A Good Space Marine Core Force - Warhammer 40K Fantasy
 

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  1. #1
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    i just started my new Space Marines army the Fallen Angels, i've got the Chapter Name, fluff and paint Sceme, now its time for models. whats a good core force for them. they are a little more cc oriented but still balance out well. Any help will be appreciated.


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    rhino, tactical squad, 3 bikes, terminators, something for heavy support and hq
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    NO&#33; Get your troops first&#33; get 2 Squads of Ten Tactical Marines and a Squad of Ten CC Scouts. Now you have a very stable firebase, 2 Heavy Weapond, 2 Special Weapons and you also have a counter assault saquad that can deal 30 Attacks on the charge. Next get a HQ, usually a Chaplain for smaller games.

    Hope this helps

    Cheers

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    The best way to start off is 2 tactical squads of 10
    1 HQ my pick either librian or chaplin then you can work from there i think you said you want more of a CC chapter then maybe assult squad? also scouts are good and then you should get and heavy support to give support fire

  6. #5
    The Fallen Cheredanine's Avatar
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    Ditto - start with the compulsory: 2 troops and a HQ.

    For the 2 troops take 2 tac squads straight out the box, for a HQ I would probably suggest a Chaplain - cheap and effective. From there try things out, write up army lists etc, there are various flavours you can get. As a basic rule try to keep it balanced, that means:
    HQ < 25% of your total points
    Elites < 25% of your total points
    Troops > 40% of your total points
    Fast Attack < 25% of your total points
    Heavy support < 25% of your total points


    This means

    probably not getting terminators until you have a big force ( a trap that a lot of people to).

    Probably getting a predetor Anni for Heavy support to take out enemy armour

    Probably getting scouts ( either in CC mode or a sniper unit - snipers are very effective against high toughness monstrosities such as Greater Demons, C&#39;Tan, Eldar Avatars and wraithlords but if you aint gonna be fighting these stick to Close Cobat Scouts)

    If you are gonna be facing light armour then probably a whirlwind as HS

    Possibly a second HQ - probably a Captain
    Everything you have been told is a lie!


  7. #6
    Senior Member Mr Shadow's Avatar
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    But thats 140%&#33; I would really like to see an army made up of 40% troops and 100% others. Just do what it says in the codex on starting a new army........your just encouraging crazy opinions and unpleasant maths.
    A Rhino? SLOTH!

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    Senior Member Decado's Avatar
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    this is my usual core choices for my sm&#39;s

    chaplin jump pack plasma pistol

    dreadnought plasma cannon

    4* 10 man tac sq

    1* 9 man assault sq

    1* pred anhialator

    this lot comes to roughly 1260pts

    the rest of the army is made up of

    1*landspeeder squadron (3 l/s)
    4*bikes

    1* pred anhialator

    1*6 marines 1 missile launcher 1 razorback

    1*6 scouts vet sgt auspex heavy bolter, 4 sniper rifles.
    WARMASTER of the SCHOLA PROGENIUM Alnwick Chapter (soon to be the world)

  9. #8
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    i agree two basic ten man squads to start with.
    then to move it towards assault i suggest ten scouts with ccw
    for an assaulty army a librarian with lightning claws is great.
    i suggest with this u play a few games and see how you like it and can customise it from there, but play games before you choose extras. assault squads are a good start with maybe attackbikes to add heavy support and still keep it fast

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    with the elites maybe if you want to favour cc get a veteran squad and chuck em in a rhino.

  11. #10
    Senior Member dead monkeys cry's Avatar
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    i think a land speeder is a must get its just so essential since its cheap, fast and does the job and troops aere the other essential
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