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View Full Version : Word Bearers 1000 Points. Opinions please!



Icarus
10th Aug 04, 6:11 AM
HQ

Dark Apostle - 97 points
Mark of Chaos Undivided, Accursed Crozius, Bolt Pistol, Frag Grenades, Melta Bombs


Elites

Obliterator Cult - 140 points
2 Obliterators

Troops

Chaos Marine Squad - 136 points
8 Chaos Space Marines.
Veteran Skill: Furious Charge
Chaos Rhino – 50 points

Chaos Marine Squad - 135 points
8 Chaos Space Marines.
(1 with Meltagun, 1 with Heavy Bolter)
All with Mark of Chaos Undivided and Icons

10 Bloodletters – 260 points

12 Daemonettes – 180 points


Total: 998 points



Okay this is what i'm planning for my 1000 point army. The (ideal) strategy is moving the Dark Apostle and his squad up quickly in the Rhino and summoning daemonettes, whilst the other squad advances on foot giving nice shooty support. The obliterators provide heavy support.
As the second squad nears the enemy (around turn 3 i guess) they summon bloodletters and let rip.

This is my first army, being something of a newb, so i'd appreciate any advice!

:vikingb:

Exetus
10th Aug 04, 7:25 AM
It's actually a nicely balanced force, but you may be a little lacking in the heavy firepower. Your main problem here will be facing an army with lots of fire support or a Daemonhunters army. The good thing is that you only have two squads of daemons... the main problem with lots of Word Bearer players is that they are daemon heavy forces. Against someone designed to kill daemons, it's just plain fun to play against them.

Question... I know for a Space Marine army, a transport is purchased by the squad. Who are you attaching your Dark Apostle to? Here's where the armor comes in... Rhinos suck against anything designed to kill armor... and they'll see that it's your only vehicle and gun for it...

Make sure you use cover...

Icarus
10th Aug 04, 7:35 AM
Yeah Rhino was a misprint, i've edited it to go with the appropriate squad. I was planning to attach the dark apostle to the squad in the rhino to get him into close-combat quickly but i see your point, the enemy blows up my rhino in the first turn and everything falls apart very quickly.

Will have to have a think... good advice though, thanks. :D

Vindicator
11th Aug 04, 2:39 AM
keep the rhino ists nasty but wait your time .

I wouldnt use obliterators in a 1000 point army their too expensive try takin some bloodletters out as well an gettin either a predator , havoc squad or a dreadnaught their much nicer shootin units, apart from that its a ncie wee army but tiny

HighMarshal
11th Aug 04, 4:10 AM
The problem is see with the Rhino issue is: If you keep the Rhino, then you should REALLY get one for both squads, as: As you cant summon deamons from an Icon _in_ a Rhino, and you HAVE to summon them, when they come available, this will mean that if the Rhino squad isnt "dismounted" in the start of you turn, it will be the foot-slogging squad that will have to summon them!! Not good when you want to get them into close-combat!

IMO, stuff the anti-armour problem! Tanks can only kill so much. If you whipe the floor with the rest of the opponents army, there's a good chance (unless he plays IG Armoured Company 8) )he wont have enough to turn the WP's in his favour. Therefore I say: Drop 1 of the Obliterators, to get a 2nd Rhino, and a MeltaGun for the Furius Assault squad!!
This way, the deamons wont be summoned untill YOUR ready (well, if you keep your Rhino's safe of course ;) ), and thats when you deploy your squads from their Rhino's ( OR if the squads Rhino gets blown, you prob. had your first 12" move, so you'll be resonably close to the enemy, thereby giving your Deamons the off-chance to get into CloseCombat in your 2nd turn! :)

Imp
11th Aug 04, 9:39 PM
I agree, drop the Bloodletters and the obliterators. Then look into Mutated Hull on Rhinos just to make em last a touch longer, also might want to look into a Havoc squad for the 4 heavy choices rather than one on Dred (who might freak out ) and they can take infiltrate to start in good fire position to cover your advance. you might also want smoke launchers on your rhino to give it a bit of cover as well.

but thats just my 2 cents

Drunken_Viking
21st Aug 04, 4:39 PM
Mutated Hull on a Rhino in a 1000pt army? Seems a bit of a waste of points, just use Extra Armour, cause it is just a Rhino.

peturabo
22nd Aug 04, 12:17 PM
Remember if your dark apostle hasn't got furious charge and the squad has they lose that furious charge ability.

Personally here is what i'd so:-

- Drop the squads to about 6 0r 7 to save points.
- Add a predator in for cheap anti armour capability with las cannons.
- Drop some of those demons they really suck up alot of points.
- Keep the Oblits, they are great!

Don't bother with a hull in a 1000 Points.

Cheers

Icarus
22nd Aug 04, 12:56 PM
:rolleyes: Whoops, forgot i had to give it to the apostle as well. Thanks peturabo!

HighMarshal
23rd Aug 04, 4:18 AM
- Drop some of those demons they really suck up alot of points.

Cheers

Isnt that like going over to the BA and saying "you really shoud not get so angry then the Black Rage takes you!"
or the SW saying "nah, I'll leave me pelt home today!" :haha: :rolleyes:

TS_ahriman
23rd Aug 04, 8:38 AM
Yeah...it is a word bearers army. Turning this into an undivided list with little-to-no deamons is defeating the purpose of the army.

On your squad with 1 melta gun, 1 HB, you'll want to drop one or the other (probably the heavy bolter). The purpose of each is completely opposite to the other other, and using 1 of them makes the other useless (i.e. staying still and shooting your heavy bolter probably means that you wont be in range for your melta gun, and moving to be in range for your meltagun means you wont be firing your heavy bolter).

Imp
23rd Aug 04, 9:26 AM
you could always move the melta gun into your assault squad and keep the heavy bolter so you have a fire support squad and the melta up front were ya need it.