by HOBO » Sat Dec 08, 2007 2:24 am
by fyrebyrd » Sat Dec 08, 2007 4:08 am
HOBO wrote: Command Tank Vanquisher Hull Lascannon Sponson HB's
HOBO wrote:Tank Ace x 2 Exterminator Hull HB Sponson HB's
HOBO wrote:Troop x 6 Leman Russ Hull HB Sponson HB's
HOBO wrote:Heavy Support x 2 Demolisher Hull Lascannon Sponson Plasma Cannons
HOBO wrote:All Tanks have EA, Dozer Blades, and Smoke. I was thinking of adding p/m Heavy Stubbers to all of them as well, or maybe just to the Demolishers and Aces.
by fyrebyrd » Sat Dec 08, 2007 4:29 am
by HOBO » Sat Dec 08, 2007 5:00 am
by fyrebyrd » Sat Dec 08, 2007 6:46 am
by HOBO » Sat Dec 08, 2007 6:52 am
by Herne » Sat Dec 08, 2007 9:38 am
Nightbringer wrote:I like Amy Winehouse` music, although she looks like a Whippet in a bin bag....
by fyrebyrd » Sat Dec 08, 2007 2:24 pm
Herne wrote: IMHO I always feel it comes down to battlefield role and paring the points down carefully. When I build an AC I tend to decide what parts of it I want mobile - obviously some tanks, espescially the vanq's, I want to sit back and shoot with. Think about their upgrades carefully. Take the extra armour, so if they get shot they won't get pinned in position. These ones I don't usually buy track guards or dozer blades for as they rarely move. So what if they get immobilised? Dey are only shootin' anyway!
Herne wrote:These rear line ones, specifically using ordnance, I tend to pare down on weapons too - save the points on the sponsons as they are going to spend plenty of time not using them because they are firing the ordnance.
Herne wrote:Perhaps give them the las cannon, in case the main ordnance get's blown off, then at least they can keep up their anti tank role.
Herne wrote:Your 'hunters' on the other hand you want moving. They are the ones who are going to go and hunt the infantry. I usually take extra armour and track guards. IMHO track guards are fantastic. The 4+ no longer imobilised comes off so often it's a god-send. If you play in scenery rich boards consider the dozer blade. Also, if their role is anti infantry consider some of the FW turrets, executioner and conqueror upgrades are brilliant in a faster moving anti-infantry capacity. - The executioner for instane can move and fire ALL it's weapons - that's 1 plasma cannon and 9 HB shots, not counting any sponson upgrades! The conqueror advantage is that it's cheaper in points! The exterminator and anihilators are good too, cheap and dangerous both to light vehicles and infantry, and in the case of the anihilator to heavier tanks too!
Herne wrote:Overall, by watching where you distribute the points you may be able to pull in an extra tank for the bit's you save.Sorry if I've droned on - just some of my thoughts on the issue.
by HOBO » Sat Dec 08, 2007 9:39 pm
by pointblank » Sun Dec 09, 2007 8:27 am
by HOBO » Sun Dec 09, 2007 8:46 am
pointblank wrote:[begin sarcasm]wow - great list[end sarcasm]care to play it against my 2250 Necron list ?
by pointblank » Sun Dec 09, 2007 10:15 am
HOBO wrote:pointblank wrote:[begin sarcasm]wow - great list[end sarcasm]care to play it against my 2250 Necron list ?Wow - great contribution to the Thread.If you care to say something worthwhile then we're all ears.Also, I will never have to face a Necrons Army, so I don't have to worry about them.
by LordMalekTheRedKnight » Sun Dec 09, 2007 12:25 pm
by KInG » Sun Dec 09, 2007 2:29 pm
by LordMalekTheRedKnight » Sun Dec 09, 2007 4:57 pm
Return to 40K Army Lists