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Sm Help Needed

594 views 9 replies 8 participants last post by  Brother Fidelio 
#1 ·
Hi, gents!
I've been thinking about getting into 40k lately and I haven't played a game
in about over 18 monts or even longer.
I was always an Orc player, but I want to start a SM army this time, want to
come up with my own SM chapter and so I need your help with what to put into
my army, could you suggest on what to spend my money on?
I want to try and build an army which would be 50/50 shooting and CC.
I do love terminators (well, who doest?) you might say lol. And I'd love to
build something around them.
But since they cost so much point wise and I'd like to have a solid army
list they can wait at 1st imho.
So could you please help me?
Thank you!
-SW
 
#2 ·
What size army are you looking for? Here's a little sample 1500pt army:


H.Q

Chaplain, Terminator Honours, Bolt Pistol, Artificer Armour 106pts


Elites

Dreadnought, Assault Cannon, Extra Armour 110pts


Troops

10 Tactical Marines, Lascannon, Plasma Gun 171pts

10 Tactical Marines, Lascannon, Plasma Gun 171pts

10 Tactical Marines, Heavy Bolter, Plasma Gun 161pts

10 Tactical Marines, Heavy Bolter 155pts

9 Tactical Marines, Melta Gun, Veteran Sergeant, Power Fist 185pts
Rhino, Smoke Launchers, Extra Armour 58pts


Fast Attack

1 Land Speeder 50pts

1 Land Speeder 50pts

1 Land Speeder 50pts


Heavy Support

1 Whirlwind, Extra Armour 80pts

1 Predator Annihilator, Lascannon Sponsons, Extra Armour 150pts



Total = 1497pts
 
#4 ·
Ah, well, do you want a 1850pt list? Here that is just in case:

H.Q

Force Commander, Iron Halo, Power Weapon, Artificer Armour, Terminator Honours, Bolt Pistol 136pts


Elites

Dreadnought, Assault Cannon, Extra Armour 110pts

Dreadnought, Lascannon, Missile Launcher, Extra Armour 140pts

5 Terminators, Twin Lightning Claws/Thunder Hammers and Storm Shields (You decide which) 210pts


Troops

10 Tactical Marines, Lascannon, Plasma Gun 171pts

10 Tactical Marines, Lascannon, Plasma Gun 171pts

9 Tactical Marines, Heavy Bolter, Plasma Gun 161pts

9 Tactical Marines, Heavy Bolter 155pts

9 Tactical Marines, Melta Gun, Veteran Sergeant, Power Fist 185pts
Rhino, Smoke Launchers, Extra Armour 58pts


Fast Attack

1 Land Speeder 50pts

1 Land Speeder 50pts

1 Land Speeder 50pts


Heavy Support

1 Whirlwind, Extra Armour 80pts

1 Predator Annihilator, Lascannon Sponsons, Extra Armour 150pts



Total = 1847pts

There, whatd'ya think of that?
 
#5 ·
If you want more points available for your beloved yet expensive terminators (or other specialist squads), you can use scout squads instead of tactical squads. They have the same stats as SMs, except for +1 attack for all scouts with 2 cc weapons. Scouts also have infiltrators special rule, and move through cover. The drawback is less ranged capabilities, as well as their lowered armour save. If you do use scouts: NEVER, EVER take shotguns. Just look at the profile in the codex. They are useless unless the enemy has an extremely bad armour save, and low toughness. The squad shown beneath this is one of only 2 Troops choices I use, the other also scouts. I am planning on getting tactical squads, but I bought scouts first because before i changed chapter to my home grown one they served me better than tactical squads.

