Hey mate, there are many many styles to play with. Are you using FW Rules for Culln? Are you using the vanilla Marines Codex or are you going to use a variant like BA/SW/BT/DA?
I use the vanilla codex for my boys and I am allowed to use the FW rules for Culln which makes every Tactical squad get FNP for free through an Apothecary.
With that in light, your troops become very valuable as you can load everyone up with Plasma weapons and not really have to fear things going wrong.
Culln is also a close combat beast so I mount him in a Landraider Redeemer with a Terminator Assault squad.
I guess figure out which codex you want to build from and we can go from there!
I personally love my elite and heavy support choices so those are maxed out, but I run nothing in fast attack.
Elites - Assault Terminators 200 Land Raider Crusader 265 Multimelta, Extra Armour
Fast Attack - Land Speeder 70 Multimelta, Heavy Flamer Fast Attack - Land Speeder 70 Multimelta, Heavy Flamer
Heavy - Predator w/ Heavy Bolters 85 Heavy - Predator w/ Heavy Bolters 85 Heavy - Predator w/ Heavy Bolters 85
Alright, i see this army as a two folds. The main threat of the raider moving forwards and unloading a culln and his termies with the support of the librarians null zone. I can't find the points for Loth, but if it was a must, drop a predator and on squad 3 turn the powerfist into powerweapon, plasmagun to flamer. Alright so raider goes forward, with support from rhinos to go chase down objectives and things. This is good because you have two squads on the move. Too often i see people only throw 1 squad at an objective, specially in Capture and Control and think they gonna win. The squad at the back is fire support. FNP on all of them should help with survivability. Speeders should he held in reserve for deepstrike, DS onto culln for that melta to tanks, flamer to troops before the charge or whatever. Fire support from the back preds should be amazing again light tanked guard(IE the guy I played yesterday) and everything else, plus the extra power hitting infantry.
it's not the best, but I think it could be powerful.
Well a couple things first there are some points not used, cause the sarg inst there he becomes an apoth. Yes Forge World rules are ok where we play, I was thinking of adding in a dread drop pod from forge world also.
Hey mate, there are many many styles to play with. Are you using FW Rules for Culln? Are you using the vanilla Marines Codex or are you going to use a variant like BA/SW/BT/DA?
ReplyDeleteI use the vanilla codex for my boys and I am allowed to use the FW rules for Culln which makes every Tactical squad get FNP for free through an Apothecary.
With that in light, your troops become very valuable as you can load everyone up with Plasma weapons and not really have to fear things going wrong.
Culln is also a close combat beast so I mount him in a Landraider Redeemer with a Terminator Assault squad.
I guess figure out which codex you want to build from and we can go from there!
I personally love my elite and heavy support choices so those are maxed out, but I run nothing in fast attack.
Hey Bud,
ReplyDeleteWas punching some numbers at work this morning after our conversation yesterday and here's what i came up with
HQ - Lord High Commander Culln 215
HQ - Librarian w/Null Zone 205
(can't find points for Loth, look below)
Troops - Tactical Squad(10 men) 195
Flamer, Rocket, Apothecary, Powerfist
Rhino 35
Troops - Tactical Squad(10 men) 200
Meltagun, Rocket, Apothecary, Powerfist
Rhino 35
Troops - Tactical Squad(10 men) 205
Plasmagun, Rocket, Apothecary, Powerfist
Elites - Assault Terminators 200
Land Raider Crusader 265
Multimelta, Extra Armour
Fast Attack - Land Speeder 70
Multimelta, Heavy Flamer
Fast Attack - Land Speeder 70
Multimelta, Heavy Flamer
Heavy - Predator w/ Heavy Bolters 85
Heavy - Predator w/ Heavy Bolters 85
Heavy - Predator w/ Heavy Bolters 85
Alright, i see this army as a two folds. The main threat of the raider moving forwards and unloading a culln and his termies with the support of the librarians null zone. I can't find the points for Loth, but if it was a must, drop a predator and on squad 3 turn the powerfist into powerweapon, plasmagun to flamer. Alright so raider goes forward, with support from rhinos to go chase down objectives and things. This is good because you have two squads on the move. Too often i see people only throw 1 squad at an objective, specially in Capture and Control and think they gonna win. The squad at the back is fire support. FNP on all of them should help with survivability. Speeders should he held in reserve for deepstrike, DS onto culln for that melta to tanks, flamer to troops before the charge or whatever. Fire support from the back preds should be amazing again light tanked guard(IE the guy I played yesterday) and everything else, plus the extra power hitting infantry.
it's not the best, but I think it could be powerful.
Opps... I put Loths points in, but it should read 100, not 205.
ReplyDeleteWell a couple things
ReplyDeletefirst there are some points not used, cause the sarg inst there he becomes an apoth.
Yes Forge World rules are ok where we play, I was thinking of adding in a dread drop pod from forge world also.
I love Loth, so he will always be in every army
So your saying that you cannot give him any upgrades? If so, that sucks.
ReplyDelete