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I joined this forum and realised I have yet to post, so I have a few questions I would appreciate some advice on ^^
First, I understand SM can split into combat squads, if I did so could I split a 10 man squad with missile launcher and flamer to put them in a 5 man squad?
I have some weapons left over from a dev squad, could I buy 3 SM for £5(tactical) and stick big weapons on them, use a random one(with boltgun) for Lt, could I call it a dev squad or is that not game-legal?
I have asked it before but still find hard to believe, can I use Ultramarines special characters in my own chapter squad? If so, could i use say an Ultramarine one and a Raven Guard one in the same army?
Where is the best place for a librarian, and what does the book and staff do?
Finally, is it better to have a Chaplain in terminator armor in terminator squad, or chaplain with jump pack in assault squad?(If I can only have one?)
Edit: I personally dont like dedicated transport(I have a razorback). Whats the best reason/why to use them? I may have missed it in the rulebook, but can they go more than 6" a turn?
Its quite a lot of questions, but I have been wondering these and would appreciate some answers/advice on some of them, if not all. Many thanks,
Last edited by raszero; April 13th, 2009 at 20:40. Reason: Added point
Hi Raszero, I'm fairly new too, but I think I can help
Yeah, you would be able to split a 10man squad into two five mans with a flamer and a missile. You would want to put the marine with the missile launcher in one and the marine with the flamer in the other one. This way your combat squad with the missile launcher can just sit back and fire and never have to move often. While the combat squad with the flamer can run up to the front lines, since the flamer is most useful against infantry. But you could put them together in one of the combat squads if you wanted.
As far as I know the whole dev squad idea you have sounds legal. Conversion are fairly common. Just try to make them stand out from normal tactical squads and make them look like dev squads. However the 3 Space Marine pack comes with snap on models that are literally just three pieces each. So it would be harder to modify them. A better idea would be to buy the combat squad box, that's the one with 5 space marines. Come to think of it, the dev squads needs to have a minimum of 5 guys in it anyways, check page 61 of your codex.
Also, as far as I know. One of the employees at Game Workshop told me that you can use any of the chapters special HQ characters in your army, regardless of what chapter you are.
As for dedicated transports, they can move more then 6". Check page 57 of the Warhammer 40k 5th Edition rulebook. The best I can figure, is you use them to get your assault units to the front lines faster. Or just to move around faster in general. You can also use them as cover when you disembark from them. But I'm not 100% sure about if this is their full use. I'm still new to the game too.
Last edited by BlackDragonZero; April 13th, 2009 at 20:56.
Ok, thanks for that, it helps ^^
And I use the Black Reach rulebook, so Ill just look it up in there, XD
Ah yeah, probably be a different page number then what I had given you. But yeah, just read the rules over and over, and things start making more sense =].(That goes for the codex too!)
mainly the use of dedicated transport is to keep your people alive longer while you slog across the battlefield. This is crucial in games where you have to get to either an enemy's base or to control points on the field. Rhinos and Razorbacks can't be killed by most normal standard troop weapons, and they have to bring heavy stuff to bear. Not too difficult for them, but you still get farther with less damage to your squad. Furthermore, they are fairly cheap, unless you are really bumping up against the limit (as I am w/ my 1500, unfortunatly) you should put them in.
As for ICs, you can use them if you want, or, if you want to keep some fluff nut from nitpicking, just rename them and say they are from some fluff chapter as I did with mine (I've basically reverse engineered all the ICs into a fluff chapter I'm making). Also, it isn't unheard of that chapters and troops work together, so just say they all came to the battle at once. It happens.
There are other uses for transports. One is to simly protect the squad. The squad is safer from shooting while in the vehicle. Of course in the case of razorback, that means the squad inside can not shoot! They may be safe, but they are not doing their job, which is to purge heretics and xenos!! Sometimes in a game you jsut want them to sit there and not get killed though.
You can have up to 2 HQ's, so you could have 2 chaplains. I prefer to put one with assault troops, but putting a chaplain with assault terminators is just plain nasty!!
For Librarians, the book does nothing. The staff is his close combat weapon. It is a force weapon (check the weapons rules for information about force weapons.) I prefer to use Librarians to bolster shooting squads and stay out of assault for the most part.
Once a Marine, always a Marine.
Thanks, much appreciated advice ^^
Ive only used Razorback against Tau and Nids, so that may be why. Figured with no scenery Nids better to stand by to get as many inches of shots before they reach me(Since he was a pure CC nid army, no guns), And Tau, they had a big 10 strength weapon, but looking on the contrary not much is gonna stand up to that anywayz, XD
Thanks people ^^
Yes, don't use Tau as your benchmark for 40k shootiness. The hallmark of the Tau race is high-speed, maneuverable high-strength firepower. Not every army will be as proficient at shooting as they are! You should also consider that as good as the Tau are at shooting, they are overall (except the Kroot units) pretty awful at close combat. Those firewarriors are only scary until you get on top of them. One good cc unit of yours will wipe the floor with them!
Also, many players will tell you that the more vehicles you have, the more likely one or more will get through. With only one piece of rolling steel on the battlefield, it's not hard for the enemy to gang up on it and make it go boom. I'd say use two or three at minimum, or none at all. Razorbacks are nice since most marine players make use of the "combat squad" rule, so odds are good you're only going to have 5-6 guys (that includes an attached character) mounted anyway, and razorbacks carry heavy weapons, too. They can be a cheap (though less reliable) way to put some anti-tank power into your army.
Finally, even vehicles can and should use cover. Obscured targets are harder to hit than something that's in the open. Don't be too afraid of terrain, especially if you have a dozer blade.
As for commanders, yeah, it makes little fluff sense to have, say, a Raven Guard character AND an Ultramarines character in the same army, especially if your army is not painted up to match, but the codex itself clearly states that the rules are not so firm. You are free to use characters in whatever combination you like. You may even re-name them, give them new fluff, even a new model, so long as your opponent knows he is "using the Khan rules" or "counts as Pedro Kantor."
Good luck, and welcome to the marines, brother!
I'm not quite sure about this, but with the wording they used on page 127 of the codex, i got the impression that you had to use the actual model in order to use it's rules. If you can use a brand new model (assuming you tell your opponent(s) the details) and that model is in terminator armor (in my case Lysander), can he be represented by a model in power armor? (it's a customized commander model with sililar armaments) (assuming again that your opponent(s) know the details before the game) If you could look into this for me, i would eternally be gratefull.
The rule you're mentioning is probably the WYSIWYG rule, meaning what you see is what you get. The basic idea of this rule is to ensure that players can tell at a glance which units are which, and to help push their sales, GW recommends using their models. Custom converted characters, some of which are more awesome than the GW versions, are normally accepted if all wargear is visible. Generally if you paid in points for an upgrade to any model, it should be represented.
Some areas and nearly all tournaments enforce this rule, while more casual environments tend to be more relaxed on this, especially if it's with friends who are similarly starting out. Just don't go doing something silly like using a cereal box as a land raider