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This is my first attempt at a white sars army list. It is also the first space marine army list. So can you tell me if i've done anything illegal and also would like some feedback on the army list. Thanks
Master- Bike, Power fist, bolt pistol, krak grenades, master-crafted weapon, teleport homer - 153pts
White Scars Biker Squad
Sergeant - terminator honours, power weapon, bolt pistol.
1 plasma gun
White Scars Biker Squad (master goes here)
2x melta guns
4x Scout Bikers- Krak grenades
Sergeant- krak grenades
9x Assault marines- melta bombs
sergeant- melta bombs
Land speeder typhoon
TOTAL - 1,001pts
First, the Teleport Homer is useless. You have no terminators. If you choose to Deep Strike the Assault Squad, they cannot use it. Only terminators can.
Second, you should never put a weapon that always strikes last on an Independent Character. He is much better with a regular Power Weapon. And I would drop the Master Crafting unless you really have nothing else to spend the points on.
Third, all of your seargents should have power fists.
Fourth, a plasma gun is not a good idea on a biker. I would switch for either another flamer or a melta gun.
Fifth, the melta bombs on the bikes are overkill. Save the points for something else.
Sixth, I would drop the Scout Bikers in favor of another squad of regular bikers.
Seventh, the Assault squad should not have melta bombs. These guys should be assautling guys, not tanks. Save the points for better things. Like T-Honors and a Power Fist for your seargent. A Seargent in an Assault Squad should never, ever be without it. If you can't afford T-Honors and a Power Fist, then don't take the squad at all.
Hope that helps!!
I agree with what sinjin said about the powerfists and weapons. Instead of melta bombs, I would go for an attack bike or two with the units or by themselves with multimeltas. They are much more reliable for tank killing than meltabombs and add numbers to your list (which all whitescars armies will be short of)
ok i've taken on board the advice so here's the second list:
Master- bike, power weapon- 120pts
Biker squad- Sergeant- (power fist, Terminator honours), 4 bikes (1 flamer, 1 melta gun)- 201pts
Biker Squad- sergeant, 3 bikes(2 melta guns), (master goes here)- 148pts
assualt marines- sergeant(terminator honours, power fist) 9 assualt marines- 250pts
Land Speeders- 1 land speeder tornado, 1 land speeder typhoon- 150pts
2 attack bikes with multi-meltas- 130pts
Looking a lot better.
I would suggest revisiting those regular biker squads again.
1. Don't mix special weapons on the first squad.
2. I would suggest putting the flamers on the Sqaud that the Master is supposed to join. That way they can assault and the other squad can chase tanks if needed.
3. Try to give a powerfist to the Sarge that the HQ is going to join - so the powerfist complements his power weapon.
4. Typhoons are not really efficient. Use another Tornado
Shut up and play.
Just a thought, don't you only have 1 troops choice there?
I thought bike squads had to be 5 strong to count as troops, and only one of yours is...
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Yeah, minus_t is right. You can't bump a squad up to 5 strong with an Independent Character and have it count as a troops choice, to the best of my knowledge. They have to be 5-strong on their own.