Switch Theme:

[500] - All - Ride the Five Hundred  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Monster-Slaying Daemonhunter






Dimmamar

Looking for a list for each faction at 500pts as a learner list. This would be to introduce new players to the game and to specific factions.

Restrictions:
Should reflect the playstyle of the faction.
Should include ALL equipment and rules ie.sub-faction, relics, and psychic powers and ideally should list these additional rules as a brief summary
This should be readable to a vet with BattleScribe, but not necessarily to a noob.

If you have a better idea for an already posted faction, please share!

Adeptus Astartes wrote: thanks Nevelon
Spoiler:

Ultramarine Patrol

Captain in Gravis Armor
Boltstorm gauntlet, Master-crafted power sword

Intercessor Squad x6
Bolt rifles

Inceptor Squad x3

Hellblaster Squad x5
Plasma incinerators


Adeptus Mechanicus wrote: thanks Fulgrim
Spoiler:

Stygies VIII Battalion (enemies have -1 to hit outside 12")

Daedalosus

Tech-Priest Dominus with Eradication Ray and Serpenta
Warlord: Prime Hermeticon
Relic: Phosphoenix

Kataphron Breachers x4
Arc Claw and Heavy Arc Rifle

Skitarii Rangers x5
Omnispex
3x rifles, 2x Arquebus

Skitarii Vanguards x5
Alpha: Carbine and Goad
2x carbines, 2x calivers

Skorpius Disintegrator
3x Cognis Heavy Stubber, Ferrumite Cannon


Adepta Sororitas wrote: thanks Lammia
Spoiler:


Spirit of the Martyr (5+ shoot or make an attack when a model is removed)

Valorous Heart Battalion 6+ Ignore wounds, AP -1 (and AP -2 w/ Tale of the Stoic) becomes AP 0

Canoness
Blessed Blade
Inferno Pistol

Missionary
Bolt Pistol and Shotgun

Battle Sister Squad x5
Sister Superior w/ Hand Flamer
Meltagun
Simulacrum Imperialis
Incensor Cherub

Battle Sister Squad x5
Sister Superior w/ Hand Flamer
Meltagun
Simulacrum Imperialis
Incensor Cherub

Battle Sister Squad x5
Sister Superior
2x Storm Bolter

Imagifier
Warlord: Beacon of Faith (+1 Miracle Dice at the start of your turn)
Relic: Litanies of Faith (1/turn, reroll a Miracle Dice you just gained)
Tale of the Stoic (AP ignoring aura)

Repentia Squad x4

Immolator
Immolation Flamer


Astra Militarum wrote:
Spoiler:

Valhallan Battalion (Infantry halve the number of models that flee, rounding up. Vehicles count double the wounds on the damage table)

Company Commander

Tank Commander
Autocannon, Flamers
Warlord: Old Grudges (Before the battle, pick one enemy unit. When within 6" of your WL, friendly AM units reroll wounds against that enemy)

Infantry Squad x10

Infantry Squad x10

Infantry Squad x10

Astropath
Psychic: Nightshroud (+1 to an AM unit save)

Basilisk

Heavy Weapons Squad
Mortars


Blood Angels wrote: thanks Fulgrim
Spoiler:

Blood Angels Vanguard

Librarian Dreadnought
Warlord: Artisan of War
Powers:
--Quickening
--Wings of Sanguinus

Scout Squad x5

Death Company x6
Jump packs
1x hammer, 5x pistol+chainsword

Death Company Intercessors x5
Auto bolt rifles, Auxiliary grenade launcher
1x hammer

Sanguinary Ancient
Angelus boltgun, Death mask, Encarmine axe, Wrath of Baal


Craftworld Eldar wrote: thanks kingheff
Spoiler:

Biel-Tan Patrol

Farseer
Powers:
-Doom
-Executioner
Warlord: Natural Leader
Relic: The Spirit Stone of Anah'lan

Dire Avengers x6
Shuriken Catapults
Exarch: Two Avenger Shuriken Catapults
-Exarch Power: Bladestorm

Guardian Defenders x10

Falcon
Bright Lance
Crystal Targeting Matrix
Shuriken Cannon

Wraithlord
2x Shuriken Cannon, 2x Shuriken Catapult


Dark Angels wrote: thanks Canadian 5th
Spoiler:

Dark Angels Patrol
Ravenwing Talonmaster
Twin Assault Cannon, Twin Heavy Bolter, Power Sword
Warlord: Impeccable Mobility (Move and fire heavy weapons without penalty)
Relic: Corvus Oculus (+6" weapon range, +1 to hit)

Scouts x5
Bolt Pistol, Sniper Rifle, Krak and Frag Grenades

Ravenwing Black Knights x5
Bolt Pistol, Krak and Frag Grenades, Corvus Hammer, Bike w/ Plasma Talon

Deathwing Ancient
Lightning Claws


Deathwatch wrote: thanks ChobitsCrazy
Spoiler:

Deathwatch Patrol

Watch Captain
Jump Pack, Relic blade, Storm Bolter
Warlord: Vigilance Incarnate
Relic: The Beacon Angelis

Veterans x7
Watch Sergeant: Storm Bolter, Xenophase Blade
Biker: Chainsword, Twin boltgun
Terminator w/ Heavy Weapon: Assault cannon, Power fist
Veteran w/ Heavy Weapon: Deathwatch Frag Cannon
Veteran: Boltgun, Storm shield
Veteran: Boltgun, Storm shield
Veteran: Boltgun, Chainsword

Veterans x6
Watch Sergeant: Bolt Pistol, Xenophase Blade
Terminator: Thunder Hammer and Storm Shield
Vanguard Veteran: Heavy Thunder Hammer
Veteran: Chainsword, Storm shield
Veteran: Chainsword, Storm shield
Veteran: Chainsword, Storm shield

Bikers x3
Deathwatch Biker Sergeant: Power maul, Storm Bolter, Twin boltgun
Biker: Twin boltgun
Biker: Twin boltgun


Grey Knights wrote:
Spoiler:

Grey Knights Vanguard (+1 to cast and deny on all units)

Grand Master
Psycannon, Halberd
Warlord: Lore Master (model knows an additional psychic power from their discipline)
Relic: Soul Glaive (reroll failed hits and wounds)
Powers:
--Hammerhand (WC 6, friendly unit within 12" gets +1 to wound in fight phase)
--Purge Soul (WC 5, enemy unit within 12". Caster and enemy roll d6 and adds Ld. For each point that caster is greater, enemy takes a mortal)

Apothecary
Stave
Power: Armoured Resilience (WC 6, friendly INFANTRY within 12" gains -1 to wound)

Servitors x4

Venerable Dreadnought

Missile Launcher, Multi-melta
Powers: Astral Aim (WC 5, friendly within 12" doesn't need LoS for shooting and shots ignore cover)

Dreadknight
2x Fists, Incinerator
Powers: Sanctuary (WC 6, friendly within 12" gets +1 invuln to a max of 3++)


Harlequin wrote:
Spoiler:

Frozen Stars Battalion (If a unit charges, get +1A)

Shadowseer with Neuro Disruptor
Powers:
--Fog of Dreams (WC 6, pick enemy within 18" and that unit is -1 to hit)
--Veil of Tears (WC 7 pick friendly INFANTRY within 18" and that unit gain -1 to hit)

Troupe Master with Fusion Pistol
Warlord: Fractal Storm (3++ against ranged)
Relic: Starmist Raiment (3++ against melee; no overwatch if the bearer advanced)

Troupe x5
Blade and Shuriken Pistol

Troupe x5
Blade and Shuriken Pistol

Troupe x5
Blade and Shuriken Pistol

Skyweaveres x3
Haywire Cannon, Zephyrglaive


Necrons #1 wrote: thanks Fulgrim
Spoiler:

Mephrit Patrol

Destroyer Lord
Phylactery
Warlord: Enduring Will
Relic: Nanoscarab Casket

Immortals x5

Destroyers x3

Doomsday Ark


Necrons #2 wrote: thanks Senserazer
Spoiler:

Mephrit Patrol

Overlord
Staff of Light
Relic: The Veil of Darkness
Warlord: Immortal Pride

Necron Warriors x10
Gauss Flayers

Canoptek Scarabs x3

Destroyers x3
Gauss Cannons

Ghost Ark


Orks wrote: thanks Afrodactyl
Spoiler:

Deathskulls Battalion

Big mek
Da Souped Up Shokka
Warlord: Big Killa Boss

Weirdboy
Powers: Da Jump

Gretchin x10

Gretchin x10

Ork boys x28
2x Tankbusta Bombs
Boss nob w/ 2x choppas

Mek gunz x3
Smasha guns

Real basic stuff. The gretchin cover the home plate objectives and protect the Big Mek/Smasha Guns while they chew up the enemy heavy hitters. The Souped Up Shokka is for the targets that really just need to die, and can use the Dread Waaagh Kustom Ammo strat to shoot twice.

