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  1. #71
    Brother-Sergeant
    Join Date
    Sep 2009
    Location
    Colorado
    Posts
    84

    Angry

    Imperial Guard

    Company Command Squad
    3x Melta, 1x Flamer
    Chimera, hull heavy bolter

    Veterans
    2x Melta 1x Flamer
    Chimera, hull heavy bolter

    Veterans
    2x Plasma, 1x Flamer
    Chimera, hull heavy bolter

    Hydra, hull heavy bolter

    Hydra, hull heavy bolter

    500 on the dot

    That's 12 Multi-laser shots, 15 Heavy Bolter Shots, and 8 twin-linked Autocannon Shots hammering you from turn 1. Foot slogging infantry aren't going to make it across the board, and there's a enough shots to torrent ranged enemies in cover without difficulty. Light vehicles are going to be blasted apart by turn 2. Heavy vehicles and fast Feel no Pain troops are the only weaknesses. Strategy against both is to spread out. Hydras in corners to get side armor shots against predators and hammerheads. Chimeras stick to cover until they can hit heavy stuff with melta. Against a Land Raider the Command Squad can suicide, because the raider will have almost no support.

    Scariest thing would be BA jump packs with a priest, but you're not going to fit more than 20 guys into a list with a HQ and a jump priest. So the Guard again spread out and hammer the jumpers from range until Melta and Plasma can try to finish off a weakened squad.

    I don't think there's much this won't roll.

    Edit: On an unrelated note; I don't know how the angry face at the top got there, and I can't figure out how to get rid of it.
    Last edited by Commander Vimes; 06-13-2011 at 09:12 PM.

  2. #72
    Scout
    Join Date
    Mar 2011
    Location
    Delaware, USA
    Posts
    17

    Default

    Here's my thoughts... for what it's worth.

    Commissar Yarrick 185pts

    PCS 30pts
    - Infantry Squad w/ vox & flamer 60pts
    - Infantry Squad w/ vox & flamer 60pts

    PCS 30pts
    - Infantry Squad w/ vox & flamer 60pts
    - Infantry Squad w/ vox & flamer 60pts

    and a ummm, hmmm. 485pts right there. A Platoon Commander has a power fist for 15pts?

    Basis for winning a game.
    A) Swarm the enemy
    B) Hide and wait for them to get close then lasgun them to death, (maybe?)
    C) Refer to plans A or B

    No way is this gonna work but you never know.

  3. #73

    Default Another DE list

    This is cheap on $$$, the new DE army box plus a HQ:

    HQ: Archon with agonizer, ghostplate armor and clone field (or shadowfield), and drugs
    Troop One: Kabalite Warriors x10 with blaster and dark lance
    Troop Two: Wyches x7, haywire grenades, hekatrix with agonizer
    Fast Attack: 3x Reaver Jetbikes with blaster
    Transport: Raider with dark lance

    On the nose

  4. #74

    Default Another GK/Inquistor list

    HQ: Coteaz

    Troops: 3x Warrior Acolytes (bolters); Razorback (with psybolt ammo)
    Troops: 3x Warrior Acolytes (bolters); Razorback (with psybolt ammo)
    Troops: 3x Warrior Acolytes (bolters); Razorback (with psybolt ammo)
    Troops: 3x Warrior Acolytes (bolters); Razorback (with psybolt ammo)
    (these are signature units)

    NDK or psybolt dread (for the splashy visual unit)

  5. #75
    Brother-Captain
    Join Date
    Aug 2009
    Location
    Southampton, England
    Posts
    1,126

    Default

    a set of rules for a good 500pts 'skirmish' game:

    Only requirement is 1 troops choice
    Nothing with more than 2 wounds
    Nothing with better than 3+ armour save
    Nothing with a total armour value of 34+


    This is how my friends and I play it and it's great fun, (it's pretty much the old combat patrol rules, only with 500pts instead of 400pts, we find it works better). Try it some time


    Eldar:
    10 Dire Avengers, exarch with dual avenger shuriken catapults

    8x Fire Dragons, exarch with firepike

    5x Dark Reapers, exarch with tempest launcher and crack shot
    Last edited by Anggul; 06-21-2011 at 05:02 AM.

  6. #76
    Initiate
    Join Date
    Sep 2011
    Location
    Central Florida
    Posts
    2

    Default

    I actually prefer 500 point games using the standard F.O.C. Which is what inspired me to register and post here.

