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Ok, first of, heya guys, as you know im new here, i made a post months back and never returned, but now i plan to be realy active in these forums.
Ok here are some newbie questions, from someone who has been collecting 40k for 4 years, and has played a total of 5 games...
1) I have a Master of Sancity w/ power fist (i have the chaplain w/ power first model so i might aswell use it), melta bombs, and jump pack. I plan to join him up with a squad of 8 assault marines (all with melta bombs). Is this a smart thing to do? Any changes i should make?
2) I want to give my master of sancity a teleporter homer, because i plan to deep strike the squad (obiously). On page 25 of the space marine codex it says that it only works with deep strike, and does not work with drop pods or "squads entering play using jump packs". It does say it works with deep striking, and the special rule for assault marines is called deep strike, so can i use it, or does it conflict with the jump pack rule.
Those two questions probably have very simple answers, but as i have mentioned before, i am a newb when it comes to making army lists, and playing the game itself. although i am a pretty good painter :yes:
Thanks for bothering to read this.
Assault Marines are great, as are Chaplains with Jump Packs leading Assault Marines.
A few points:
The Powerfist isn't all that worthwhile on a Chaplain--you'll rarely actually want to take the swings with it, and it's pretty expensive. That being said, if you like your model, go ahead and keep it.
Ten Assault Marines are better than eight. Unless you're just absolutely too squeezed for points to add two more, you'll find that extra bodies in your Assault squad will serve you better than extra bodies pretty much anywhere else in the list.
Give the Assault Marines special weapons. Either some Flamers or some Plasma Pistols. They're pretty cheap, and very likely to make themselves worthwhile.
Assault Marines really should have a Vet Sargeant (for the weapon options) and, with those weapon options, the Vet. Sargeant should bring a bolt pistol and Power Fist. Really there are no exceptions to this--once again, the Power-Fist-toting Assault Marine Sargeant is one of the best unit upgrades available to the marines--period.
Melta Bombs are neat. Giving them to the Chaplain is actually pretty worth it--since Litanies of Hate lets him reroll that one important to-hit roll which will usually be at 4+. Giving them to the squad can also be worthwhile, but there are a lot of other upgrades which are distinctly more worthwhile to give them--as noted above. The idea of a tank-hunting Assault squad is a neat one, but in the end you tend to waste their usefulness if you don't get them locked in combat with somebody--and assaulting tanks doesn't tend to get that for you. It just doesn't play to their strengths. Take Melta Bombs if you want, but gear the squad up properly for melee against guys, first--you'll find that's what they end up doing a significant majority of the time.
Finally, Teleport Homers do not work for Assault Marines--the restriction against assisting Jump Pack troops prevents it from doing so. If you're going to be teleporting Terminators fairly regularly, go ahead and bring it. However, for both Assault Marines and Terminators, starting them on the field is almost always a better option than deepstriking them--Homer or not. Terminators really have shots starting on the first turn, and Assault Marines are fast enough that Deep Striking them really doesn't get them where you need them any faster, on average. Running across the field also doesn't allow for them to be randomly wiped out by unlucky rolls, either.
Last edited by Bean; April 27th, 2006 at 11:46.
Thank you very much.
for the melta bombs point, one of my finest moments in the past is when i managed to win a game due to my assault marines having melta bombs, they jumped over some terrain, blew the crap out of a landraider, and got me the victory points i needed to win.
They will also be a valuble asset to my army as they (and a dreadnought w/ close comabt weapon and assault cannon) are the only anti-tank gear i have. As for the chaplin having a power fist, i know it isnt such a smart idea, but the model is perfect for my legion of the damned army, as it is the one with the skull helmet and ribcage, meaning i dont have to do much converting to give it the legion of the damned feel.
I am pretty squeezed for points, so i dont think i can afford more assault marines+ special weapons, i might drop a couple marines of a tactical squad, to pay for a couple more assault marines, but il see if i do that later.
thanks for your input bean
Iv got a chaplin with a powerfist, power weapon and a plasma pistol now that works. Hes great in an Assaul sqaud nothing more fun than rerolling to hit on the charge (even more so with my raven guard and furious charge)
A chaplin with powerfist and his crozius arcanum is very powerful, true, you waste his high initive but its great for taking out hard targets that a marine just cannot deal with.
It is also great for getting in (usually instant death causing) attacks against other heros, usually other kitted out HQ's can go toe-to-toe with a chaplin for a few rounds, but use the powerfist and the chaplin can drop them in one (assuming they are T4 or less).
If you have the points I say go for the fist.
________________________Thats illegal, he has 3 weapons when you can only have 2.Originally Posted by Easy G
Last edited by The_Outsider; April 27th, 2006 at 12:22.
Ok, il keep the power first, after what you guys have said. The instant death aspect is very useful v. characters, so i guess it may be worth it.
"In dedicato imperatum ultra articulo mortis"
Legionnaire id like to point out that i think you misunderstood teleport homers.
Even if they could work on anything other then teleporting terminators, the homer needs to be on the field, not within the squad that will be deepstriking. You mentioned you wanted to give a TP homer to your chappy for the assualt squads deepstrike. Now, weve covered it doesnt work for them, but you should also know that placing it in the squad that is deepstriking will not alow them to use its benefit. TP Homers need to be on the field for the teleporting squad to home in on.
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
*edit* I didn't notice someone already pointed out the 3 weapon thing.
There once was a Lord named Vlad,
Who's fighting skillz really were mad.
He killed and he maimed,
He spilled blood in Khorne's name.
And the fact that he's legal makes me glad
(special thanks to Uriel Zarium for the last line/touching it up)
yea i knew that it couldnt be part of the squad, its a wargear selection that i was going to give my chaplain, who was in the squad. but now you have cleared up wther or not i cant use it... dam lol.
"In dedicato imperatum ultra articulo mortis"
Originally Posted by The_Outsider
This is actually inaccurate.
A Chaplain gets a Crozius in his Codex entry. He does not select it from the armoury.
There is no restriction on the number of weapons a model may carry. There is a restriction on the number of weapons a model may select from the armoury. In this case, the Crozius is not selected, the Chaplain just has it. He can certainly select two more weapons from the armoury.
If you need to be convinced of this, consider the Sargeant with Terminator Honours, a Power fist, and a Bolt Pistol. He has to be given either a bolt pistol and close combat weapon or a bolter. He has to have one of these combinations of weapons. He has no way to get rid of them. If they counted towards his limit for selecting from the armoury, he could not possibly have a Power fist and a Bolt pistol, since he would have to start with either one weapon, a bolter, and only be able to select one more (either the bolt pistol or the powerfist, but not both) from the armoury, or he would start with two weapons, the bolt pistol and ccw, and be able to select nothing from the armoury. There is no argument. If PF/CCW sargeants can exist, then plasma pistol, crozius, power fist chaplains can exist.