Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hi all I am new to these Message Boards. I have played Games Workshop games in the past and my friends have gotten me into 40k. I have decided on collecting Space Marines and to start off we are going to have a 400 point army tournament.
I thought you guys could help guideme in the right direction
My friends are going to get 'nids, Orks, Slanesh (sp?) Chaos Marines and another may play either Imperial Guard or a different Space Marine Chapter.
As you can tell by my screen name I am gonna make an Ultramarine army (with some conversions of course :p )
Here is what I thought of just now Critisism is very welcome!
Master of Sancity Chaplin no extra equipment - 100 points
8 Tactical Marine squad (Sgt included) - 120 points
5 Tactical Marine squad (Sgt included) with Razorback Transport - 145 points
Total points 365
I know I have 35 points to spare but I do not know what equipment to give my troops, hope you can help!
You can keep it cheap and easy, to get those marines you'll probably need two tactical boxes, meaning 2 Flamers and 2 Missle Launchers.
Id suggest the Chaplain leading the larger squad with 2 Flamers, you can use the cleanse and purify trait unless your desparate to use ultras in which case just one. A missle Launcher in the other squad gives you support fire and a way of popping rhinos and the like, or insta-killing any characters who get ideas of greatness.
If you can squeeze out the points, you may be able to squeeze a veteran sarg with a powersword into the bigger squad too. Between him and the chaplain you have a squad that pumps out lots of rapid fire death but can still handle itself hand to hand.
It also has the added bonus that everything you need is in 2 tactical boxes and the chaplain sprue, except the powersword but a chainsword will do, so it's cost effective too!
Actually theres no mention of the ultras in the codex as far as i can see, so you must be able to assign traits.
I like having Cleanse as my Tactical squads advance under cover from the rest of the force so they dont need heavy weapons but when they get closer have more plasma/melta/flame weapons to get the job done.
Razorback is a nice touch as it means in a pinch the missle squad could advance, while thickening up anti-personnel fire and when your army expands it works nice for one of those double special 6-man tac squads i've been touting.
Ok, if you had bothered to read the codex you would see that any pre made chapter DOES NOT HAVE ACCESS TO TRAIGHTS. Not any of the one listed in the codex, nor ultramarines or any of the chapters that have their own codex. You either design a new chapter with the traights OR play a premade one. Never both.Originally Posted by Dunklezahn
As to your army, it needs a lot of work. Post the army list in the army list forum and I will go over it with you. Be sure to read the sticky at the top of that forum as their is a certain format for titles there. Also, at the top of this forum there is a bunch of articles in the "index of space marine articles" section and I can see you need to read all of them.
*closed due to being in the wrong forum*
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