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For my new SM army, I decided not to work out a full list and then buy points blocks as I usually do.
Instead I gathered all my unpainted models, worked out how many points were there, and will expand on that (this explains the abundance of scouts, and the relative scarcity of tactical marines).
It comes out to around 1000 points, and is as follows.
MC Thunder Hammer
1 Melta Gun
1 Plasma Gun
1 Missile Launcher
5 Assault Marines
2 Plasma Pistols
The Traits I will take would probably be "See, but don't be Seen" (infiltrate for the first Tactical Squad), "Suffer not the work of Heretics to live" (Tank Hunters for the third Tactical Squad), "Eye to Eye", and "Die Standing".
I am posting to get any suggestions on what to take to bring it up to a full 1,500 points.
My current thinking is an extra 3 marines in each tactical squad, an extra 2 Assault Marines, a Devastator squad with 3 Heavy Bolters and a Plasma Cannon, and 2 Attack Bikes.
This comes to 1464 points, which should leave enough to pay for the Trait upgrades, and maybe a Multi-Melta for one of the Attack Bikes (I don't have the Codex yet, so I'm not sure how much the skills cost).
The basic plan would be for the scouts and TR1 to infiltrate, either to form a forward staging point or to pin units in assault, the Dreadnought, FC, and Assault marines to head up one flank and assault with the second tactical squad and Attack Bikes in close support, which the remaining Tactical squad and the Devastator squad form a firebase.
no compalants her, seems u have everything worked out and really, this list is good (Y)
master not force commander
disonour before death
dread nought should get invunerability
its way more points then u stated its like 120 by its self wit no weapons
disonour before death
thats a Venerable dread guy.
anyway, you want to make your scouts in 2 squads.
9 cc + vet.
mastercrafting on a sarg inst worth it
5 assault marines isnt enough for a squad. either you get more or boot them and and a speeder and get a larger marine squads.
good luck ^_^
You might want to consider droping the flamer for a multimelta unless you face soft (ig/tau) troops most of the time. The way your army appears to be set up is that your HQ+assault troops run forward and engage and then your tacticals mop up what's left. Even if infiltrated that flamer may end up completely useless. Also check in the new codex, I'm not sure but I think vet. sgt. can now take a single lightning claw which might be worth the points.
Other than that it's looking good, you might want to consider using an assault cannon on your dread, rending heavy 4 is looking rather juicy right about now.
I did say that these were models which I already had (all the scouts have ccw/bp), and made a list to fit them.anyway, you want to make your scouts in 2 squads.
9 cc + vet.I am planning to take the squad up to 7, plus the FC.5 assault marines isnt enough for a squad. either you get more or boot them and and a speeder and get a larger marine squads.
And I do expect to have to tinker with the names/points values when I get the new codex.