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CustomTitle

Found 3 results

  1. Just stomped my friend's Necrons with this list. Maybe I was just lucky, so any toughts on the list are welcome. Battalion Detachment 1500pts, 79PL Specialist Detachment: Emperor's Fist Doctrine : Gunnery Experts, Jury-Rigged Repairs HQ 1. Tank Commander Warlord -Kurov's Aquilla -Demolisher Siege Cannon -Hull Weapon- Heavy Flamer -Sponson - Heavy Flamer -Hunter Killer Missle, Dozer Blade, Augur Ray, Track guards 2. Tank Commander -ACE : Weapon Expert -Punisher Gatling Cannon -Hull Weapon- Heavy Flamer -Sponson - Heavy Flamers -Hunter Killer Missle, Dozer Blade, Augur Ray, Track guards HEAVY SUPPORT 1. Leman Russ -Battle Cannon -Hull Weapon- Heavy Flamer -Sponson - Heavy Flamer -Hunter Killer Missle, Augur Ray, Track guards 2. Leman Russ Conqueror -Conqueror Battle Cannon -Hull Weapon- Heavy Bolter -Sponson - Heavy Bolter -Hunter Killer Missle 3. Manticore -ACE : Full Payload -Hull Weapon : Heavy Flamers TROOPS 1. Infantry Squad 2. Infantry Squad 3. Infantry Squad 4. Infantry Squad -flamer 5. Infantry Squad -flamer DEDICATED TRASPORT 1. Chimera -Turret: Heavy Flamer -Hull Weapon: Heavy Flamer 2. Chimera -Turret: Heavy Flamer -Hull Weapon: Heavy Flamer So the idea was just to literally drive towards the enemy, shooting twice with turrets and than legit charge into combat. I put flamers so I dont get locked in combat with my blast weapons unable to shoot, also overwatch is great with flamers. Since my plan was to get really close, this worked great. Also I erased all his vehicles turn 1. The guards were there to sit behind and hug the objectives, while Chimeras were there to follow the tanks and clear objectives (with 2 flamer squads). I love the list, but I fought only Necrons and only once with it so I dont know if it would work as a general list.
  2. hello peoples..... alas i have thought up an interesting list to combat a basic space marine list consisting of minimum squads of 3+ dudes not only list but lists because of magnetized models *mm here we go list the first: 748 pts - swarmlord - 270 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w fleshborers*mm - 60 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the second: 747 pts - swarmlord - 270 - termagants (12) w fleshborers*mm - 60 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the third: 750 pts - broodlord*mm - 125 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the fourth: 750 pts - tyranid prime w (boneswords, deathspitter*mm) & toxin sacs*mm - 89 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the fifth: 749 pts - tyranid prime w (boneswords, deathspitter*mm) & toxin sacs*mm - 89 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2, venom cannon & bio enhancements (toxin sacs & adrenal glands*mm) - 117 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - raveners (3) - 66 - mawloc - 125 list the sixth: 746 pts - tyranid prime w (boneswords, deathspitter*mm) - 84 - genestealers (8)*mm - 120 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2, venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - raveners (3) - 66 - mawloc - 125 yes event the toxin sacs and adrenal glands will be magnetized because i am huge on WYSIWYG; 1/16 rare earth magnets are cool even the 3 rippers per base will be magnetized so that when they die they can be removed from the game now my enemy the space marines can either deploy using a drop pod or not three ways in fact because a - all deploy together as an impossible amount of wounds no matter how you look at it b - deploy as a gun line in two different fire base groups separated by a good bit c - drop pod unit or units + main fire base however they deploy, space marines are very dangerous when tyranids choose to assault them while they are at full strength due to rapid fire rules.... perhaps showing up turn one eliminates the AP-1 tactical doctrine stuff.... anyways using magnets and a few units i can deploy 6 different types of tyranid patrols they are the weaker army in fact so they either need a plus whatever in army point value increase or house rule(s) to make them more competitive.... perhaps.... these lists are based on purchasing the following sets: - hive tyrant box set, where the leftover bits from the swarmlord set can be used with the broodlord to make a tyranid prime - tyranid starter set, where the broodlord is magnetized to become the tyranid prime - termagant set, where they are all magnetized with either 12 fleshborers or 12 devourers - the red terror - warrior box set - ravener box set maybe more rippers along the way.... anyways cheers and my only recommendation to you for list building is this dual purpose cheers
  3. +++++ FAO: All field officers +++++ ++++ For immediate distribution +++ ++++++ Effective immediately ++++++ Comrades, it has come to the munitorum's attention that there are large stockpiles of war material collected across His domain. These resources rightfully belong on the battlefield, turned against His foes not gathering dust and tended by administratum menials. All commanders are to complete a report of outstanding materials and submit it to the commissariat for review without delay. WarriorFish Regimental Commissar Thought for the day: Only in death does duty end
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