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I am looking at starting a SM army. I thought I'd try and make my own chapter and started making a list.
As I went through it I realised that a brand new chapter wouldn't have dreadies or "veterans", so I guess I want to ask; what units belong in a brand new, yet to fight a battle, chapter?
Well the Chapter command is usualy brough in from another chapter, maby one that is to understrength to continue on its own as a force, so your captains chaplins etc are all cool, id just avoid the stern/vanguard, terminators and dreds, as the chapter would be full strength and full traind befor its been commited then it would have marines assingd to assault/devestators, plus all the marines would have had some combat experiance as scout marines at some point.
so go for anything but avoid veterans and terminators!
PROUD TO BE IN THE BRITISH ARMY.
~~ Surrender and serve me in life, or die and slave for me in death~~
The 'basics' of a brand new chapter are, if I recall (and as stated above), 'borrowed' from their founding chapter. So they will have Dreadnoughts, Veterans, and the likes; they simply won't have quite as much as older chapters.
Scouts, bog standard Tactical Marines and the likes will all be much more common than Sternguard, Terminators, etc. I'd expect to see a slightly heavier number of the Scouts than normal for your average Space Marine force, since a mostly new chapter will be recruiting steadily to gets its ranks up to combat ready.
So: Scouts, Scout Bikers, Landspeeder Storms, Tactical squads, Assault squads, Devastator squads should be reasonably common.
Sternguard, Vanguard, Dreadnoughts, Terminators, heavier tanks should be reasonably uncommon, though not completely left at home.
The rest of the codex should be alright to have in normal numbers, IMO.
I was thinking of making termies and all other veteran units 0-1. So at any given time I can only field 1 veteran unit.
If you wanted to have several elite units you could paint / model some of them as members of their founding chapter. For example, a unit of Imperial Fists could be training or deployed with some Crimson Fists. There probably isn't any reason to deny yourself a cool unit - since it's your chapter you can make up any fluff.
LN is right. When a new chapter is founded, the founding chapter gives the founded chapter some of their marines, as sort of a booster. It would not be unreasonable, then, for the chapter to have several units of veterans from the founding chapter. However, they would be rare, like was said before.
One thing I would add is that the new codex does say that when scouts graduate they do so into assault squads and then into dev squads. So those squads you may be a little more generous with, such as maybe two devs and an assault squad or vice versa in every game if you want to keep it fluffy. And maybe a majority of scouts over tac squads, or at least 50-50.
That's a great insight.
So far I am looking at: (For my 3rd Company)
Captain Level Hero with command squad
0-1 Elites [no dreadies though]
2 Tac squads
2-3 scout squads (1 sniper and one close combat at least)
1 unit of scout bikers
10 assault marines
10 devestators (probably 2 lazcannons and 2 heavy bolters)
How does that sound?
Also, just a quick question. I cannot find any reference to increasing the size of the command squad beyond 5, did I miss something?