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I am not new to 40k but i really need some help in the area of space marines, i have played tau for about 2 years and have a 1000pt. army. I got tired of shootieness so i decided to start a very close combat based marine army but i need some help with good tactics and some of the does and donts of an army list.
I purchased the megaforce and have money to get 1-2 more sets of whatever (this is one of the *need help* areas) i already have the codex and came up with this:
- master crafted pwr weapon
Tactical sqaud Aureolus(10) 245
vet.sarge- termie honors- pwr weapon
Tactical squad Cassius(10) 306
vet.sarge- termie honors- pwr fist
razorback- TL lascannons
i really think the tac squads are overpriced but i do not know whether having infiltrate or having true grit AND counterattack is better
also i have no real tactics other than rush in and attack
i wondered if with a dev squad and 1-2 boxes of XXXXX could i scrape out 1500pts.
if you were wondering this is a blood ravens list, i thought that chapter would go well with my theme (i may change the name to crimson scythes and give my vet. sarge and commander scythes as pwr weapons)
honestly i really need help so any would be greatly appreciated
well you cant have a razor back with 10 marines, and if I'm not mistaken don't counter attack and true grit kinda cancel each other out?
the command squad needs true drit and counter attack if the tact squads have it, and command squads are either 5 memeber min.
No, they do different things. See the universal special rules section of the BGB.Originally Posted by ShadowZora13
So you are mistaken.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
Ya, True Grit doesnt cancel out Counter Attack, you get both.
I would buy, either Assault Marines, or some Landspeeder Tornado's.
If you want opinions about your army, post it in the Space Marines Army list section.
One Shot, One Kill
The least you can do is buy your commander a bolt pistol so he gets +1 attack., also your command squad does have a minimum size eh, it can't just be those three. Can't take a razorback unless the squad is 6 men or less.
Really what people need to do when they get a codex is read through it a few times and makes sure they read the entire paragraph when they read a rule section. This will help you make strong, legal armies. If I had the time i'd give you some helper tips but my time is limited so the best i can say is go check out the Tactica section for SM and read through some of the basic tactics. Just make sure you actually read eveything in the codex, make sure you know your own rules.
Nevermore Chapter: 6200 pts; 97/49/11; Longest Streak: 9 Wins/4 Losses; Nearing Completion
You need a chaplain, and a ten man assault squad, to even biggen to call your self an assaulty army, that or everyone needs to infiltrate.
Your no space wolf, so dont take counter attack, you cant make as good of use of it, as they do.
Consider being blood angles, they are the best in close combat, followed by space wolves, and the black templars.
You could also go with lots of drop pods, and a few fast attack choices that start on the ground, this is a devistating combo.
If your looking for the best space marines in assault, your looking in the wrong codex, they can be found in codex Chaos space marines, they are far and away the best 3+ assaulty armies out there. Peace
Well, that's a rather uncreative post, Forged. Tell him to get a five-man devastator squad with missile launchers while you're at it. Or, you can tell him to go play a different army altogether.
Wait, you already did that.
A Chaplain is not a necessity for an assault army, and neither is being Blood Angels. Black Templars and Space Wolves can manage assault just as well. The first mistake I can pick out is that you've given your men True Grit and you plan to assault; that's a bad idea from the start. Blood Ravens aren't an assault-based army. They're more centered around infiltrating large amounts of firepower and letting it all loose quite close-up.
If you're making your own chapter, then See but don't be Seen, Take the Fight to Them and Blessed Be the Warriors are in that general idea.
Things not to do as Marines: have Terminators at 1000 points. Buy Land Speeders and expect them to be stationary. Buy large bike squads for the purposes of assault (Not a good idea.) And, as many will say around here, Rhinos and Razorbacks are now "useless" for the purpose of transport, with the 4th edition rules. You can ask other pople about that one.
Your tactical squads are fine, seeing as you plan to infiltrate them. The first tactical squad has been set up for anti-tank (infiltrate and meltagun) so a powerfist might be plausible there. For using it, the most obvious one is to infiltrate 18'' from a tank or walker, move six, let loose with the meltagun and the next turn (if you have the power fist) assault. Since True Grit negates the extra attack for charging, I'd drop it on that squad. The second one is not as precisely defined. First, you have a flamer, which is useful only in certain situations and only on very mobile units. Second, only six men can be fitted into a Razorback. I'm not saying drop it - Razorbacks are a cheap man's Predator - but you'll have to modify the squad for it to be legal.
What you need for a 1000 point assault army is this; a HQ based generally around close combat, two tactical or scout squads (depending on preference) for the purpose of either fire support or (if you take the requisite trait) an assault squad. With the points from that Terminator, you can take effectively whatever you wish, but a lot of people here will say that two hundred points looks very good for fire support. Also, the command squad does have a minimum size. And generally isn't recommended at this points level. Just keep your HQ near a tactical squad at all times, if you're worried about shooting.
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