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Post by LizardTau on Mar 24, 2011 19:15:53 GMT -5
ahhh ok well now you can lol
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Post by deathjester on Mar 24, 2011 19:18:41 GMT -5
lol, i know, which do you think would be better?
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Post by LizardTau on Mar 24, 2011 19:45:12 GMT -5
i have actually used tau more often so i havent used ether yet. The 14 armour of the LR is nice but the SR being fast so if can move full out and get the cover save would be nice. So i guess its a toss up.
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Post by danydaigle24 on Mar 24, 2011 19:55:05 GMT -5
Well the error that everyone is doing with Stormraven and that I was doing to is that they put like 600 pts or more in it...
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Post by deathjester on Mar 24, 2011 20:03:14 GMT -5
well the termies and the libby would only be about half that, but i think the GKSS would be better cuz the LRC keeps my termies alive long enough to make use of quicksilver lol also how do u think this list would fare against a nid list with like
10 warriors with a prime trygon prime marlock(i think, the thing that can burrow) 3 zoanthropes (have chance of Deep Strike) 20ish termagaunts 10ish genestealers with brood lord
sorry if i butchered any names,
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Post by danydaigle24 on Mar 24, 2011 20:28:56 GMT -5
well the nids list is bad so you will wipe this I think...
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Post by deathjester on Mar 25, 2011 5:53:35 GMT -5
KK, cuz last time i got tabled by him.....mind you i was very very stupid and never having played nids before i charged, plus the objective was to get to his side of the board and his objective was to get to mine.
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Post by deathjester on Mar 28, 2011 18:00:51 GMT -5
So i made a different list with a little more mobility in mind what do you think of this?
1x Brotherhood champion(in LRC)
10x Purifier Squad 4x psicannon 1x hammer 5x Halberd psi ammo -Rhino
10x Grey knight strike squad 2x psicannon 1x hammer psi ammo -Rhino
10x Grey knight strike squad 2x psicannon 1x hammer psi ammo -Rhino
5x Terminators 1x hammer 3x halberd justicar has hammer
Land raider Crusader Multi Melta
(could always drop LR for a redeemer with MM also could drop one psicannon from each squad to add a hunter killer missile to the rhinos)
1500/1500
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Post by calitom on Mar 28, 2011 22:20:26 GMT -5
I'd drop some halberds from each squad to fit in Psybolt ammo for each (20 points per squad) to get those stormbolters up to STR 5. It's way worth it losing 4 halberds in each squad for that STR 5 24'' shooting. This makes you able to threaten transports with your average troop fire and greatly increases your ability to wound MEQ by a rather large margin. The terminators would do fine without the psybolt ammo, though perhaps dropping MC off of the hammers in the GKSS to get the brotherhood banner in the Termi squad would also be a worthwhile investment. Just some minor upgrade thoughts to help make the list that much more frightening at 24''
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Post by deathjester on Mar 29, 2011 5:56:11 GMT -5
Thanks for the advice, made the necessary changes, question in your opinion which list.
Thanks for all the help so far
Nathan
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Post by calitom on Mar 29, 2011 15:47:05 GMT -5
I really like the new list, it has an armored spearhead type feel to it. Have the rhinos ride around the LR to help keep that warp quake coverage on it to prevent melta deep strike shenanigans, and you should be well off. Ride at top speed towards the enemy and when able to get into that 24'' range give em hell. Many don't like the Brotherhood Champ because he's 100 points for 1 wound, but the way I see it he gives the reroll and the possibility of killing a big scary thing outright if/when he dies. I'd likely run him as a tanky chaplain, have him with the unit just for the reroll and -always- have him take up the stance to reroll his failed saves for the first round of combat, consolidate him into B2B with a bunch of models for the next turn where he spins and kills a bunch of stuff. 2+/3++ rerollable on that first turn will make anyone with any kind of sense avoid attacking him, and will leave him free to cast HH for the unit for that big frightening charge. Hope it works out for you. Cheers.
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Post by deathjester on Mar 29, 2011 18:41:04 GMT -5
Thank you so much for all you help, I also think that the second list would be better over all for right now until i learn how to play the army. also i have a question about the summoning psychic power, can it be used on the turn the librarian deepstriked ?
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Post by LizardTau on Mar 29, 2011 18:49:00 GMT -5
I would say no, cause the power says at the begining of the libaraians movement phase and the deep stike rule says they can not move and during that turn they have seemed to have moved
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Post by deathjester on Mar 29, 2011 18:55:48 GMT -5
That was fast lol. Also that makes sense, thanks.
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Post by LizardTau on Mar 29, 2011 19:03:42 GMT -5
i was on and has a rules inquiry my self i was about to type so i thought i would answer
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