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Made in ca
Stealthy Kroot Stalker





Hey everyone, I was running this army a little while ago, but with some recent additions and a certain large points cut, I've been able to re-tool it more than a little bit. I haven't had a chance to test it out yet, but I think it's actually going to be pretty decent.

Imperialis Fleet 2000 Points

(L)Inquisitor Karamazov: 140pts
He's basically a mini dreadnaught, and also gives 3 of your infantry Scout 6"

Vindicare Assassin: 110pts
Callidus Assassin: 100pts
Eversor Assassin: 110pts

Inquisitor with Digital Weapons: 65pts
Inquisitorial Agents x12: 100pts
(L)Deamonhosts x2: 80pts
Ministorum Priest: 40pts
(L)Jokero Weaponsmith: 30pts
So, these are all one big giant blob. With all the overlapping buffs the whole unit has -1 to be wounded, Sustained 1 in melee, Lethal Hits at range, 5+ Invul, 3+ chace to refund CP, and the ability to remove Battle-Shock twice. All this backing up a very reasonable number of attacks at both range and melee.

Rouge Trader Entourage with Fleet Master x4: 95pts
Navy Breachers x10 with Meltagun: 90pts
Being able to use Violent Acquisition for free every turn, especially if you combine it with Close-Quarters Barrage outputs a lot of damage. Giving this unit infiltrate is also a big help as we'll get to soon.

Navigator with Clandestined Operations: 75pts
Navy Breachers x10 with Meltagun: 90pts
Giving 3 units Infiltrate along with Karamazov giving 3 units Scout 6", really allows you to control the flow of the early game. You can place units like the Inquisitor, and Rouge Trader blobs aggressively and move them back to safety if you don't get first turn, but can push aggressively into stuff if you do go first. Also, he's got a reasonable chance to output mortals at range with his ability which is nice. He's no Plasmancer, but he's still pretty good.

Navy Breachers with Meltagun: 90pts
Grey Knight Terminators x5: 190pts
(These can either be put into Deepstrike, or can be given a 6" scout move to shove them up the board faster).
Battle Sisters with Meltaguns x10: 100pts
Immolator with Multi-Meltas: 100pts
Using the Immolator splits up the Sister Squad and allows you more flexibility with Sticky objectives while also adding some more anti-armour punch.

Freeblade Knight Castellan: 395pts
After the big points cut, this can slot in nicely to provide some much needed anti-armor and anti-elite firepower, that is well protected with how aggressive you're able to place your infiltrate/scout units.

So, what do you all think, anything you'd change for the list?

Armies:  
   
Made in us
Servoarm Flailing Magos






On the Surface of the Sun aka Florida in the Summer.

Since you grabbed almost one of everything, I'm surprised you didn't find room for Artemis, or his DW buddies in there.

My only issue that I see, is that beyond the Knight and the sisters, you lack the ability to do a last turn rush for an objective.

It looks really fun, and I wouldn't know who to target first.

 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...
CLICK HERE --> Mechanicus Knight House: Mine!
 Ahtman wrote:
Lathe Biosas is Dakka's Armond White.
 
   
Made in se
Raging-on-the-Inside Blood Angel Sergeant





Luton, England

I like it, I find the Jokero and Daemonhost add alot to their unit and I always use them in friendly games.

I really like the castellan, Canis Rex would be a similar option if you wanted the knight to play more aggressively and give you a very powerful melee push unit.

40,000pts
8,000pts
3,000pts
3,000pts
6,000pts
2,000pts
1,000pts
:deathwatch: 3,000pts
:Imperial Knights: 2,000pts
:Custodes: 4,000pts 
   
 
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