My SM Infantry Army List: Troop Section - Warhammer 40K Fantasy
 

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  1. #1
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    My SM Infantry Army List: Troop Section

    Hello fellow SM players. I have been collecting what can only be described as a Horde SM army for a while now, lil over two years...and I find myself now with the New Models and Codex ALL finally out (Except those Assault termies I want SOOOO much! DAMN!), that now what was before just an exercise in collecting is now growing into a distinct and thouroghly rewarding project. I have named the Chapter, I have begun writing fluff and have completed SEVERAL conversions and even stripped apart some of the older models that deserved a better fate. Now, I am open ad curious as to the opinions of my fellow SM players as to the tactica and composition, as I have somewherea round 317 Space Marine models (All infantry) to play with, given a vast assortment of weapons (And the ability to change those that need it) SO...here I go...This is intended tobe a take all comers list.

    Traits:

    Trust your Battle Brothers
    See, but don't be Seen

    Drawbacks:

    Never Despair(Or the Extra turn Drawback, whatever the name)
    Flesh Over Steel

    The Drawbacks reflect the fluff of my chapter being EXTREMELY young as far as SM chapters go.

    So, lets start with troops. I normally field all six choices as I love the massed infantry.

    Tac Squad 1:

    5 Marines
    1 Seargent

    8 Bolters
    1 Plasma Gunner
    1 Plasma Cannon

    Purpose: This squad is there to take out Hvy weapons infantry, or high armor Infantry and form a powerful, solid firebase.

    Pro's:

    Able to provide excellent and devestating supportive firepower for the advancing elements of my army. THe ability to take out anywhere from 3-7 high armor units a turn (should no misfire's occur) with Plasma alone.

    Con's:
    Must stay stationary o play at full effect. Three plasma dice when rapid firing is three chance's to kill myself.

    Tac Squad 2:
    9 Marines
    1 Seargent

    9 Bolters
    1 Heavy Bolter

    Purpose:

    Firebase support, infantry massed killing.

    Pro's: Lots of firepower.
    Con's: Not alot of Hi- strength/AP weapons.

    Tac Squad 3:

    9 Marine's
    1 Vet. Sergeant
    (Trust Your Battle Brothers)

    8 Bolters
    1 Plasma Pistol
    1 Power Weapon
    1 Melta gun

    Purpose:
    Aggressive advancment with reasonable CC effectivness packed by the power weapon. Melta gun double's as a sure kill that is an assault weapon thus allowing the unit to assault, and provide's a modicum of anti tank ability. Plasma pistol helps to thin out Hi ArmorSave, Toughness enemies.

    Pro's: Suited to many combat roles
    Con's: Expensive/Will get targeted frequently.

    Tac Squad 4:

    9 Marines
    1 Vet. Sergent

    1 Plasma Pistol
    1 Powerfist
    1 Flamer
    8 Bolters

    Purpose:

    The same as Tac Squad 3, but with an emphasis on taking out the lower Toughness/ArmorSave units and infantry. Still with anti Tanka bility due to powerfist.

    Scout Squad 1:

    7 Scouts
    1 Vet. Scout Sergeant
    6 Sniper Rifles
    1 Hvy. Bolter
    1 Olter/ Combi-Plasma Gun

    Purpose:
    Fireteam. hvy. Bolter adds weight of fire to the Snipers that can cause Pinning and wound HIGH toughness models (Damn saves's though). Bolter adds to clsoer range fire. Plasma Gun can thin out any high Str/Save enemies getting too close to the unit, or another priority unit with relative ease.

    Pro's: Lower point cost for Infantry. Specialised weapons to task any other priority target. Can Infiltrate to cause havoc among enemy units.

    COn's: Little Anti armor ability, and very vulnerable to assault. must stay Stationary.

    Scout Squad 2:

    9 Scouts
    1 Vet. Scout Sergeant

    9 Bolters
    1 Bolter/Combi-Melta gun.

    Purpose:
    Can infiltrate close to enemy. Has a One shot ability to take out an armoured target, infiltration allows it to get close enough to try and pop an armored target early. Can also harass with a steady stream of bolter fire, especially to advance and rapid fire to cut any weak units to ribbons.

    Pro's:
    Cheap/Effective for their purpose. Can protect and support scout Squad 1.

    Con's:
    Low save's and lack of specialized weapons.

    This provides fifty some odd model's with good to great toughness and saves. Covers some assault ability and provides a GOOD firebase for tac squads. And does it all at not too damn high a point's cost. However I do wish to hear some feedback, and please if gonna scout bash-critque, don't just spout out "Scouts suck!"

    I look forward to your comments, and will soon post my Fast Attack/ Heavy support composition/Tactica for your esteemed review.


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  3. #2
    Senior Member Deek's Avatar
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    First of all hurrah i love scouts and you even have 2 squads awsome they rock.

    I like your army, it is very flavored and you have built it to be unique very cool.
    However i think your army is lacking something. but let me ask you. You have problems with Gaurd armies that have several tanks dont you

    Your army lacks any heavy fire power, all of those bolters and marines are great and they can take a lot of punnishment but your army needs a lascanon or missle launcher or even 2.

    Other than that i think that a commander would most benefit your army as all of your units would use his leadership.

    Also i think that some assault marines may be a cool addition as well.

  4. #3
    Member Reverend's Avatar
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    If you're going for a troop army (which it looks like you are) then some dev squads would be charm. Give them missile launchers for fairly cheap and pound guard!
    ...upon your defeat you retreat to the morgue, for maybe you will find a better life amongst the dead...

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    Like I said, this is just the Troop part o fmy army, mot the heavy support OR the HQ or fast attack or favored elite. The next post is here as well...

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