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I am starting a mechanised space marine army (long story but hopefully by saying that I also play footslogging eldar may go someway towards explaining it) and am just wondering if anyone out there has had any experiences with a mechanised list. I was thinking something along the lines of:
Master + Command Squad in Rhino/Razorback
2 'Assaulty' Tac Squads in Rhinos (Vet Sarge with Pwr Fists, melta/plasma guns)
2 'Shooty' Tac Squads in Rhinos (Heavy+Special Weapon)
2 Devestator Squads in Razorbacks
Dreadnought (coz they look cool)
The Master is there for fluff - you can't have a Company without a Master/Captain and will have a full support staff (Librarians and chappy) so I do have some variation in HQ's.
So how do people use them effectively? Or can't it be done and I'm just building it for the look of the thing?
Do you have a specific legion in mind - like DAs or BAs, or are you looking to go with a trait marines or ultra marines?
If you don't care about winning mech lists can be pretty cool with marines.I wouldn't except much more then this with an ultra marines list.Or can't it be done and I'm just building it for the look of the thing?
If you want to do well with mech lists - check out the chaos codex. You could probably just field standard chaos marines no icons/demonic stuff, if you want marine fluff or something.
The chaos codex gives you units better suited for the task because they have uber grit, and they can field 2 special weapons per squad. They also have better vehicle upgrades.
3 vindis and a lash or two can really get the feeling of Mechanized hammered home.
Yeah I looked briefly at the Chaos dex and then thought no. I am doing an Imperial Fist army but turned around - so instead of siege defenders they are the assaulting besiegers - therefore high number of apcs and 'siege' tanks.
As the fluff currently stands I am doing the 5th Company (purely because I like the 'bumble-bee' look and possibly because I already have the entire 5th Company of Dark Angels) and theming it around an assault on an as yet un-named city/hive.
Played a brief game yesterday with my mate (1kpts) and while I lost it was down to me not being used to using transports more than anything else I think. He plays sisters and because I had leftover points I put HK missiles on both rhinos - and took out both of his rhinos in the first turn! Woot!
1) You're fast
2) You're armored
3) You can do drive-by's(shooting from top hatch) which works wonders
Will post more later, at school right now.
JOIN MY SQUAD IN THE SONS OF THE LIBRARIUM THREAD, I NEED TACTICAL MARINES! I PLAN TO CONVERT UP A SQUAD TO "COUNT AS" LoTD IN MY SMarine ARMY
hey there, im a HUGE fan of mech SM. No matter what anyone says it is still viable. I played space wolves rhino rush back in the day and even though marines cant assault out of transports in the same turn as disembarking now, i still love SM mech.
lordsauron nailed it on the head when he said redundancy is key. you want about 3-4 tact squads in rhinos. Take traits so you can get 2 special weapons in each unit, and get CCW and bolt pistols if youd like (bolters i suppose are more tactically viable for holding objects).
In lists i run i like to take 2 spec weapons, ccw/bp and a vet w/ fist. I run 4 squads (2 for MEQ 2 for horde) and then back them up with 2 pred annihaltors and a vindicator.
You didnt specify how many points you were doing so we will shoot for 1500 ok?
I dont liek command squads. They are a waste of points and commanders period kind of suck. But for Imp fists, a commander is the best fluff choice. Still, command squad is a big no. to be good they need alot of points and we arent gonna waste em. For mech lists ive done it in the past where you put him in an assault unit without jump packs, get them 2 plasma pistols and a vet w/ fist, and stuff em in a rhino with the rest of the lads. (makes for a more assaulty unit (2 extra attacks).
Get troops that are 10 man strong with melta/plasma (melta i prefer) or flamers. If you decide to take the 2 special weapon option from your codex, get 2 of the same weapon in each squad. Alternately, you can grab the furious charge trait and slap it on everyone of yoru squads for more damage on the charge!
Then just back up your 5 rhinos or so with some preds ( i like annihilators for AT) and a vindicator to ride shot gun to your APCs.
Would it be viable to stick a whole load of blood claws and Ragnar in a Crusader or is that just aksing to exploded...?
If you call it a Missile launcher, then it'll never hit anything.
100% of people who aren't Karmoon know Saraneth is invincible.
It'd work great, at 3000 points and up. Also don't combine Ragnar with blood claws as you'd be wasting about a 1/3 of his point cost.Would it be viable to stick a whole load of blood claws and Ragnar in a Crusader or is that just aksing to exploded...?
At low points, mech SM won't work very well.