Veteran Scout Sergeant Bolt Pistol, Chainsword, Frag Grenades, Terminator Honours 27

Scout Bolt Pistol, Close Combat Weapon, Frag Grenades, Krak Grenades 16
Scout Bolt Pistol, Close Combat Weapon, Frag Grenades, Krak Grenades 16
Scout Bolt Pistol, Close Combat Weapon, Frag Grenades, Krak Grenades 16
Scout Bolt Pistol, Close Combat Weapon, Frag Grenades, Krak Grenades 16
Scout Sniper Rifle, Frag Grenades 19
Scout Sniper Rifle 18

Total: 129

(no-one go on at me for having no tac squads)
 
#6 ·
I would suggest starting with the standard two 10 man tactical squads and a hero. For the tactical squads, personally I like plasma guns and missile launchers for the big 10 man squads, as I tend to use them for a bit of everything, but melta guns and flamers are both quite useful also. If you need a bit more anti-tank firepower, you can always grab a 5 man squad with a lascannon and maybe a plasma gun or melta gun.

Once you have a couple of tactical squads and a hero, I would start trying to play games and see how things go. That is a bit of a small force to start with, though if you have the starter set then you already have a land speeder you can use also.

Expanding on that force, you can go a number of different directions. Dreadnoughts are good and hard, but if you are going to be taking a lot of Terminators later you will be using up precious elites slots.

Predators can also provide some good heavy firepower and draw the enemy's anti-tank weapons away from any transports you might get.

On the topic of transports, you may find you need more maneuverability, so you can always throw a tactical squad into a Rhino. If you find you need more anti-tank capability, then take the 5 man tactical squad with the lascannon and mount them in a Razorback with a twin-linked lascannon.

Personally I have found my scout snipers to be better at holding enemy units up than actually destroying them, but this can be very useful at times.

Land Speeders can be indispensible when a particular enemy transport or tank absolutely, positively has to be destroyed, and destroyed now. They can move fast and still shoot, and few tanks can stand up to multiple Multi-Melta hits. Even though they usually end up being taken down, mine have (almost) always more than earned their keep. They can also be good for quickly bolstering a different area, because they can redeploy so quickly.

I often use my Blood Angels as a pure Terminators or pure Veterans force (or mostly Terminators), and have noticed a couple of things. First of all, your army may be built around of core of Terminators points wise, but still have far more Power Armored marines than Terminators, so make sure to leave room for the Terminators when adding points.

Second, I have found that 5 man Terminator squads can be quite fragile. In fact, Terminator forces can be very fragile in general, as there are so few troops, but this is at its worst when there are 5 man squads. One or two lucky lascannon shots and 5 Terminators (a capable unit) becomes 3 Terminators (much less capable). For this reason I usually prefer to take at least 7 man Terminator squads, even if it means fewer total Terminators. Also keep in mind that for every Terminator you lose, you lose a lot of combat power, even though they have great armor, do not just walk them across an open battlefield.
 
#9 ·
The SM codex has a starter guide, it says pretty much what LRSeriesIII does though: Get two troop choices and a leader, then continue from there.

If you want an all-round army I suggest you base your chapter on the standard codex rules, the others are usually specialized in one area. Blood Angels favour close combat for example.
 
#10 ·
Hmmmm...

I'd take off the Extra Armour on the Whirlwind, because it ALWAYS should be out of sight and if it gets attacked, you've probably lost anyways. If I were you, I'd specialize my infantry a bit more. Trade the 9-man tac squad with just a heavy bolter in for a 10 man squad of Scouts with a Vet Sarge with power weapon or power fist. I'd probably take out the Terminators unless you sacrifice some Marines to add 3-4 more... I've lost entire 5-man terminator squads to Greater Demons or especially the dreaded plasma cannons if you're forced to move in the open, and thats a ton of points. Upgrade one or two of the Land Speeders to Typhoons, these double the firepower (especially against eldar or speed freeks, the armies I have the most trouble against) and are only 50% more expensive, with enough range to keep them out of trouble. Don't do this if you play old vehicle rules still though, since you'll only be able to fire one weapon per turn while still moving fast enough to discourage fire. Upgrade the remaining Speeders' weapons to Multimeltas, these are absolutely fantastic for taking out Land Raiders and Leman Russ, since they can generally move 24" the first turn to get behind cover, and then move out 12" to get the extra AP dice, as well as side or rear armor and glancing hits only! Finally, this is just a personal preference, but I would rather have a Vindicator with extra armour and smoke launchers for my opponent to worry about rather than the ranged Dreadnought you have there.

Sic Semper Imperium!

--Fidelio
 
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