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ok my freind said thata SM melle army will get spanked by speed freeks every time..... i say that that is not the case, but i need some help building my army to be more melee based and would like some ideas on army lists
heres what ive bought so far...
2 5 man tac squads
1 assault squad
i usually set them up as follows,
2 6 man tac squad, krak launcher, melta gun, heavy bolter, veteran
champlain with powerfist and bionics
assault squad with power fist and storm sheild
what should i get next to help better my army in melee
Against orcs? I'd say Scouts are a good buy against em, because of thier peculiar weapon that ignores anything better than a 4+ save, just give em CCW's and a power fist.
Your 'krak' launcher is really called a missile launcher but your gonna have to choose between it and the heavy bolter because you cannot carry 2 heavy weapons in the same tac squad.
Generally speaking, if you plan to see melee combat, fill out your squads and add plenty of powerfists.
Well for a close combat marine army you have quite a few options. Using the basic codex you can use chapter traits to beef up your potential. Nothing says CC chapter like Blessed be the warriors, Take the fight to them or trust your battle-brothers. For more stompy goodness let them taste the wrath of heed the wisdom of the ancients. Nothing strikes fear into the heart of Close combat troops like dreadnoughts, and six of them is just mean(unless the grunts have the proper gear). Assault squads will come in handy as will the chaplain.
For some alternate power, try a Space wolves of blood angels list. See orks turn to mulch under 60 attacks from your trusty blood claws (9 of which could be powerfists) Generally speaking its bue-bye orkies. Keep in mind a speed freak list will likely get the charge on you and have a major advantage in the number of attacks they can bring to bear.
Just a few ideas on how one could use CC marines. Orks are a tough fight in close combat (believe me I play both Space wolves and orks, pitting the two against each other is a bloodbath) but if you play your cards right and have aequate fire support, you can take those greenskins down in no time. Also remember that trukks are remarkably weak and firing any heavy weapon at it will likely take it down and tie up the boyz with it.
Well good luck, emperors benevolence be with you.
Gargrimz Green Deff
W:10 D:4 L:5
CC termies are a bad idea against Orks. Choppaz make your lovely 2+ save a so-so 4+, and their sheer number of attacks will make them disappear quickly. Go for cc scouts as stated before, 3 attacks on the charge and a low price tag make them very desirable. Also, beef up your Troops selections with Tac Squads (8-10 men, HB or ML, PG, PF Vet).
A nasty combo vs Orks is TYBB and Cleanse and Purify. 10 marines with true grit, 2 flamers, and a PF Vet will destroy an entire Ork mob at once. Drive up in a Rhino, unload and put out 15 bolter shots and 2 flame templates, not to mention the 2 attacks each in combat and counter-charge.
Once you've got a solid core of Troops, you can spend points on some frills like Assault Marines, Bikes, and Dreads.
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I play a cc orientated marine army, but i use traits so i can give my assault marines furious charge and give my tactical squads bolt pistols and cc weapons....
Also, stick them all (tac squads) into rhinos and you have your own version of the speed freaks army.....
Also, i complement the army with sniper armed scouts for their ability to wound almost everything and to pin enemy units (which i then shoot and assault)
CC orientated marine armies are fantastic and hugely fun to play with...
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go with blood angels, with two deathcompany chaplains and squads as your 2 hq choices, so youd have at least a 10 man death company with 2 chaplains with power fists, all with feel no pain, free jump packs and reroll in combat.
use your assault squad as is,
then for 2 troop choices, go from your 5 to 10 marines, a meltagun in a rhino with supercharged engines and smoke launchers, both get furious assault, give the vet serg's power fist's
convert your dread into a furioso, add a couple more and drop pod them in
and what the hell, a couple of baal preds, as you know you cant resist them
jobs a good 'un
Last edited by Dr Snuggles; November 29th, 2006 at 08:00.
Originally Posted by Cheredanine
What no love for the Black Templars?Actually its 16 powerfist attacks on the charge, 4 for each BC and 4 for the Wolf Guard.See orks turn to mulch under 60 attacks from your trusty blood claws (9 of which could be powerfists)
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