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Hi I play Ultramarines and my 1000 pt army has JUST enough points for either:
1. A Terminator Epistolary w/Might of Heroes OR Veil of Time (gotta squeeze out some Marines for the latter) + Terminator Command Squad of 4.
2. Epistolary with the above said powers but No termie armour + command squad (the boxed set) without the Standard Bearer and Termie honours.
3. Same HQ as option 2 but as an independant character + 5 Tyranic War Veterans
Please help me choose. BTW my already formed army list has:
Tac squad: 4 guys w/bolter + 1w/missile launcher
Tac squad: 4 guys w/bolter + 1w/plasma cannon
Tac squad: 9 Marines w/BP + CCW (that really wonderful trait)+ 1w/flamer
Dev squad of 5 w/3 lascannons
10 CC scouts
Any thing I might wanna change here?
thanks in advance, Chickenpowder
yeh i got one nice army by the way
what about a dreadnaught i think every army should have at least one
because when the get into battle they get into battle
I think you just got owned by the death Raven Company
I'd advise you to take NONE of that.Originally Posted by chickenpowder
Decide on a suitable HQ with some nice equipment and add it up to some of your "normal" squads. That saves many points. I don't think that command squads or veteran squads are worth their stuff in a 1000-points army, especially if there is not really enough support for them. If you ask me there are many ways to utilize these points in a different manner.I don't know about that. Maybe you should reconsider their weaponry and maybe add a sixth squad member. But fine with me so far, if you will.Originally Posted by chickenpowderIf you are talking about True Grit, then they are not armed with only bolt pistols but instead keep their boltguns. That squads fine, except for its leader. You definitely should waste some points for Terminator Honors and some equipment (power fist) here.Originally Posted by chickenpowderThat's a nice tankhunter and fire support unit, only a bit vulnerable. Add some more bodies, so the initial casualties won't so quickly affect your heavy weapons.Originally Posted by chickenpowderIf you want to keep them, go for Terminator Honors and some equipment again. Like this the squad will probably at best keep the enemy occupied for some neglectable amount of time. Make it lethal!Originally Posted by chickenpowder
Again: I am a newbie. I hope my advice is helpful, but it may be plainly wrong. Wait for others to confirm my suggestions.
Ok, out of the 3 choices you listed here, the first is the best, however, I wouldnt bother with EITHEr of those powers as they are close combat powers and that squad is primarilly shooting ( I assume youll be including 2 assault cannons in the termies). Instead, take FotD or FotA as a power.Originally Posted by chickenpowder
However, considering the rest of your list, you really shouldnt invest SO many points in your HQ. not at 1000 points.Right weve got some changes to make here.Originally Posted by chickenpowderLascannons, not missile launcher. Personally id replace BOTH these weapons with lascannons and place missile launchers in your dev squad.Originally Posted by chickenpowderThis DESPERATELY needs a powerfisted sergeant. I t will increase the effectiveness of the squad 10 fold. Remember, when making close combat squads for SM, there are 2 rules that are pretty much universal. Maximum squad members and powerfisted sergeant. Nothing worse then getting into a combat you simply cant win because S4 wont cut it. Next, that flamer should be a melta gun. Fortunately its an easy conversion. Just cut the canister off the flamer and glue it to the side, then cut the flame nozel off the front of the flamer. poof, melta gun. You then have a very effective close combat tac squad that can also pop the occasional armor. Configured like that they will also be a threat to things like dreads with the melta gun and powerfist.Originally Posted by chickenpowderBig nono. First off, Lascannons are REALLY expensive in dev squads. If you placed them in tac squads the lascannon itself would be a little less expensive. I know overall it would be more costly as you will be paying for more boddies, but they will also be more reliable as you can fire each at a different target and with 5 marines to guard each lascannon, you can be reasonably assured to keep all the lascannons untill the end of the game.Originally Posted by chickenpowder
The other problem with this squad is that it has far to few meat shields. Configured as is, its far to easy to whipe out.
Personally id go with a standard 8 man 4 missile squad. In 1000 point games its definately the dev squad to have as effectiveness Vs point efficiency plays a big part in small games.Really out of place in your army and not configured properlly. As a close combat squad, it needs a powerfisted sergeant. Considering the rest of your list relies on you sitting in one place and shooting, this forward unit will be left in the cold. I would drop this squad to add more firepower to your army and use either the termie + lib squad as your counter charge (not deepstriking in that case) or go with something that fits better in 1000 points. Honestly, id be using a chaplain if I were you. It comes down to points vs efficiency again and you just can not beat the chaplain for that.Originally Posted by chickenpowderHave you considered a second traight? cleanse and purify works VERY well with the traight you already have selected as it lets you give those tactical squads a second melta gun. Such squads are DEVASTATING able to take on ANY threat in the game and survive a LONG time. They become infintaley more deadly with drop pods. In fact a podding cleanse + take the fight to them army is one of the most deadly I have witnessed. Its definately something I would consider if I were you.Originally Posted by chickenpowder
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
In game terms I would go with option 1 it is the most effective. The second is more customizeable to suit your needs but not as effective, I have also found it to be a very characterful unit and your opponent may wrongfully fear and focus way to much of his force on it. The third choice is just for modeling purposes.
Since Everyone has already discussed your army Ill leave it at that.
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