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Trying to make a 1500 army...

  1. #1
    freej
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    Trying to make a 1500 army...

    I'm new to this so go easy.
    so far my list is...

    =HQ=
    SM Master Storm Bolter Power fist terminator armour
    5x Terminator Command Squad with 1xchain fist and 2x assault cannon
    = 375

    Chaplain w/ bolt pistol
    = 85

    =Elite=
    5 Veterans
    Sergeant with power fist and bolt pistol +melta bomb
    Twin Lightning claws
    3x bp & ccw
    = 150

    =Troop=
    10 man tactical squad
    Vet sergeant honors bolt pistol & fist
    7 bolters 1 Plas 1 las cannon
    = 215

    10 man tactical squad
    Vet sergeant honors bolt pistol & fist
    7 bolters 1 Plas 1 las cannon
    = 215

    =Heavy=
    Predator Destructor
    Predator Destructor
    = 220

    10 man dev squad with 4 ML
    = 230

    = 1490

    would appreciate some help as to where to put the remaining points (or re-allocate them, whatever). I really don't know what I'm doing so I'd appreciate any help.

    To put it into context this is a DIY Dark Angels successor chapter.
    Last edited by freej; 8th Aug 07 at 12:58 AM.

  2. #2
    Member Eighty's Avatar
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    Ok, here we go...

    HQ
    Captain-At least give him a Bolt Pistol; then he'll also get an extra attack. Also, try and upgrade him to master, as that extra Ld across the board can be very useful. Innv. save is also worth considering (T armour or Iron Halo).

    Command Squad- They can only wear T Armour if the attached character is- also, I take it you mean assault cannon? Chainfists for all also =unneccessary. One or two will do, allowing you to save points.

    Chaplain- CC unit that's not going anywhere fast. Try and give him some means of actually moving other than footslogging, and if possible maybe a biker/assault squad to go with him. Again, Bolt Pistol is a good buy.

    Elites
    Veterans-What skill do the vets have? If Infiltrate, that's a fairly good setup, but maybe Melta Bombs on the Sarge for that extra punch?

    Troops
    Tac squads-These are illegal. You have 12 weapons listed for ten models, and two heavy weapons. That option is Command Squad only. To emulate Combat squads, you'd be better off having squads of five IMHO, i.e. one with a spec weapon, one with a heavy.

    Heavy
    Seem fine, but sponsoons may be worth looking into.

    Good Luck

  3. #3
    Member k0mmandant's Avatar
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    Dont take a power fist on independant characters, theyll get targeted and killed before they can use them. Put las+plas in your tactical squads.
    my friends is nurgle mine is Khorne and his is nurgle

  4. #4
    Member Eighty's Avatar
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    @K: Power fists can work if said character has good protection, and the strength is a bonus against things like Broodlords, which will have the edge I wise.

  5. #5
    Member k0mmandant's Avatar
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    A broodlord would slaughter a character before he strikes. Unless the opposing player is stupid, he is gonna allocate his hits on the independant character. If you take a fist on a character, said character can be killed even by an enemy vet sarge. Theres no protection enough to keep a character alive from possibly all the enemy's attacks. Leave powerfists to vet sargeants.

  6. #6
    freej
    Guest
    Quote Originally Posted by 80Turnbull
    Ok, here we go...

    HQ
    Captain-At least give him a Bolt Pistol; then he'll also get an extra attack. Also, try and upgrade him to master, as that extra Ld across the board can be very useful. Innv. save is also worth considering (T armour or Iron Halo).

    Command Squad- They can only wear T Armour if the attached character is- also, I take it you mean assault cannon? Chainfists for all also =unneccessary. One or two will do, allowing you to save points.
    Yeah, I wrote this list late at night so bear that in mind :P . I did intend the commander to have termie armour and bolt pistol (I just forgot to add them in.)

    Elites
    Veterans-What skill do the vets have? If Infiltrate, that's a fairly good setup, but maybe Melta Bombs on the Sarge for that extra punch?
    I actually wasn't thinking of a skill while I was writing this list up, but i'll keep infiltration in mind. Melta bomb sounds good.

    Troops
    Tac squads-These are illegal. You have 12 weapons listed for ten models, and two heavy weapons. That option is Command Squad only. To emulate Combat squads, you'd be better off having squads of five IMHO, i.e. one with a spec weapon, one with a heavy.
    Once again sorry it was late! I've fixed them to have their 7 bolters and interchanged heavy bolter for plas gun.

    Heavy
    Seem fine, but sponsoons may be worth looking into.
    Yeah, I'm fairly sure these preds are including side sponsons (let me double check later).

    Right now i'm at 1255 (but I'm fairly sure thats not right - I'll do a recount later today).

  7. #7
    Member Warboss Antoni's Avatar
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    Your commander can't have a bolt pistol. If you want him to be a CC tank then give him a power weapon and T armour. 1 or 2 chainfist in the termies should be fine. `Other then that, I don;t seen any major flaws.

  8. #8
    Member k0mmandant's Avatar
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    Give him 2 lightning claws.

  9. #9
    Member Eighty's Avatar
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    For a commander? I'd say no. The other two HQs are ideal for CC, but the master should only reach CC if something is not quite going right IMHO.

  10. #10
    freej
    Guest
    Commander bolt pistol is now storm bolter.

    I have plenty of points left any suggestions guys?

  11. #11
    3rd Destructor?
    (\_/)
    (O.o)
    (> <)

  12. Tabletop Senior Member  #12
    Knight of the Order Dark Watcher's Avatar
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    10-man devastator squad armed with four missile launchers.

  13. #13
    Member Eighty's Avatar
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    Or maybe another vet squad, similar to the one you already have, and give them both furious charge? Then set them up within charge range of your own lines to counter-charge any attackers.

  14. #14
    Member Avatar 720's Avatar
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    That super-top-secret-base over there... the one with the giant statue of me...
    Im not a space marine guy but with 1500, that gives the opponent enough points to make a good army with artillery, so with the extra points you have I would try to include some long range artillery, it's also good if your being pinned down, you can loose some shots on the squad pinning you down to relive pressure. Also, because you have a couple of vehicles already, it's one more to take down.
    Chaos Scores:
    Wins:7/Draws: 2/Losses: 3

    Tau Scores:
    Wins:5/Draws: 1/Losses: 0

  15. #15
    Member k0mmandant's Avatar
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    80 turnbull what do you mean by other 2 HQs?


    Tool that commander up for CC and make those termies CC termies. That unit will be very nasty now. Twin lightning claws seem to be the best role for this on a commander, and the amount of power weapon attacks that unit puts out is just sick.

  16. #16
    Member Eighty's Avatar
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    K0: Librarian and Chaplain. The master has always seemed much more of a support IC than one meant for combat to me.

  17. #17
    freej
    Guest
    Ok, right now I'm thinking...

    10 man dev squad with 4 ML or Heavy Bolters
    or
    Another 5 man termie squad
    or
    Another vet squad with 80Turbull's suggestions
    or
    Some fast attack.

  18. #18
    Dante27
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    I vote for Dev squad. You need a little more anti tank. And need more bodies to your army. That or more Termies. Deep striking is fun

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