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Well ive made myself a new chapter and fluff wise i like it a lot but now i need to make it playable..To keep a long story short then are intende Fluffwise to be a liberating force to go in to say a city and free its population all for the emperor of course .
Now my idea was to make a few small scout troops like 5 men squads with H. bolter and bolters. even give a vet a bolter..and maybe just 1 or 2 tac squads but is this playable ?
Please comment on this idea.
Last edited by Draheal; June 14th, 2007 at 16:11.
Well, it will give you lots of marines which of course are hard to kill, but just because it frees a city doesn't mean it will use very few tactical squads, tactical squads are the backbone and would actually be used MORE in such a place since they are flexible to the changing atmosphere of battle in a city. Five man scout squads die fast and with bolters are really not worth it, you should do something with them you can't do with other units like snipers with a heavy bolter or missile launcher. The tactical squads should have a special weapon (flamer for cities, plasma and melta for some just for flexibility) and maybe a heavy weapon for some situations like a missile launcher. A Devestator squad wouldn't be out of place, and Veterans with bolters a special weapon or two and Infiltrate would make sense, being able to back up the scouts quickly with power armour. It sounds like your theme is fun, and your basic premise is perfectly alright, just remember that even marines die when in small numbers, but in large armies of infantry with big squads they are impossible to annihilate.
But of course it's your army, whatever you choose is good, it is YOURS.
"Thousand Sons! Fight in the Emperor's name!"
DA :8/5/7 Eldar:3/3/5 1KSons:3/1/2
Are you actually concerned with Cityfight rules, or are you just "theming" your force for general play? The reason I ask is because some things that are "fluffy" for a city-liberation force can be more or less effective depending on the rules-set you intend to play with. For instance, flamers and scouts are great in cityfight where there is lots of terrain and movement, assault, and cover saves work somewhat differently from the standard rules. In a more open battlefield, they will have to be used differently to be effective.
I recommend 20 tacticals as a minimum, even for small games. They provide the staying power for the army. I think scouts are very useful if you keep the squads smallish and use them to disrupt the enemy rather than expecting them to do any real damage.
You'll always have to figure out how to deal with heavy stuff, so whether you decide to use speeders, tanks, or put heavy weapons in your infantry squads, you're going to need that good base of anti-armor firepower. Melta bombs and meltaguns are somewhat difficult to employ and pose a risk to your own troops when they cause a large explosion--but are much more effective in restrictive terrain where longer ranged weapons can't get good lines of sight.
Also, no matter what the terrain or "flavor" of your force, you'll need to address how your army will handle assault and counter-assault, because close combat is a huge part of the game and is often decisive once it is joined. An assault squad is perfect in pretty much any scenario to handle those duties. Depending on the size of the game, one largish squad is normally sufficient. Even your Tacticals and Scouts are no slouches in the assault phase. Specially equipped Veteran Sergeants can make all the difference.
Another tack you might decide to take is simply create a balanced force (this is truly the Marines' forte, anyhow) and simply do some creative modeling to give them the "appearance" of city fighters without having to reflect it in the force selection. A simple trait like those that allow tactical troops to use Infiltration or Tank Hunters could also give a city-fighter feel to the force without getting too radical.
Thanks guys !
il think about this and will post my first army list later this day or the day after