advice for newbie SM 1750 army - Warhammer 40K Fantasy
 

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  1. #1
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    advice for newbie SM 1750 army

    Hi all, new to the site and fairly new to the game. There is a 1750 coming up in april and I am trying to prepare an army for it. This is what I have to choose from:

    30 bolter tacs
    2 meltagun tacs
    2 plasmagun tacs
    2 upgradeable seargants (used magnets for arms)
    1 devastator sprue + extra HB and PC and two MLs
    2 dreadnoughts
    3 landspeeders tornados (used magnets for either AC+HB or melta+flamer or whatever)
    2 predators with magnets (can be des or ann)
    1 WW
    1 term squad
    1 term librarian
    2 assault squads
    1 jump pack chaplain
    1 grey knight squad with just and incinerator

    Last night I tried out a drop pod army for 1750:

    Trust your battle brother + cleanse and purify
    2x tac squads with drop pod, melta and pasgun each, sarge with PF and PP
    2x tac squads with drop pod, flamer and ML each
    1x ASM squad with jump chappy with adamantine and artificer armor and sarge with PF and PP
    1x dreadnought with drop pod, AC and HF
    2x land speeder tornado with AC+HB
    1x land speeder with melta

    My drop went pretty well but I made some stupid mistakes and lost WW, chappy, and landspeeders needlessly. The thing I felt I was missing was heavy support and long range fire so I considered dropping one of the flamer+ML tac squads and one of the AC landspeeders (more than one in a squad is sometimes hard to hide behind cover), and adding a lascannon to the dread and two pred annhilators. Any suggestions?

    In the future I am thinking about moving to a vindicator + rhino based assault with fast attack hiding behind the advancing vindicators and rhinos. Any advice on this would also be appreciated.


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  3. #2
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    sorry this was for a 1750 tournament, and I also had a WW in the above army.

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    Senior Member gilli247's Avatar
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    hi

    sorry to be a pain but its diificult to understand whats going on im your army, could you set it out a bit clearer, like this for example

    Chapter Master- mater crafted lightning claws, t.honours- 135

    5 Command squad- apothercary with power fist, company champion, vetran sergant with power fist, all have terminator hounours and furious charge- 225
    Razorback- heavy bolter, extra armour, smoke luanchers, dozer blade-79

    5 terminators- 2 assualt cannons-240

    Dreadanought- extra armour, smoke launchers- 113

    10 man tactical squad, vetran sergant with power fist, plasma gun-190
    rhino- extra armour, smoke luanchers- 58

    sorry to be a pain but its how everone sets it out, if you do i'll be happy yo give you advice how it is it's quite difficult ot understand

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    For quick reference since you might not know youre way around here.

    Go read this and come back with the organized pretty list and we'll be happy to help
    http://www.librarium-online.com/foru...ing-rules.html

    LX

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    ok, thanks for the quick reponses. How's this look?

    1750 - Space Marines Roster - Drop Army

    Troops: Tactical Squad (9#, 263 Pts)
    7 Tactical Squad @ 263 Pts - w/true grit + counter attack
    Frag Grenades; Krak Grenades; Bolter (x5); Meltagun (x1); Plasmagun (x1); Drop Pod
    1 Sergeant Plasma Pistol (x1); Power Fist (x1); Terminator Honors

    Troops: Tactical Squad (9#, 263 Pts)
    7 Tactical Squad @ 263 Pts - w/true grit + counter attack
    Frag Grenades; Krak Grenades; Bolter (x5); Meltagun (x1); Plasmagun (x1); Drop Pod
    1 Sergeant
    Plasma Pistol (x1); Power Fist (x1); Terminator Honors

    Troops: Tactical Squad (9#, 190 Pts)
    7 Tactical Squad @ 190 Pts - w/true grit + counter attack
    Bolter (x5); Flamer (x1); Missile Launcher (x1); Drop Pod
    1 Sergeant
    Bolter

    HQ: Master of Sanctity (1#, 162 Pts)
    1 Master of Sanctity @ 162 Pts
    Frag Grenades; Melta Bombs; Bolt Pistol (x1); Crozius Arcanum; Rosarius
    1 Artificer Armor
    1 Jump Pack
    1 Rosarius
    1 Terminator Honors

    Fast Attack: Assault Squad (5#, 160 Pts)
    4 Assault Squad @ 160 Pts
    Jump Packs; Frag Grenades; Melta Bombs; Bolt Pistol (x4); Close Combat Weapon (x4)
    1 Sergeant
    Jump Packs; Frag Grenades (squad); Melta Bombs (squad); Plasma Pistol (x1); Power Fist (x1); Terminator Honors