The weirdboy throws near 30 Ork boys into the opponent's face to make them sweat and deal with them before they mulch whatever they manage to charge.


Renegades and Heretics wrote: thanks Not Online!!!
Spoiler:

Covenant of Tzeentch Battalion

Renegade commander[/u
Lasgun Chainsword
Warlord: Inspiring Leader.

[u]Renegade commander[/u
Lasgun Chainsword

[u]Militia x10[/u
Champion with lasgun.
Heavy stubber
vox caster

[u]Militia x10[/u
Champion with lasgun.
Heavy stubber
vox caster

[u]Militia x10[/u
Champion with lasgun.
Heavy stubber
vox caster

[u]Command squad x9 Disciples

Command net vox
Plasmagun
Autocannon hwt
Banner of Hate.

Heavy quad launchers x2
6 Guardsmen crew

Heavy weapons Teams x4
4 Heavy stubbers.

Covenant of Tzeentch, all R&H infantry units (incluing the guardsmen crew) can fire overwatch on 5 +)
Uncertain worth: LD for Infantry if * is D6+2 for the first time you have to determine morale for the rest of the game.
Fanatic: Roll 2D6 pick the highest add +3 instead. (elite unit modifyer.)
Vox caster: Roll an additonal D6 for uncertain worth.
Command net vox: Units with vox casters can use if higher the units equiped with the command vox.


Space Wolves wrote: thanks Karhedron
Spoiler:

Space Wolves Patrol

Wolf Priest with Jump Pack

Grey Hunters x5
Chainswords
Plasma Gun

Wulfen x5
1 Frost Claws
4 Thunder Hammers
4 Storm Shields

Long Fangs x5
4 Missile Launchers


T'au wrote:
Spoiler:

Farsight Battalion(Against an enemy within 12", get an additional markerlight; reroll shooting wounds of 1 against enemies within 6")

Fireblade
Warlord: Through Unity, Devastation (Pick a visible enemy unit; each wound roll of 6+ from any Tau against that target gets an additional AP)

Fireblade

Breacher Team x8
Shas'ui

Strike Team x6
Shas'ui

Strike Team x6
Shas'ui

Stealth Suits x4
Shas'vre with Fusion

Shield Drones x4

Shield Drones x4

Devilfish
2x Gun Drones, Burst Cannon


Thousand Sons wrote:
Spoiler:

Cult of Magic Supreme Command (+6" to all initial psychic ranges)

Exalted Sorcerer
Warlord: Devastating Sorcery (each power that inflicts mortals does +1 mortal)
Relic: Arcane Focus (+1 to psychic tests)
Powers:
--Astral Blast (WC 6, closest visible enemy within 9" gets d3 mortals and each unit within 3" of that UNIT gets 1 mortal)
--Doombolt (WC 9, Visible enemy within 18" gets d3 mortals and halves their Movement next turn and cannot Advance)
--Infernal Gaze (WC 5, Select visible enemy unit; roll three d6s; each 4+ inflicts a mortal)

Sorcerer
Strat: Magister (-1CP, get a WL trait)
Trait: High Magister (+1 to psychic tests)
Powers:
--Astral Blast (WC 6, closest visible enemy within 9" gets d3 mortals and each unit within 3" of that UNIT gets 1 mortal)
--Glamour (WC 7, friendly unit within 12" gets -1 to hit)
--Warptime (WC 6, friendly unit within 3" Moves as if the movement phase)

Sorcerer
Powers:
--Astral Blast (WC 6, closest visible enemy within 9" gets d3 mortals and each unit within 3" of that UNIT gets 1 mortal)
--Diabolic Strength (WC 6, friendly HERETIC model within 12" gets +2S and +1A)
--Temporal Manipulation (WC 6, friendly TSONS model within 12" gets d3 wounds back)

