol, Plasma Gun, Heavy Bolter, x 9 Close Combat Weapons & Veterans Of The Long War - 233 Points (Ten Models)
Again, as mentiond before, Rubricae are troops with
MoT sorcs (or Ahriman) or in a Thousand Sons detatchment. 4x warp flamers are terrible as is the pistol and the lack of a rhino is bordering on criminal for such a slow expensive unit. These guys are going to be thoroughly underwhelming, don't expect them to achieve much, but they're the main flavour of your list.
The marines also have a pretty bad loadout. You don't need the fist and again, plasma pistols are bad, especially on 1 wound models who cost 63! points and not only don't have an invulnerable save, but also strike last and MUST challenge. Plasma gun is fine, heavy bolter is not and I'd also question the point of the extra
CC weapons when you can't charge due to the plasma being rapidfire and the heavy bolter being heavy.
VotLW again is bad unless you're not paying for it.
darkstar6783 wrote:
Heavy Support -
Havocs - Power Fist, Plasma Pistol, x 4 Plasma Guns, x 4 Close Combat Weapons & Veterans Of The Long War - 190 Points (Five Models)
Havocs - Power Fist, Plasma Pistol, x 4 Plasma Guns, x 4 Close Combat Weapons & Veterans Of The Long War - 190 Points (Five Models)
Havocs - Power Fist, Combi-Plasma, x 4 Plasma Guns, x 4 Close Combat Weapons & Veterans Of The Long War - 185 Points (Five Models)
You can't charge with rapidfire weapons, so the fists and
CCW's are a bad idea, not to mention that the plasma pistols are always a bad plan, nor that you're outside a transport and needing to get within rapidfire range to really do any damage.
VotLW is still bad when you have to pay points for it.
You've also got 1 multimelta that will be lucky to fire once beore it's destroyed and then the only anti tank you have is 5 chainfists and a melta bomb and relying on punching vehicles to death is generally a terrible plan.
165 - Sorc,
MoT, ML3, Sigil, Familiar -> This should be your baseline
HQ with plenty of options for flavour (like trading the sigil for terminator armour, adding the Grimoure, taking an Exalted Sorcer instead with ML3 and Familar)
282 - 9x Rubricae, Melta Bombs, Rhino -> Add a 10th guy with a cannon if you don't intend on putting your
HQ here
205 - 10x
CSM, 2x Plasma, Rhino -> Add 20 points for mark of Tzeentch if you're taking a Thousand Sons detatchment, otherwise, don't bother since a 6++ isn't going to save anyone.
139 - 3x Terminators, 3x Combi-meltas, 2x power axes, 1x chainfist (not on the champ though),
MoT -> They drop in and pop a tank and then they must be dealt with or they can just go around terrorising tanks and bullying squads. Add more combi/axe chumps depending on how bad your rolling to hit is (mine's pretty bad)
170 - 5x Havoks, 4x Plasma, Rhino -> Drive them up, disembark them into rapidfire and then hope they get another round of shooting. Can take the same unit 20 points cheaper with meltas instead of plasma if you need more anti tank.
115 - 5x Havoks, 4x Autocannons -> Park them in a ruin and target light vehicles like rhinos
That's not a list to run, that's just some suggested unit builds.