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I've worked this out approxiamtly using the 3rd ed codex. It's designed for tourney play, so needs to be good all round. Here it is:
25 Assault Marines (organised into various squads) with 4 plasma pistol and a veteran sergeant with power fist.
3 dreadnoughts with twin linked Lascannons
2 X 5 man tactical squads, one with 2 heavy bolters, one with 2 plasma cannons
Commander with pair of lightening claws, terminator honours and a jump pack.
How well would this work?
You can only have 1 Heavy Weapon and 1 Special Weapon choice in a normal Tactical Squad...you cant have 2 heavys thats a No No...
You could replace one Plasmacannon/Heavy Bolter with a Plasmarifle as they also pack quite a punch but have lower range (24").
There are other options (Melta/Flamer) but for Tac squads the Plasmarifle is IMHO the best choice...except they come in with Droppods or are packed in a rhino...it really depends on the situation.
D'oh! I assumed that in the 4th ed codex you could, as you can with Chaos Marines...
Hmm. I'm not sure in that case. I'd like to keep one squad as an anti light infantry, but flamers are too short ranged. Maybe I should give each squad a plasma gun and a heavy bolter, thought that compormises the effectiveness of each. Thats probably best, unless anyone else has any good ideas, As I really want two plasma weapons and two Heavy bolters. Pity it has to be organised this way though as it means I will have to shoot a Heavy bolter and plasma gun at the saem squad. Also the plasma guns are going to be virtually useless unless the enemy charges into my range, unless I want to sacrifice a turns' worth of Heavy boltering. I hate unsatifactory situations... :confused:
I suppose it increases their options (something that is important as I want to play tournaments with these guys) Saves me a few points too. Hmm... time for melta bombs for the commander!
Chaos Marines can't either. Traitors like me can take two special weapons if we want but no heavies allowed then. Even so it's only one heavy per squad.Originally Posted by Baron Von Rimmo
I reccommend using your Tactical Squads to help screen your Whirlwind and Dreadnaught, in this case stick a missile launcher in each squad, then you've got anti-tank and anti-infantry.
With 25 Assault marines and a Vindicator you've got plenty of close combat ability. It might even be an idea to drop the lascannons on one of the Dreadnaughts for some shorter ranged weaponry like a Multimelta or TL Heavy Bolters and use it to support your assaulting units.
- Watch this space.
Ã–Ã¶Ã¶Ã¶hm...according to the 4th Ed Codex Space Marines Dreads no longer can have TL Heavy Bolters and Even if they could id rather go for a Dread wit AC/Missile combo...
Oh well I guess that shows how much I know about Space Marines :lol:Originally Posted by bLACKoPS0815
- Watch this space.
Hehe...well im not that big expert either...i started playing again about october 04...before that i had a approx 5 year breakand befor that i played Chaos and 'Nids...i could still bite myself in the A** for selling my armies after i quit...D'OhOriginally Posted by Zveroboy
well...one lesseon learned...Never Ever Sell your Army...
It really sux how most of the Dred options are gone... THe poor plasma cannons....
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
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Dark Angels can still get Plasma, but the lack of cool twnin weapons is made up for by the new improver assault cannon.
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