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Hey guys. Well, I've just gotten the idea into my foolish head that as soon as I get a few more Nids, I'm going to build up a little Marine force. Now, I just wanted to run my idea past you guys and see if I could possibly construct a playable list from it. Here it is:
My Chapter (name still to be determined) was founded from the Raven Guard. For their homeworld, through an error in administration, they were assigned a deathworld with a feral population and fierce jungles covering the entire planet. Once they arrived and the error was discovered, they were offered a new homeworld, but they declined. Because of the harsh conditions, they have developed stealth tactics. Their Chapter is organized with ten companies, as normal, except that 4 of the companies are Scout companies. This abundance of scouts allows them to carry out many hit and run missions, sowing havoc and discord among their enemies before swooping in with fast attack vehicles for the final blow.
Anyway, the playstyle would be that they use a lot of scout squads (as you can tell, I like scouts ), and any tactical squads they use are, without exception, mounted in drop pods. They would utilize as many fast attack slots as possible and in larger games a captain on a bike would be taken to give me bike squads as troops.
So what do you guys think? Playable?
It could work and would be an interesting idea. Theres no way you could have a Scout Captain however. That would be a really interesting company. You could also model your vehicles with Scouts in the hatches.
I would make sure to take at least some snipers. they are good units.
since your army would not be heavy on the armor make sure you have at least some big guns for support. Land speeders would be good as well. Don't forget your scout bikers.
ITs really not a bad idea. I'll think on it some more and if I have suggestions Ill post them.
"We are Retribution Personified!"
I think it could work really well for fluff, and the ability to field 60 (6 x 10 squads) scouts with cloaks at a total cost of just over 1,000 points, you could field a massive amount of models in a 1500point game!
Naturally, I would ask that you consider Shrike as an alternative HQ option. I know he is expensive compared to a basic captain on a bike, but infiltrating a squad before dissapearing to support another unit across the board is quite within your fluff =)
If points permit, consider taking a Techmarine for bolster-defences. With a potential 2+ cover save for a scout with cloak, it makes a perfect fire base! (combat-squad scout units with missile launchers, and keep the launchers in 2+cover!)
I'm about a quarter-way through making my scout company, and I've yet to gather so many scouts, but the potential for massed fire is excelent with a scout army. The only downfall is their reduced stats, which is made up for by their massed numbers, just never leave a scout squad out on its own
Last edited by CleanRabbit; March 10th, 2009 at 10:11. Reason: couldn't count....
This could work, just remember that a scout is not a marine. The reduced WS BS and Sv can really hurt if they do not support each other correctly.
4 scout squads backed up by 2 Drop podding Tactical squads would be nice, just remember that 50% of Drop Pods must land turn 1, don't let your tactical squads get isolated by utilising scout moves and infiltrate to get up close and personal!
I would remove the bit of fluff where the Deathworld was a mistake, most Chapters come from Deathworlds as it ensures the training is tough and the aspiring scouts are very tough kids!
You could explain the greater amount of Scouts away by saying that the Chapter is a fairly recent founding and has not built up a full array of battle brother yet.
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
I had the idea of what a Scout Company would look like and this would be the list.
Captain with minimal Wargear selected. (As if he's in training as much as the Scouts are. Keep him independent, so he can move about his forces, joining scouts as he sees a need. Mount him on a bike to enhance this idea. He may take an Honored Scout squad to accompany him.)
Chaplain with Terminator Armour. (The oldest member of the force, inspiring the scouts on to greatness, and coming in when the need is most via Deepstrike.)
Librarian. (Codicier, again to simulate a "Training" aspect even for the commanders, preferably using Gate to Infinity in your case.)
0-1 Terminators (Accompanying the Chaplain)
Crusader-type Squads (Tactical Marines are joined by Neophytes, wargear is limited to free options for Tacticals and Bolters, Bolt Pistol/CCW and Shotguns for Scouts)
Scout Squad (If under 5, they can take a Land Speeder Storm as Transport Option)
Crusader-type Land Speeder Squad (Consists of Standard Land Speeders and 0-1 Land Speeder Storm, 5-man Scout squad can be taken and follows points set in the troops section, can only be armed with BP/CCW and Shotguns)
Crusader-type Bike Squad (Tacticals and Neophytes are combined. Wargear is limited. No attack bikes)
0-1 Land Speeder Squad
Vanguard Veteran Squad
Crusader-Devastator Squad. (Only marines take heavy weapons, but any additional marines added to the squad can be Scouts instead. Scouts are armed with Sniper Rifles or Bolters.)
Support Scout Squad (Two scouts may be armed with a Missile Launcher or Heavy Bolter at +10 points, all other scouts are armed with bolters or Sniper Rifles. Unit is 90 Points with +14 Points per additional models. All Models follow the Know Thy Training Special Rule)
0-1 Predator (Either type)
Scout Sergeant Telion (Can only be taken once as there's only one of him. If not taken as a Sergeant, he may be taken as a command choice and may select an Honored Scout Squad to accompany him)
Honored Scout Squad (This squad is comprised of Brother scouts who have either neared the end of their training, decided to stay within the ranks of the Scout Company to help train more brother, or have performed an honorable act or task and has been rewarded with a short term within the ranks of the Honored Squad. 2 Scouts may take wargear that is normally only available to the Sergeants at the standard point cost. 1 Scout may take a Flamer for +5 points, or Melta Gun for +10 points. Unit is 90 Points and you may add up to 5 members at +14 points per model.)
Special Rule: Know Thy Training. Any and all Honored Scouts armed with BP/CCW or any Power Weapon/Power Fist has a WS of 4. Any scouts armed with Special Weapons/Bolters/Shotguns have a BS of 4.)
This is all my made in my mad mind. And would require your opponents agreement of course. Most of the ideas come from the old Codex Armageddon for the Black Templars, who used alot of Initiate/Neophyte Mixing.
Last edited by Snaeper; March 10th, 2009 at 23:00.
I like your idea Snaeper. I would agree to play against a list like that.
For the deathworld fluff, how about if I change it to be that they were accidentally assigned an uninhabitable deathworld (as in the Imperium's tried it several times and the forest ate every attempt) but they accepted it. They built a mobile space-bound chapter fortress and bring recruits from other worlds to the deathworld in order to train them.
I would definitely take scouts with snipers, and some with missile launchers. For heavy support, I was planning on having scout bike/regular bike squads with land speeders. Right now, I can't see myself ever having heavy support choices.
My Black Templars only have one Heavy Support Option, but it's certainly a Valuable one. A Whirlwind would definitely fit the Stealth Fluff, striking from afar. Devastators would also fit into the fluff too if I had to pick another Heavy Support Option for a Stealth Army. Just remember that Heavy Support may only kill one or two things, but those things might be very very important.
Fast Attack and Troops win the day however
Yeah, I was considering a whirlwind but this army is really an incarnation of their surgical strike forces, which whirlwinds are not exactly suited for. However, the more I think about it, the more I think that a drop podding dev squad would be both fluffly and powerful...
Especially if its paired with a Sternguard Squad that Drop Pods in on the same turn....assuming you take Sternguard
Yeah, maybe. It depends on if I can fit in in the fluff. Vanguard veterans are more likely.