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Building my first SM army. I really like Vulkan and the Termies with Thunder Hammers and I would like to take advantage of what Vulkan offers the army. I'm not really sure where to go with this and could use some help from experienced players as I'm pretty new to 40K and just learning. I have not bought any models yet except for the Land Raider and I have the Crusader/Redeemer upgrade sprue, so I'm still pretty open to change things except I'd like to keep Vulkan & the CC Terminator TH/SS Squad & Redeemer.
Vulkan He'stan & Terminator CC Squad with TH/SS in a LR Redeemer w/ MM turret
10 Tac Marines w/ Flamer & MM, Sgt. PF in Rhino
10 Tac Marines w/ Flamer & MM, Sgt. PF in Rhino
Land Speeder Squad with MM
Dreadnought with MM/CCW in Drop Pod
im doing the same, although im a bit stuck on what to do about ranged shooting. what you have so far is a really good base for a vulkan army but like me, having something that shoots further than 24'' would be good
As fitting as the Multi-Meltas are, I feel that they really are a sub-par weapon option. They just aren't going to be able to fire very often because they are short ranged and a heavy weapon. I would encourage you to consider Plasma Cannons. They can bust up transports and other light armor, as well as making a mockery of medium and heavy infantry. Short of that, Missile Launchers are awesome, and Tac Squads are about the only affordable way to get Las Cannons into a list. Anyways, here is a quick 1500 list that I just drew up:
--TL Las Cannon
--TL Las Cannon
I included the Razorbacks with Las Cannon to have some long range anti-transport stopping power, while the army as a whole grinds forward. Combat squad the Tac squads, have all the Plasma Cannons go to town on any heavy infantry/Monstrous Creatures that are on the table, and throw the termies with Vulkan at whatever big nasties you want while the other two Combat squads go after objectives.
I would probably want to see how this army would play as there is a lack of Melta, but with the dreads, the termies, and las cannons, I think that there is enough anti-tank for most opponents.
Anyways, I hope this is helpful
MM are good on bikes and speeders i think your list should have at least one or the other considering vulkan makes them twin linked, and i dont think 2 troops is enough for 1500 pts
At 1500 pts, I would very much like to see a third scoring unit in the list.
Now plasmacannons are very usefull and can be used against both infantry and light armour vehicles, but I'd never take them in a tac squad because of the "gets hot" rule. Since Razorbacks are being used for the tac squads, I'd take ML over PC. Longer range and better at popping AV or picking wounds of MC while still giving you duality. Giving the sarge of the tac squads a special weapon is very much in order too, though I wouldn't take PF since striking at I1 in a 5 man squad might see him dead before he can land a hit.
A single vindicator in a list is but a fire magnet and is likely to get popped turn one. The LRR is but a real threat when he gets closer. If you run vindi's, double up on them to make them more efficient and more performant.
Never dissmiss the MM on the speeders. a MM/HF armed speeder clocks in at 70 pts and has a multitude of uses. Cheap throwaway melta where you need it, aiding in shooing infantry off an objective or at least contesting it late in the game is invaluable. I wouldn't squadron them though. It adds a killpoint per speeder if you run them alone, but they work more effective in this way.
If you take Vulkan make maximum use of his chapter tactics. Almost everything in the list should use TH, melta or flamer weapons. The odd vindicator is ok but don't overdo it.
HQ: Just take Vulkan, he is expensive but worth it so you can't take another while keeping a decent model count.
Elites: TH/SS termies are fantastic with our chapter tactics. I deploy mine on foot and just run at the enemy. I sometimes teleport in dawn of war missions against a sit tight opponent like tau or guard. I use 10 termies rather than 5 in a LRR. The LRR can be killed by an enemy meltagun where as 5 extra TH/SS termies are dificult to polish off. Dreads with MM/HF and a drop pod are good too with a locator beacon on one pod if you fancy teleporting termies or deepstriking Landspeeders. Ironclads are ok too but get a little pricy on points.
Troops: 3x10 tac squads or 2x10 and 5 scouts are what you should be looking at 1500 points. I like to add razorbacks or drop pods. Again arm them with MM and either flamer or meltagun. I often use plamsma cannon if I am combat squadding as it has better range than a MM left in the backfield.
Fast: MM attack bikes rock as do MM/HF land speeders. Assault squads are ok with a TH and a flamer or two.
Heavy: I don't bother with them at 1500 points. In my 2000 point list I add a pair of vindicators or an AC/2LC pred but they don't make use of the chapter tactics.
Quorn! - Protein for the Protein God.
Well I am still new but I think the razorback can only hold six men, unless I read that wrong. I have a friend who uses drop pods for everything and it seems to work wonders for him. I am a former Marine so I like to use fire and maneuver and fire and close combat, with alittle fire support. Still tweeking my tactics but so far I have made my enemies pay, meltas and flamers are vary awsome. I use He'Stan and a Cpt. with command squad armed with meltas and flamers apoth has a plasma and they dominate. Pending on the oppnent is, a mech I use four meltas, swarm/horde I use four flamers. Thats my input and again I love their fluff.
Multimeltas are great for Rhino mounted 10 man squads. You'll only use your heavy weapon for targets of opportunity anyway, and since you're in a Rhino range isn't an issue. With Vulcan, at 24" the Multimelta is so much better than a Missile at blowing stuff up, or just killing one marine.
Now if you play with Razorbacks and combat squad guys left behind with a Heavy, the Missile and Lascannon are more sensible choices I agree.
Vindicators are rubbish in this list, 24" range is what all your units have so you need a way to reach out and kill from turn one. The predator can do this, as can the landspeeder typhoon and the ranged dreadnought, and even the razorback, so you can truly fit it in to any force slot.
Trust me, if you can't shoot past 24" you are going to have so much trouble with fast (Eldar) or shooty (Guard/Tau) armies it won't be much fun at all.
Drop pods are but one of the elements of our arsenal. Drop pods work best in uneven numbers because of the drop pod assault rule. I prefer a 3/5 or 7 configuration at that time. Full drop pod brings great riks with it though. Since turn one half of your pods will come in, your opponent can focus on roughly half your force while the rest of your army comes in piecemeal.
You like using captain with command squad? Well, they can work for you. For me the only reason I'd ever take a captain as HQ choice would be with a bike to have bikermarines as troops. That I don't use the command squad is just a matter of preferences.
It all depends on how we approach our battles and the tactics we employ. You want to get in CC. I prefer to engage my opponent at range and wear him down that way. Neither method is particularly better. If your list is geared towards a tactic and is finetuned to your playstile, then it has the all the potential to be a great success. (as long as the dice gods don't have it in for you that day) This can be a big advantage in a doubles game too. While one player brings the CC elements to the field, the other one can focus on ranged fire support. The two complement each other very nicely and have potential.
as for assault terminators deep striking, i hate the idea of them standing idle on the board when they arrive and also no knowing exactly when they are going to arrive. I surpose one needs to weigh up those risks against the risks of facing an opponent with the abillty to flog your land raider. a land raider isn't mach good for 250 points when it dies turn 2 and fails to deliver its cargo. deploying them on foot is just silly
if you try to make too much use out of vulkans chapter tactics then you have to compensate for a lack of range. i wouldn't completely neglect heavy support