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So I decided to pick up the game, and I'm making an army.
The first part is 600 points, i would like to make it 1750. Here's what I have
Master of the Forge (Conversion Beamer - Digi Weapons)
Scout Squad (Sergeant Helios-All Snipers-5 Man)
Tac Squad (Multi-Melta, Heavy Flamer, 10 man)
Ironclad Dreadnought (Drop pod(Deathwind Missle)-Seismic Hammer, Flamerfor melta)
Thats what I've got. I would like some advice from you all.
I hope to add a termi squad (assault) and some more dreadnoughts. Maybe a thunderfire or vindi too.
Advice? Thoughts? Bacon? All is welcomed.
Hey there Hitman,
First of all, welcome to the game!
Secondly, might i suggest adding another tactical squad (with a missle launcher) and one or two Rhinos for your tactical squads.
The main question you need to ask yourself is this: how would you like to play your army? Fast attack, lots of troops, heaps of dreads, or lots of tanks? Once you answer that, you can build the rest of your army around that.
The most important part is to find what style of play you like best. Space Marines are very flexible, so you can always build around that for double enjoyment.
welcome! first of all that tactical squad load-out is illegal (two heavy weapons) but i assume you mean the free flamer? I would however upgrade this to a meltagun and give the sergeant a fist or powersword and smack them in a rhino.
gotta love master of the forge
however he is a bit vulnerable right now as he can be singled out, since it looks like he's going to stand around shooting i would really recommend getting some servitors to soak up wounds and provide additional fire support (dont forget to put them in cover and boost the cover save!)
(alternate idea; the MotF is a CC-beast! consider instead of the beamer/digi just getting a power weapon and put him in a drop pod along with a tactical squad or vanguard[or assault squad] without jump packs. [this would provide some support for your ironclad])
anywho as draake stated, you really need some more marines, add a tactical or two, not VERY important what you put on them but ill give you example of what mine looks like:
1. power fist, multi-melta, meltagun
2. power weapon, plasma cannon, plasma gun
3. power weapon, missile launcher, flamer
(all in rhinos)
also i would suggest a secondary HQ, either a captain or a chaplain (jump pack chaplain to jump around between tacticals where CC-support is needed, or captain in termi-armour to go with the assault squad)
the vindicator is awesome, but for this list i would consider some sort of land raider to draw fire away from your rhinos. im not a big fan of sniper scouts, but if you make them work go for it
there are so many possibilities, and with marines its hard to go totally wrong, you can make most units work so for now just go for roughly what you think is awesome if you dont know what kind of list you want to build, otherwise post again and we'll help you out!
From you HQ choice im guessing that you want to be able to take dreds as heavy support as ell as elites, so with that id recomend at least a couple more dreds, you only have one thing with an armour value at the moment, that means that it will attract all the anti tank firepower not a good thing, so at least a couple more dreds, my one tip is not to glue the arms on, that way you can swap between att the options that come in the box,
Up gun the scouts, make then a 10 man unit, possibly add a missile launcher or a heavy bolter as te mission dictates, although with snipers a heavy bolter makes more sense, i take it the named sgt is telion, his BS helps but that boltgun of his is sweet.
some form of transport for that tactical squad would be good, how are you getting both a multi melta and a heavy flamer in the same squad? i take it you mean a multi melta and a flamer? as heavy flamers cant be taken by tacticals??? also seen as both these weapons are short ranged a drop pod could work quite well for you here, couple that with the dreds and drop pods for them, fives you a total of 4 pods, meaning you get 2 on the first turn and two when you roll.
Thunderfires are a good choice against horde armies like guard, nids and orks but as soon as they take a single hit there dead, seen as hits are randomised, assault termies are allways fun, especially thunder hammers and SS.
Vindicators are amazing at what they do pie plates all of the way, if your prefering the drednought route then at least three dreds would be awesome, fill out that scout squad keep the wounds up, add a second tactical squad, you could drop pod them too as well as the dreds, meaning the only thing that you need to have on table at the start is the scouts which makes sense fluff wise as well, scouts calling down a strike force in orbit, however iv only had drop pods when there taken in 3's or for the whole army, proxy for them if you want o get a feel for them before shelling out.
jst my thoughts and ideas.
That looks like a good start, here's how I'd expand it.
Buff the snipers out to 10 men, add camo cloaks and stick your MotF in with them. That's some serious firepower and a free boosted cover save for your MotF.
Add another Tac Squad and give them both Rhinos. Your weapon set ups are good for a mobile Tac squad, just add a powerfist.
An Ironclad is good, 2 are better
Terminators in a Land Raider are never a poor choice.
Vindicators and Predators provide cheap firepower while Speeders (multi-melta, heavy flamer) can help support with their versatile weapons and high mobility.
That should bring you to around 1750 with a nice scoring firebase, 2 mobile scoring units, a nasty Land Raider full of mean Termies, a pair of Ironclads to run up and hit things (deploy your Tacticals at midfield and use the Ironclads to deter enemy assaults), Speeders for armor-busting, and Predators/Vindicators for extra firepower.
one thing you guys are forgetting if you do only have 2 scoring units in reality you have 4 because of combat sqauds with 2 fullunit you can break them down into 4 half sized units. just thought id put that out
Hey thanks for the advice guys, i'm learning some tricks here. As for the heavy flamer...not a heavy, just a regular free option. I do plan on adding another Ironclad (with drop pod) and some assault termies. I'm not sure what kind of armor to take. Right now, i've been building my army to create alot of target priorites (pinning snipers, an iron clad, an annoying hq and that often forgoten tac squad) but i've also been building a counter army for some of my friends. Right now there is an eldar-shooty-avatar army, a nid zilla army, a marine land raider army with Vulkan, and an imperial armor army (with a baneblade now and then). I know i need some armor on the field, but i'm not sure which to match with which. Any suggestions?
a lascannon pred would help if your facing an armour orientated list the four lascannons go through armour like anything, however to deal with eldar a daka pred would work just as well against the infantry. another couple of dreds is a nice option, i mean the CC atacks with also smush a tank, clubbed with twin linked lascannons tthis dred would be a real tank hunter.
However if you wanting armour for the purpose of tank hunting have you considered a razorback witht win linked lascannons with a squad of six sternguard in, all with combi meltas and the sgt having a p-fist, theses can run around the board causing havoc to enemy armour or increase the squad size and substitute the rback for a drop pod or a rhino but the trade off in men means you loose the lascannons.
I'd advise against vehicle lascannons. They are expensive and with cover and the damage tables the way they are they aren't all that effective.
Tacticals with meltaguns, Land Speeders with multi-meltas, Dreadnoughts with multi-meltas, and the like will serve you well.
A Dakka Pred (autocannon, heavy bolter sponsons) is always a good pick for its good armor and ton of shots, a Vindicator is cheap and blasty, Land Speeders are ideal for hunting armor, and the mighty Land Raider is a nigh unkillable beast.