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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!
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)
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
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)
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.
[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.
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
"[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
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.
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
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
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.
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)
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.
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:
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.
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.