    Imperial Guard

    HQ. - CCS, 4x Plasma Guns, Krak Grenades.
    - Chimera, Multi-Laser, Heavy Bolter.
    Troops - Veteran Squad, 3x Meltaguns, Autocannon.
    - Chimera, Multi-Laser, Heavy Bolter.
    Troops - Veteran Squad, 3x Meltaguns, Autocannon
    - Chimera, Multi-Laser, Heavy Bolter.

    500 points on the money

    The first few rounds the objective is to clear out light AV or MC targets with the Autocannons, using Multi-Lasers as a last ditch. If Autocannons succeed, the Chimera's will begin to pour shots into infantry to thin enemy numbers. 3rd turn everyone will move towards objectives, or repeat turns 1+2 in the case of Annihilation. Anything with front armor > 12 will be engaged by the CCS in assault to make use of krak grenades vs. rear av.

  7. #77

    Default Ork Kanz army

    HQ warboss & power claw = 85
    Gretchen X 10 + Grotherd = 40
    troop Ork boys x 10 = 60
    troop Ork boys x 10 = 60

    Killa Kans x 3 x 35 = 105
    1 x Big shoota = +15
    1 x rokkits = +20
    1 x scorcha = +5

    1 deff dredd with shoota & scorcha (allow Killa Kan armour as DD armour is a bit illegal)
    & all the boys get stikbombs (1pt each)
    OR
    2 more killa kans (wiv shooty stuff bolted on)

    tactics Line em up and charge (well hide behind surviving kans) its fun to see the other side getting worried. may not win against a diciplined fire line but will take a lot of ground. last game was fought in their last 12 inches of table. they kept shooting and retreating!!!!!

    Iconic (red paint jobs) Loads ov boys, simple charge and stuff...
    Last edited by Teespaddler; 04-05-2012 at 04:57 PM.

  8. #78

    Default

    Heres my sons armee!!

    Warboss powerclaw = 85

    orkboys x 10 = 60
    1 x Big shoota +5

    Orkboys x 10 = 60
    1 big shoota+ 5

    Nobs x 5 = 100
    Big choppas +25

    Trukk = 35
    big shoota (free)
    armour plates +10
    Wrecking Ball +10 (worth it for a +9 strength hit)
    Boarding plank +5 (see the get off rules) just before the trukk rams summat

    Warbikers x 3 = 45
    1 x Power claw = 25
    choppa slugga = std
    twin linked Dacca

    Tactic = Bikes, and Nobs withwarboss in Trukk Then Charge!!!! Get the power claws and big choppas into any armour ASAP......

    To stop them kill the trukk Immobilise it............ then hope for lucky dice...

  9. #79
    Battle-Brother
    Join Date
    Mar 2012
    Location
    Roaming the eye
    Posts
    31

    Default

    I did 2 blood angels lists 1st one I like like but prolly end up getting shoot off the board and the 2nd a bit more survivable not very different. Tactics are Move forward and turn things into bloody smears I only have 1 win condition too wipe out rule pg.90

    1st
    HQ
    Reclusiarch
    -Infernus pistol
    -melta bombs

    Elites
    Furioso dreadnought
    -2x Blood talons

    Troops
    Death Company
    5 men
    -5 w/ BP&CCW

    Death company dreadnought
    -2x Blood talons

    2nd list

    HQ
    Librarian
    -w Shield & Unleash rage

    Elites
    Furioso Dreadnought
    -2x Blood talons

    Troops
    Death Company
    5 men
    -5 w/ BP&CCW
    Rhino

    Death company dreadnought
    -2x Blood talons
    Last edited by Ironwolf; 04-07-2012 at 06:05 PM.

  10. #80

    Default

    500pt Tau Empire

    HQ(98pts)
    Commander (98pts), Burst Cannon (8pts), Cyclic Ion Blaster (15pts), Hard-Wired Multi-Tracker (5pts), Shas'el (50pts), Shield Generator (20pts)

    Elites (50pts)
    XV8 'Crisis' Battlesuit Team (50pts), Shas'ui (50pts), Burst Cannon (8pts), Missile Pod (12pts), Multi-Tracker (5pts)

    Troops (192pts)
    Fire Warrior Team (115pts), 10x Pulse Rifle, 10x Shas'la (100pts), Shas'ui (15pts), Bonding Knife (5pts)
    Kroot Carnivore Squad (77pts), 11x Kroot (77pts)

    Heavy Support + (160pts)
    2x Sniper Drone Team (160pts)

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