Terminators x5
Soulreaper cannon
Hellfyre Missile Rack
Powers:
--Astral Blast (WC 6, closest visible enemy within 9" gets d3 mortals and each unit within 3" of that UNIT gets 1 mortal)
--Weaver of Fates (WC 6, friendly within 18" gets +1 invuln)

This message was edited 13 times. Last update was at 2020/04/22 00:29:08


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Fresh-Faced New User




Fairly simple admec list -1 to hit outside 12", a tank with buff units plus breachers, durable and repairable

++ Battalion Detachment +5CP (Imperium - Adeptus Mechanicus) [40 PL, 500pts] ++

+ Configuration +

Forge World Choice
. Forge World: Stygies VIII

+ HQ +

Daedalosus [3 PL, 50pts]

Tech-Priest Dominus [7 PL, 82pts]: Eradication Ray, Phosphor Serpenta, Relic: Phosphoenix, Warlord, Warlord Trait (Codex 6): Prime Hermeticon

+ Troops +

Kataphron Breachers [16 PL, 120pts]
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle
. Kataphron Breacher: Arc Claw, Heavy Arc Rifle

Skitarii Rangers [4 PL, 66pts]: Omnispex
. Ranger Alpha: Galvanic Rifle
. 2x Skitarii Ranger: 2x Galvanic Rifle
. 2x Skitarii Ranger (Transuranic Arquebus): 2x Transuranic Arquebus

Skitarii Vanguards [4 PL, 66pts]
. 2x Skitarii Vanguard: 2x Radium Carbine
. 2x Skitarii Vanguard (Plasma Caliver): 2x Plasma Caliver
. Vanguard Alpha: Radium Carbine, Taser Goad

+ Heavy Support +

Skorpius Disintegrator [6 PL, 116pts]: 3x Cognis Heavy Stubber, Ferrumite Cannon

++ Total: [40 PL, 500pts] ++

Created with BattleScribe (https://battlescribe.net)


Automatically Appended Next Post:
I struggled a bit designing the blood angels and didn't want to do the smash captain route, there's nothing more fun then flying dreadnoughts with a 4 dmg Halbert though, plus a helping of death company and an ancient with banner to go fast.


++ Vanguard Detachment +1CP (Imperium - Blood Angels) [42 PL, 4CP, 499pts] ++

+ Configuration +

**CHAPTER**: Blood Angels

Battle-forged CP [3CP]

Detachment CP [1CP]

+ HQ +

Librarian Dreadnought [9 PL, 142pts]: 1. Quickening, 2. Artisan of War, 6. Wings of Sanguinus, Furioso fist, Storm bolter, Warlord

+ Troops +

Scout Squad [4 PL, 55pts]
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout: Boltgun
. Scout Sergeant: Boltgun, Chainsword

+ Elites +

Death Company [18 PL, 124pts]: Jump Pack
. Death Company Marine: Thunder hammer
. Death Company Marine
. . Bolt pistol and chainsword
. Death Company Marine
. . Bolt pistol and chainsword
. Death Company Marine
. . Bolt pistol and chainsword
. Death Company Marine
. . Bolt pistol and chainsword
. Death Company Marine
. . Bolt pistol and chainsword

Death Company Intercessor Squad [5 PL, 112pts]: Auto bolt rifle, Auxiliary grenade launcher
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor with CCW: Thunder hammer

Sanguinary Ancient [6 PL, 66pts]: Angelus boltgun, Death mask, Encarmine axe, Wrath of Baal

++ Total: [42 PL, 4CP, 499pts] ++

Created with BattleScribe (https://battlescribe.net)


Automatically Appended Next Post:

++ Patrol Detachment (Necrons) [30 PL, 3CP, 500pts] ++

+ Configuration +

Battle-forged CP [3CP]

Detachment CP

Dynasty Choice
. Dynasty: Mephrit

+ HQ +

Destroyer Lord [7 PL, 115pts]: Artefact: The Nanoscarab Casket, Phylactery, Staff of Light
. Warlord: Warlord Trait (Codex 1): Enduring Will

+ Troops +

Immortals [4 PL, 75pts]: 5x Immortal, Tesla Carbine

+ Fast Attack +

Destroyers [9 PL, 150pts]
. 3x Destroyer: 3x Gauss Cannon

+ Heavy Support +

Doomsday Ark [10 PL, 160pts]

++ Total: [30 PL, 3CP, 500pts] ++

Created with BattleScribe (https://battlescribe.net)

This message was edited 2 times. Last update was at 2020/04/17 05:44:50


 
   
Made in us
Longtime Dakkanaut





Fairly simple Imperial Gaurd list.
This uses two starter box sets to build, one being the "astra militarum" with the leman russ tank, 10 men squad, kommisar/lordcommisar, and heavy weapon squad, and the other being the scion starter box with 10 scion bodies, a lordcommisar/commisar (it can be used either way and is the same as the one in the firsst box), a taurox prime transport ride.

