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ok, i'm playing my sons approx 700 pt SM force at the minute and he beats me every time.
here's what I have.
CCS - sniper/vox/flamer/standard
PCS - flamer
inf sq 1 - 1 flamer
inf sq 2 - flamer
vet sq 1 - vox/melta/plasma/granade (granadiers)
vet sq 2 - vox/melta/granade/flamer ((sentries)
HW sq - 2 lascannons/1 auto
chimara with multilaser
scout sent with multilaser
I know i shouldprobably put my HW in with my platoons and maybe make a speacial weapons team? what do u all think?
Same as above, not very durable and not very threatening IMOPCS - flamerDefinitely move the heavy weapons over to the line squads.inf sq 1 - 1 flamer
inf sq 2 - flamerIn most cases mixing special weapons is not very effective. Keep them all the same if possible. I'd scrap grenadiers, the points can be better spent elsewhere. Not sure on the sentries, could work with the right load-out and support. Chimeras and vets are a great combination.vet sq 1 - vox/melta/plasma/granade (granadiers)
vet sq 2 - vox/melta/granade/flamer ((sentries)Not sure here, I don't really use sentinels at all. I'll defer to the judgment of more experienced players.scout sent with multilaser
The army is lacking a lot of focus I think. Think of what you want each unit to actually do: Objective-holder, Anti-tank, Anti-MEQ, Anti-horde, etc, and kit them out to match. You are seriously lacking in the Anti-tank department here, probably won't see too many at this point level. However I have seen landraiders fielded in 750 point games so you never know.
looking at it, hmmm....
well, as you're pretty set up with infantry i'll defer with that perspective. going off of experiences with my infantry army...
for the command squads:
generally, i find 2 special weapons per to be a good amount, leaving you with a couple spare lasgun guys to use as buffer wounds. the vox is optional if you have points at the end, it's cheap and increases orders success by 20% (72 to a 92), the standard is a must with our poor leadership as it provides the same boost and don't mount it in a chimera as then it can't be used.
camo-cloaks, definitely, a good investment on the company command squad, as sooner or later, people realize that those units 'just need to die asap'. killing those 5 guys with the standard and orders just makes the infantry squad just that much less imposing without having to gun down all 20 guys in that combined squad.
for the infantry platoon:
i'd combine those 2 infantry squads together during gameplay and give them 1 vox to share, add heavy weapons and use as a firebase while your veteran squads and pcs runs around (keep the ccs next to the combined squad during the game). but keeping the heavy weapons in the hws works just as well since it'll allow you to split fire and not waste lasguns on the heavy weapon targets. just be sure to keep them somewhere safe cause it's an easy unit to kill but 'shrug' that's the tradeoff.
honestly, i'd toss all out all your flamers except for 2 to put on your platoon command squad, most other units shouldn't be getting to close to the enemy for that, but with just those 2 flamers on the pcs, it keeps it expendible and small enough that it won't much matter if you suicide them (cause they're almost certainly dead after they flame the enemy).
though heavy weapons would be nice to take advantage of their better BS, i'd say just stack 3 special weapons in both and use them to claim objectives along with the pcs who can cast an occasional 'run' or 'lasgun' order at them when needed. would trade out that grenadiers kit for sentries as well so you have them on both, because there isn't much difference between 4+armor and 4+cover, but a nicer choice when it's 5+armor but 3+cover (as long as you don't get flamered, but if you're that close then you're probably going to die anyways).
i'm not sure what you have it attached to, though you can generally attach it to whatever and not matter, i'd say either the pcs or a vet squad. since they'll be the ones doing your legwork while the others watch.
they're pretty good if you can get the drop on your opponent, ie tarpit him against a unit that doesn't have a better than s4 melee (krak grenades are fine since it's 1a per and hits on 6s), generally they're only good for harassing and buying your infantry time to resetup in a safer position with their final tarpit charge. just 1 really won't do much, it's like voltron the more you have the better. but on the other hand, it might just seem just enough nonthreatening to avoid even getting shot at.
edit: if you need points for fixing your other units, this guy should be the first to go to make room, i love sentinels, but without numbers they're power wanes.
grenade launchers on the normal guardsmen usually are my special weapon of choice, for its versatility and range. since the frag shot can help pin on wounds to your opponent alongside those lasgun volleys from the combined squad, and then krak shots when you have to finish off one or two stragglers.
the veterans are better suited with your plasma or meltas since they're better shots and are likely to be just that much closer to the enemy anyways.
shrug, that's all i got for right now, out.
Get a leman russ or two and watch him squirm in front of that front AV14.
other than that, do first rank fire second rank fire on 20 man mobbed up infantry. the volume of fire that comes at my marines from them scares me.
Ok fellows we have a difficult task, so we have to be more deadly than everyday.
Make mistakes and confuse the enemy - The Doctor
Tactics are nice but it is violence that wins the day.