    Fast Attack: Land Speeder Squadron (1#, 80 Pts)
    1 Land Speeder Squadron @ 80 Pts
    Heavy Bolter (x1); Assault Cannon (x1)

    Fast Attack: Land Speeder Squadron (1#, 80 Pts)
    1 Land Speeder Squadron @ 80 Pts
    Heavy Bolter (x1); Assault Cannon (x1)

    Elite: Dreadnought (2#, 170 Pts)
    1 Dreadnought @ 170 Pts
    Dreadnought CCW; Heavy Flamer; Twin Linked Lascannon; Drop Pod; Extra Armor

    Heavy Support: Whirlwind (1#, 85 Pts)
    1 Whirlwind @ 85 Pts
    Vengenance Missiles; Whirlwind Multiple Missile Launcher

    Heavy Support: Predator Annihilator (1#, 145 Pts)
    1 Predator Annihilator @ 145 Pts
    Twin Linked Lascannon; Lascannon (x2)

    Heavy Support: Predator Annihilator (1#, 145 Pts)
    1 Predator Annihilator @ 145 Pts
    Twin Linked Lascannon; Lascannon (x2)

    Total Roster Cost: 1743

  7. #6
    LO's Resident Time Lord Canew's Avatar
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    Quote Originally Posted by rockdeity View Post
    1750 - Space Marines Roster - Drop Army

    Troops: Tactical Squad (9#, 263 Pts)
    7 Tactical Squad @ 263 Pts - w/true grit + counter attack
    Frag Grenades; Krak Grenades; Bolter (x5); Meltagun (x1); Plasmagun (x1); Drop Pod
    1 Sergeant Plasma Pistol (x1); Power Fist (x1); Terminator Honors

    Troops: Tactical Squad (9#, 263 Pts)
    7 Tactical Squad @ 263 Pts - w/true grit + counter attack
    Frag Grenades; Krak Grenades; Bolter (x5); Meltagun (x1); Plasmagun (x1); Drop Pod
    1 Sergeant
    Plasma Pistol (x1); Power Fist (x1); Terminator Honors
    Ok, first off, drop pod squads can sometimes wind up isolated, which means they are vulnerable. Bodies, bodies, bodies. You should max them both out at 9 + Sgt. Secondly, I like the doubling up on special weapons, but you shouldn't mix and match like that. Plasma guns are good for taking out infantry, and meltaguns are good for vehicles, so group them together, and decide ahead of time that one squad will drop pod in as close as possible to infantry/hordes, while the other will land as close as possible to vehicles, monstrous creatures, etc., and stick with it. You want to get the most out of all your special weapons, and you can't do that if they're mixed up.

    I used to do what you're doing, thinking that Space Marines are a flexible army, and they are, but they are flexible in that a single unit choice (tactical squad) can be configured into several different specialist roles, and it's the mixing and matching of different specialized units that makes the ARMY flexible. On a unit level, they aren't THAT flexible.

    Finally, putting a plasma pistol on your sergeant is risky, as with one bad roll the enemy won't have to take out your precious power fist. Best to swap it with a plain vanilla bolt pistol.

    Quote Originally Posted by rockdeity View Post
    Troops: Tactical Squad (9#, 190 Pts)
    7 Tactical Squad @ 190 Pts - w/true grit + counter attack
    Bolter (x5); Flamer (x1); Missile Launcher (x1); Drop Pod
    1 Sergeant
    Bolter
    Not bad, but you're forgetting that the missile launcher changes everything. It's a long range heavy weapon that can't shoot and move at the same time. On the turn you arrive, it can't do anything. With drop pods, you want EVERYTHING to be able to shoot on the turn you arrive, otherwise you're a sitting duck. It's best to keep the ML on foot, with no pod, hanging back and using its range to plink at vehicles, characters, etc.

    If you do that, ditch the flamer. If you want to pod in, ditch the ML. Right now, you have one immobile long-range weapon and one extremely short-range weapon made to accompany an assaulting, on-the-move crew. Like your other tac squads, this means some part of your squad is guaranteed to be wasted at all times. What do you want this squad to do? Cook people? Ok, then get rid of the launcher. Heavy weapon support? Ok, then get rid of the pod and flamer. Maybe even swap the launcher for a lascannon in that case, if you can. Either way, make up your mind now, and you'll be a lot happier on the battlefield later, I assure you.

