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what would be the best thing to get with 200 points when i got:
29 tactical marines
5 assaault marines
5 devastator marines
i have organised them into squads but cannot be botherd posting them. i want to know what to get when i got all of this.
Last edited by slick_25; November 10th, 2006 at 23:03.
cant be bothered, huh. more assault marines, and then some plasma guns and maybe a powerfist or two
Take life seriously, its lethal.
i mean i have had enough of posting army lists
I would also stick another 5 Marines into the Devastator squad. That way your opponentn has to kill 7 marines befire one of the Heavy Weapons stops firing.
This should come to round about 200 points.
p.s.: Think about giving the Lib a Jumppack, too (or replace him with a Chaplain with Jumppack).
Shut up and play.
I'm going to have to go with the rest of these guys and say 5 more assault Marines, they need to be in large quantities to work well.
If you don't object, you could toss in a cheap Master, for a nice Leadership boost.
Keep him in the back and he'll make your marines nice and heroic
Hmm. Pretty much as they've already said (more assault marines is a biggie). A Jump Pack Chaplain is also extremely useful with those Assault Marines.
A Whirlwind might be a useful addition to the force - having some Ordinance handy can be quite useful. I'd personally suggest a Predator, too - my Destructor is almost always one of my best performing units.
Im curious as to what sort of weapons your Devs are packing - more Heavy Weapons Marines are always handy so you can tailor your firepower to match your opponent.
is it ok to have 2 sargents in a squad? and i will go with another devastator squad and assault squad. i like my army having lots of units, but i got a dreadnought cuz i like those too. but i dont really want a tank unless its really nessasary.
In the case of Devastators I would suggest adding 5 mens to get one big squad, so that you have some meatshields for your guns.
Shut up and play.
A quickie different suggestion. Those scouts...if u use them i'd suggest taking more of them.
5 CC scouts are just a waste of points. Boost them up to 10 and give them a Vet Sgt for real CC punch. Charge in about the same time as the assault squad and just about any unit in the game will fold.
And i find fire support scouts to be slightly useless in a squad of 5. i mean, after the ever-useful ML or HB thrown in that's only 4 sniper rifles left...and i'd prefer 6-7 to ensure a couple of kills and thus force pinning tests. 4 just don't cut it everytime.
Hope i helped.
Depending on what you already have in the army. If it is a assault footslogger army then sometimes venerable dreads are a great addition just for the scare tactic. If i seen an army of foot slogging templar coming at me with a dread in the middle you better believe that dread will eat up some fire.