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!
I am getting ready to play in a small tournament (well, not small , Adepticon actually), and signed up to take part in the old-school Combat Patrol part of it - I don't think that I will have time to paint more than the required 400pts by then anyway... As I only have one TAC squad done and 6 bikes on the table now, I am still fairly open to suggestions on what I should paint next.
As this is a brand new army for me however, I have no idea on what plays well at this level... I have fair amount of models to choose from and could be persuaded to buy some more if you think that they would work well in such small games (example: scout bikes).
I know that this is a new codex, and perhaps not a lot of Combat Patrol games were played with it (since the rules are outdated now anyway), but perhaps someone has some experience with such army lists and/or hints about what would be good in theory?
Thanks for any inside that you care to share with me!
***Adepticon's take on Combat Patrol rules here***
In my experience, marines can suffer in low points games compared to some other armies, due to the sheer difference of numbers (Orks vs Marines at 500 points is a good example).
The AdeptiCon rules limit your choices to a degree, as Captains and Chapter Masters are over the wounds allowance, and you are not allowed named characters (so Cassius, Tigerius, Telion etc are also out).
Your one (optional) HQ choice could be either a Librarian or a Chaplain, given the wounds and armour save allowances. Which you choose will depend on what sort of army you intend to use (Chaplain is more use in a combat army than in a gunline, whereas Librarian could arguably fulfil a more balanced role).
Nothing can be given Terminator armour (again, due to armour save).
Troop wise, since you are limited to a single troop choice, it may be prudent to opt for the better armoured tactical marines over scouts, unless you like clinging to cover. A Missile/Flamer combo may offer the best adaptability (due to the ability to throw out both anti-troop and anti-light vehicle) for a Tactical Squad whilst keeping the cost low.
If you choose to take both a HQ and a Troop choice, you should be left with around a third of the points allowance left to spend (maybe as little as a quarter if you outfit the selections with upgraded equipment), limiting the options of extra squads, due to the cost per man of marines.
A Land Speeder could be included to fill the heavy weapon gap, and present a slightly tougher target to average infantry units (as well as a fast moving one).
Scout bikes could work well as an extra unit in such small games, as they are relatively low cost for a fast moving toughness 5 target.
Having not played Combat Patrol (lowest I've played was 500pts FoC Annihilation), I cannot guarantee my suggestions are even valid, but these are some of the points I have picked up from reading the rules you linked.
You could try something fun like...
Tactical Squad--10 Marines plus either a special weapon or heavy weapon ugprade of your choice.
2 Attack Bikes with multi-meltas
3 Attack Bikes with heavy bolters
Comes out to an even 400 points. Not sure if you have (or would want to purchase) the models for it though. The idea would be just to give yourself a ton of mobility and some good firepower. Running them as three separate units makes it harder to wipe them out quickly, and would give you five heavy weapons that can move 12" and keep on firing. Good against hordes and vehicles. Only MEQ armor would really give you much trouble, and you could always upgrade the Tactical Squad's heavy weapon to a Plasma Cannon to address that concern. Also gives you 20 wounds on the table, which isn't too bad for Marines at this point level, especially without resorting to Scouts.
"I would listen to Sokhar. The man's a genius. Listen."~Lord Yossanrion"Thanks, Sokhar. There was some legitimately good advice in between the low-grade profanity, blaspheming and veiled insults."~Quick"Well thought, intelligently put, with a hint of sarcastic bastard!"~Diggum's Hammer
A Landspeeder would be a good option, the model is fun to paint and can be fitted out in a variety of ways. I think anti-infantry would be the way to go - a Heavy Bolter or Heavy Flamer would be a good idea. Take a Meltagun in the Bike Squad in case of anything big and nasty that needs eliminating.
Thanks for the ideas so far!
I agree that SM will be outnumbered almost all of the time in games of that size (not like they aren't in larger games though). Emphasis on Troops means that anti-infantry weapons should be taken, but one or two heavy-hitters should also make it into a list. Mobility is not such a big concern as table is only 4x4, but being able to move 12" and fire is a great benefit in any game...
I was playing around with AB and after getting the TAC squad with free weapons and power sword for Sergeant (+Rhino as a mobile bunker armed with a storm bolter), I also added 4 Scout Bikes (2 grenade launchers) and Land Speeder with two heavy bolters.
Perhaps not too powerful, but Scouts' ability to come on the side of the table, move 12 and rapid fire 24 inches means that almost any point on the table can be shot at...
I like the suggestion of 5 attack bikes too - bikes definitivly would fit into the whole "combat patrol" fluff of the tournament....
I was also considering Stern Guard, although their cost, even if justified by their special ammo in larger games, seems to scream NO at this point level...
As far as HQ, I almost think that Marines have no HQ unit that is worthy taking at this point level. Even Chaplain or Libby are taking 25% of the total points allowed and do not bring a lot of "whoopass" to the table by themselves, although it could be only my opinion.
I suggest the librarian. His force weapon is good, but take the avenger for an assault 4 ap2 weapon and take gate of infinity to teleport to those pesky objectives (if there are any...) and that would save points that would've been spent on a rhino. I am doing a 500 point list for escalation that is starting this week in my store. I have an extra 100 points to spend, but I am taking the librarian, 10 tactical with flamer and ML, 5 bikes with power weapon and melta, plus a HB attack bike... Good luck!!
Once a Marine, always a Marine.
i'd get a squad of marines with rhino, a scout sniper squad, and whatever scout bikes you can squeeze in. why? you can infiltrate snipers onto any objective, and have your marines and bikes roaring around. a 36" range pretty much covers any decent combat patrol board anyways...