So. How do do this right, hmm.
Spoiler:

Cadians. You want this sucker to be cadian because some of the cadian options for orders and for strategems are very good to learn early. A second option is to call them all tallarn to learn more about tank orders and movement, and a third option is to call them all catachan to learn more about the catachan brutal strength doctrine.
command choices (2)
leman russ tank commander with battle cannon, 2 plasma cannon, and heavy flamer, heavy stubber, and hunter killer missle. 206
Lord Commisar with warlord trait "voice of command" boltpistol and powersword (free relic = benediction of emperor) 35
troop choices (3)
squad of 10 regular imperial gaurd with grenade launcher and a heavy weapon team (mortar), 52
squad of 5 imperial scions with 4 hotshotlasguns and 1 hotshotlaspistol, chainsword
squad of 5 imperial scions with 2 meltaguns, 1 plasma pistol, and 1 powerfist.
elite choice
astropath with laspistol and astral staff 21
transport choice
taurox base with 2 autocannon and stormbolter.

498 points, +5 command points for battalion. You can use a specialist detachment (emperor's fist) and give your tank commander warlord field status and the hammer of sunderance. You can also convert this to an emperor's blade company instead, and study jumping your troops out of the transport offensively.

Assembly notes.
Spoiler:

Now, the second commisar and the taurox need to be built, so you can use them together. Except instead of the second commisar, you change his left arm to be a scion command rod and his head to be a scion's space helmet .. this guy, (put a laspistol in his right hand, there is one in the scion kit, cut it down if you must and glue it in place) is an instand ASTROPATH armed with only good intentions and he will look (because the weapons are sort of oddly nonstandard) different enough from a commisar that he can be comfortable used as astropath. Pick his spell before each game -- either malstrom, nightshroud, or aegis of the emperor are good. 21
The taurox you can assemble as a taurox base, not a taurox prime, which will allow it to carry any of the infantry you have (max ten at a time) including characters.

This is a full battalion, and its a full battalion with just about everything gaurd has to offer -- you won't be able to do ALL the specialist detachments or ALL the tricks in the scion list, but if you really wanted to do it slightly differently,
Spoiler:
you could configure it as 2 patrols, 1 being gaurd and 1 being pure scions, and give the scions a scion doctrine like (for example) lambda lions or perhaps iotan gorgonnes. So your 498 points, just by reshuffling, can be the tank patrol of cadians (or tallarns, call them whichever you want) and a small group of lambda lions (or for that matter, you could go with iotan dragons, or old school stormtrooper doctrine, whatever), led by the same lord commisar.

You now have an army with a psyker, with the astropath cover denial mechanic, with everything the tank can teach (including the uses and limits of flamers, and the phrase "I have been bad touched by a thundercaptain", and the downsides of shooting hot plasma at flyers.) You have a melee officer with an invuln shield who can both fight in melee and act as a sniper (with his relic pistol) who can issue orders from either gaurd or scion lists to your troops. You have direct and indirect imperial gaurd soldiers firing. You have scions with base weapons and a scion team with special weapons, and you have a scion squad with squad level melee potential in it. You even have an expensive sarge of the scions with a plasma pistol to learn the hard lessons about overcharging on an infantryman. There is a transport to learn transport mechanics with and you have 2 units that can deepstrike as well, to learn the mechanics of deepstriking .. one to obsec, and one to go for the kill with special (if short ranged) and powerful weapons.
This isn't even the only way to do this army, you could split it out into 2 patrol detachments and make the tank commander the warlord, instead, so it can be run fairly effectively with tallarn, cadian, catachan, or any scion group you choose to run it with. This means players can learn a few things about the tricks individual doctrines have, rather than being stuck with just one, I recommend trying them all. Set those valhallan gaurdsmen firing into the tank that the termagants surrounded! Or back that tallarn tank up and fire at full bs! You can try it one way one time and another the next, and learn a lot comparing what feels "like you".
Spoiler:
Alternately, you can set the tank commander as your warlord and give him old grudges, which is a pretty awesome thing for a shooty tank to have, especially if you manage to put even 1 wound on the target with your 10 man gaurd squad or your 2 autocannon and 1 stormbolter taurox .. and then have the tank fire at +1 to hit (cadian strat).

