Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
so ive decided to start space marines as my first 40k army and i was going to make a significant divergance army that was close combat orriented with maybe some devs and tanks in the back supporting my advance. anyone have any good combos for this style of play? i thought of doing
Fierce- No mercy, no respite, and take the fight to them.
sombre- see but dont be seen and cleanse and purify taking lots of infiltrating tac squads with flamers and meltaguns and bolt pistol and ccw. This is my first 40k army so im not very familiar with the rules, therefore im not sure if this is tactically sound. any cc oriented combos would be greatly appreciated!!
Outside of a dog, a book is man's best friend. Inside of a dog, it's too dark to read.
well i play blood angels(and used to play traited marines), but i do have the space marine codex handy.
so looking at the codex, you get two traits, and two disadvatage for a significant devergance.
So lets take a look at your possibilities for a close combat oriented army:
- blessed be the warrior: this would allow you to take lots of assault marines, although, they could get expensive as you have to buy Furious charge for them.
- cleanse and purify: the addition of a melta or flamer in a close combat squad is always good.
- no mercy no respite: furious charge is extremely powerful, although will make your troops very expensive.
- take the fight to them: cant go wrong there, probably your best option.
- see but dont be seen: infiltrate has its advantages, but will make your guys expensive
I say blessed be the warrior is good if you want a fast assault force, although, you will be giving up your elites for assualt marines. Cleanse and purify is a very good option, and should be considered. no mercy no respite and see but dont be seen are good options, but you should consider if you pay 18pts per marine, your numbers will dwindle a bit. Definately pick take the fight to them as one of your traits.
one cool option i just thought of would be to combine blessed be the warrior and take the fight to them: you could combine multiple assualt marine units and rhino rush close combat marines in a unstopable wave of fury.
- major disadvantage: your options: cant take many termies and dreads or cant take many speeders or bikes Or cant take many tanks or transports. consider carefully.
- minor disadvantage: none are really that bad, just pick one you think suits you the most.
now general space marine stuff to know so you might comprise your force:
- command units: usually just want to give them a power weapon, termie armor and an invul save of some kind.
- veterans: these can booste your lines by using them along with CC troops. they can have up to two powerfists(sergeant and one marine) but thats all i would give them, cuase you dont want to tool them up too much. they also get a free veteran skill like furious charge.
- tactical marines: give them CCW, and a sergeant w/ power fist, i like to run 10 man squads as more man power is always good. if you dont infiltrate them, stick them in a rhino.(some will argue rhinos are a bad option but i disagree)
- scouts: come with infiltrate and CCWs, not the best armor but they are still great in Close combat.
- assault marines: fast and deadly, great fast attack.
thats all the stuff i can think of.
That is not dead which may eternal lie,
for in strange aeons even death may die.
hey there brokely;Y.
assault army eh? Well best i can see the crazy ewok( edit pimp ewok)is giving you good advice. personaly I'd go with the furious charge skill as you can give it to your assault marines and really when are you going to have more then 2 units of them, and knowing you your gunna want those elite slots for a dread and some termies. for your second trait I would take the infiltration one because then you will have something for your opponent to worry about while your assault marines cross the board,or you could deep strike your assault squads and be right next to your opponents early in the game so your assault squads wont be weakened when they arrive.
As for disadvantages I would chose the one that limits fast attack because you will be using most of your fast attack slots anyway and if you have to pick a minor disadvantage too id pick the one that doesn't allow allies,because when are you going to use them.
Since you are going close combat oriented you may want to consider flesh over steel as your drawback. If you pick the advantage that allows you to take tons of assault marines, you will have room to use your fast attack slots for the transports and still be able to have alot of assault marines (who are exceptional in close combat).
Plus, a close combat army won't have to many tanks rolling around. One for support should be more than enough, and razorbacks can mount a heavy weapon for support to.
Hey! Look at the little.... Oh ****!
Remember you can only pick two Advantages. Your list has four.