    Quote Originally Posted by rockdeity View Post
    HQ: Master of Sanctity (1#, 162 Pts)
    1 Master of Sanctity @ 162 Pts
    Frag Grenades; Melta Bombs; Bolt Pistol (x1); Crozius Arcanum; Rosarius
    1 Artificer Armor
    1 Jump Pack
    1 Rosarius
    1 Terminator Honors
    Very, very good, especially coupled with your assault squad. Arguably the best assaulty character in the entire SM arsenal. Only suggestion would be to drop the artificer armour. It's overkill.

    Quote Originally Posted by rockdeity View Post
    Fast Attack: Assault Squad (5#, 160 Pts)
    4 Assault Squad @ 160 Pts
    Jump Packs; Frag Grenades; Melta Bombs; Bolt Pistol (x4); Close Combat Weapon (x4)
    1 Sergeant
    Jump Packs; Frag Grenades (squad); Melta Bombs (squad); Plasma Pistol (x1); Power Fist (x1); Terminator Honors
    Not a bad start, but a squad like this really needs to be full strength. In fact, any squad that will be up close and personal, such as this and all your podded squads, should be full strength. You'll need the bodies. Save the smaller groups for the fire support squads, like the missile launcher crew I mentioned above.

    On your Sergeant, again, the plasma pistol is too risky, but otherwise, he's set up nicely. Just give him a bolt pistol instead.

    Finally, give two of your squad plasma pistols. Much safer on the "nobodies."

    Quote Originally Posted by rockdeity View Post
    Fast Attack: Land Speeder Squadron (1#, 80 Pts)
    1 Land Speeder Squadron @ 80 Pts
    Heavy Bolter (x1); Assault Cannon (x1)

    Fast Attack: Land Speeder Squadron (1#, 80 Pts)
    1 Land Speeder Squadron @ 80 Pts
    Heavy Bolter (x1); Assault Cannon (x1)
    In the words of Borat, "Verra niiiice!" These things will chew through hordes. Good for nids, orks, IG, anything, really.

    Quote Originally Posted by rockdeity View Post
    Elite: Dreadnought (2#, 170 Pts)
    1 Dreadnought @ 170 Pts
    Dreadnought CCW; Heavy Flamer; Twin Linked Lascannon; Drop Pod; Extra Armor
    The specialist issue applies here, too. You have a long-range anti-tank weapon and a close combat weapon. Again, it SOUNDS practical, but once again, you're bound to waste a part of this guy throughout the game. If you're going to pod him in, it's much better to give him an assault cannon instead of the lascannon, to handle the infantry he is no doubt going to be pointed at. If not, then keep him behind your lines, and give him a missile launcher to go with the lascannon. That's a nice anti-tank monster, especially with extra armour and maybe Tank Hunters.

    Quote Originally Posted by rockdeity View Post
    Heavy Support: Whirlwind (1#, 85 Pts)
    1 Whirlwind @ 85 Pts
    Vengenance Missiles; Whirlwind Multiple Missile Launcher
    Cool. Indirect fire FTW!

    Quote Originally Posted by rockdeity View Post
    Heavy Support: Predator Annihilator (1#, 145 Pts)
    1 Predator Annihilator @ 145 Pts
    Twin Linked Lascannon; Lascannon (x2)

    Heavy Support: Predator Annihilator (1#, 145 Pts)
    1 Predator Annihilator @ 145 Pts
    Twin Linked Lascannon; Lascannon (x2)
    Good, but just understand that you'll have to keep both these bad larrys stationary throughout the game to make the most of them. If they move at all, your sponsons can't shoot. If that bothers you, consider heavy bolter sponsons instead. This may seem to contradict my earlier advice, but with vehicles it's sometimes a good idea to mix it up a bit. The bolters will come in VERY handy if infantry decide to deep strike on you, or you find your lines are getting overrun and you need to dash up to offer support. Having all lascannons isn't a bad choice though. You could go either way.

    For the Emperor!
    Last edited by Canew; March 12th, 2008 at 22:22.
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  8. #7
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    Is this themed at all?
    I ask because you have youre SM squads at 8 strong..some with two heavy weapons on them?

    Another thing that catches my eye is you only have two predators in 1750?
    You also did the points wrong for the Annihilators, they should be a little bit more expensive.
    I would suggest taking destructors with Lascannon as you get just about the same firepower for a lot cheaper than the annihilator with Lascannon sponsons.

    I'll check back after I have work, I apologize for the short reply

    LX

  9. #8
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    Wow, great advice and with a really friendly, supportive attitude to boot!

    I'm off to redo based on suggestions!

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