The only thing the gaurd possesses that isn't in this flyers, the sentinal scout move, or perhaps the ministerium priest.

This is a LOT of learning for 2 starter boxes, and you will probably want to build the taurox in such a way that you could place something like the taurox prime rocket array on its back to quickly convert it to a taurox prime. I don't think many 500 point armies can do so much variety and still pull off a battalion that isn't complete crap!

This message was edited 7 times. Last update was at 2020/04/17 06:38:06


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in gb
Screaming Shining Spear





Here's my take on an eldar starting force.
I tried to sum up what I think are important traits for craftworlds.
Firstly,protecting fragile eldar by having the avengers in the falcon and the guardians in the webway. Secondly, psychic support to buff and debuff via the farseer. Thirdly the value of doom and shuriken weapons and fourthly a small force that forces you to make choices in terms of movement and target priority since craftworlds are usually outnumbered.


++ Patrol Detachment (Aeldari - Craftworlds) [34 PL, 499pts] ++

+ Configuration +

Craftworld Attribute: Biel-Tan: Swordwind

+ HQ +

Farseer [6 PL, 115pts]: 0. Smite, 2. Doom, 4. Executioner, Biel-Tan: Natural Leader, Craftworlds Warlord, Shuriken Pistol, Singing Spear
. The Spirit Stone of Anath'lan

+ Troops +

Dire Avengers [6 PL, 69pts]
. 5x Dire Avenger: 5x Avenger Shuriken Catapult, 5x Plasma Grenades
. Dire Avenger Exarch: Two Avenger Shuriken Catapults
. . Exarch Power: Bladestorm

Guardian Defenders [5 PL, 80pts]
. 10x Guardian Defender: 10x Plasma Grenades, 10x Shuriken Catapult

+ Heavy Support +

Falcon [9 PL, 135pts]: Bright Lance, Crystal Targeting Matrix, Shuriken Cannon

Wraithlord [8 PL, 100pts]: 2x Shuriken Cannon, Shuriken Catapult, Shuriken Catapult

++ Total: [34 PL, 499pts] ++

Created with BattleScribe

 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Noticed you had a thread here as well as the tactics section, crossposting.

With Marines it’s hard to make a 500 point this that covers all your bases, touches on all the themes and aspect of the army, etc. What I did was to put together a 500 point list that can be built out of the DV box that does an OK job. A little mobility, a little firepower, captain to crump heads in melee and give a buff aura. I selected Ultras as a chapter, but that’s changeable to taste. Relic left to the user to pick (burning blade, Vox from the base list, I’d run the Sanctic Halo as an Ultra, other chapter have more options.
(This is WYSWYG from the box. If you don’t want to stick with that, give the intercessor squad an AGL and chainsword for the sarge)

++ Patrol Detachment (Imperium - Space Marines) [31 PL, 498pts] ++
**Chapter Selection**: Ultramarines
+ HQ +
Captain in Gravis Armor [6 PL, 108pts]: Boltstorm gauntlet, Master-crafted power sword
+ Troops +
Intercessor Squad [10 PL, 102pts]: Bolt rifle
. 5x Intercessor: 5x Bolt pistol, 5x Frag & Krak grenades
. Intercessor Sergeant
+ Fast Attack +
Inceptor Squad [7 PL, 123pts]: Assault bolter x2, 2x Inceptor, Inceptor Sergeant
+ Heavy Support +
Hellblaster Squad [8 PL, 165pts]: Plasma incinerator
. 4x Hellblaster: 4x Bolt pistol, 4x Frag & Krak grenades
. Hellblaster Sergeant: Bolt pistol
++ Total: [31 PL, 498pts] ++
Created with BattleScribe

   
Made in us
Longtime Dakkanaut





I came to the same conclusion as Nevelon, a 500 point Marine army is only going to have one character and if that one HQ is a Librarian it isn't going to reflect how Marines normally play.

Master of Strategy is there to let the Aggressors move and still fire at full effect. I think switching to a Successor Chapter with Long Range Marksmen for the Aggressors and Warded to help counter the lack of a psycher migbt be better, but being able to walk out of melee without losing shots is also pretty good when you only have five units.

++ Patrol Detachment (Imperium - Space Marines) [26 PL, 500pts] ++

+ No Force Org Slot +

**Chapter Selection**: Ultramarines

+ HQ +

Primaris Captain [5 PL, 86pts]: Master of Strategy, Master-crafted auto bolt rifle, Power sword, The Burning Blade, Warlord

+ Troops +

Intercessor Squad [5 PL, 89pts]: Bolt rifle
. 4x Intercessor
. Intercessor Sergeant: Power sword

Intercessor Squad [5 PL, 89pts]: Bolt rifle
. 4x Intercessor
. Intercessor Sergeant: Power sword

+ Elites +

Aggressor Squad [5 PL, 111pts]: 2x Aggressor, Aggressor Sergeant
. Auto Boltstorm Gauntlets/Fragstorm Grenade Launcher

+ Heavy Support +

Vindicator [6 PL, 125pts]

++ Total: [26 PL, 500pts] ++

Created with BattleScribe

   
Made in de
Fresh-Faced New User




Regarding Necrons

While the list provided does contain popular units, I don't feel like it necessarily showcases what I feel like is Necron DNA.
I made the following list:
Spoiler:

++ Patrol Detachment (Necrons) [31 PL, 3CP, 499pts] ++

+ Configuration +

Battle-forged CP [3CP]

Detachment CP

Dynasty Choice
. Dynasty: Mephrit

+ HQ +

Overlord [6 PL, 80pts]: Artefact: The Veil of Darkness, Staff of Light
. Warlord: Warlord Trait: Immortal Pride

+ Troops +

Necron Warriors [6 PL, 110pts]
. 10x Necron Warrior: 10x Gauss Flayer

+ Fast Attack +

Canoptek Scarabs [2 PL, 39pts]
. 3x Canoptek Scarab Swarm: 3x Feeder Mandibles

Destroyers [9 PL, 150pts]
. 3x Destroyer: 3x Gauss Cannon

+ Dedicated Transport +

Ghost Ark [8 PL, 120pts]

++ Total: [31 PL, 3CP, 499pts] ++

Created with BattleScribe


To me, Reanimation Protocol is at the very core of Necron DNA, and this showcases that quite well, between 10 warriors, Immortal Pride and a Ghost Ark. I also feel like MWBD (without Tesla unfortunately) and VoD shenanigans are important. It also gives access to a Canoptek unit, and a Deny the witch, which, while not super necron, showcases a central part of the game, where necrons are not really present.
   
Made in us
Chaos Space Marine dedicated to Slaanesh





Florida

Deathwatch list (may post others later if I get bored) This really kinda showcases DW mixed bag options, one vet squad geared towards CC and the other to Ranged.
Spoiler:

++ Patrol Detachment (Imperium - Deathwatch) [38 PL, 500pts] ++
+ HQ +

Watch Captain [7 PL, 104pts]: Jump Pack, Relic blade, Storm Bolter, Vigilance Incarnate, Warlord
The Beacon Angelis

+ Troops +
Veterans [14 PL, 178pts]
Biker: Chainsword, Twin boltgun
Terminator w/ Heavy Weapon: Assault cannon, Power fist
Veteran: Boltgun, Storm shield
Veteran: Boltgun, Storm shield
Veteran: Boltgun, Chainsword
Veteran w/ Heavy Weapon: Deathwatch Frag Cannon
Watch Sergeant: Storm Bolter, Xenophase Blade

Veterans [12 PL, 143pts]
Terminator: Thunder Hammer and Storm Shield
Vanguard Veteran: Heavy Thunder Hammer
Veteran: Chainsword, Storm shield
Veteran: Chainsword, Storm shield
Veteran: Chainsword, Storm shield
Watch Sergeant: Bolt Pistol, Xenophase Blade

+ Fast Attack +

Bikers [5 PL, 75pts]
Biker: Twin boltgun
Biker: Twin boltgun
Deathwatch Biker Sergeant: Power maul, Storm Bolter, Twin boltgun

2500 Emperor's Children
5000 Inquisitorial Forces  
   
 
Forum Index » 40K Army Lists
Go to: