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How bad can these guys lose, and what army would be its nemessis? I tried to keep it simple with the upgrades. (the Master is based on the new BA Codex Captain)
HQ - 134 (9 %)
Master [terminator honours, power weapon, bolt pistol, frag grenades, krak grenades, iron halo]
Elites - 130 (9 %)
Dreadnought [extra armour, twin-linked lascannon]
Troops - 841(56 %)
Tactical Squad A - 166 [10 men, frag grenades, flamer]
Tactical Squad B - 180 [10 men, krak grenades, meltagun]
Tactical Squad C - 175 [10 men, lascannon, plasma gun]
Scout Squad A - 140 [10 men, frag grenades, bolt pistols, close combat weapons]
Scout Squad B - 175 [10 men, 8 sniper rifles, heavy bolter]
Fast Attack - 145 (9 %)
Land Speeder Tornado - 75 [multi-melta, heavy flamer]
Land Speeder Typhoon - 70
Heavy Support - 250 (17 %)
Predator Destructor - 115 [extra armour, heavy bolter sponsons]
Predator Annihilator - 135 [extra armour, heavy bolter sponsons]
A FUN THING YOU COULD DO IS DROP TAC A B AND C AND GET A DEV. SQUAD WITH HEAVY BOLTERS THEN GET A TECH MARINE AND JOIN THEM SO YOU CAN RE-ROLL N E MISSES
AND/OR GET ALOT OF 5 MAN TACS WITH HEAVY WEAPONS AND ASSAULT WEAPONS AND KEEP THEM BACK... A 10 MAN SQUAD THATS NOT GOING TO MOVE BECAUSE OF A HEAVY WEAPON IS ALOT OF POINTS WAISTED GL AND HF
A fair troop-heavy army. It'll struggle against fast opponents and in the open. With the open I mean boards with hardly any terrain, with the few terrain there is placed at the sides. For if you then encounter a shooty army you're walking into a killing field. Some decently terrain should make things more fair.
On the other hand, if you play a scenario with objectives this army will shine.
As for list suggestions, Thor_aX' suggestions would work but IMO it's not necessary to change the list to such an extent. It's a good list in principle. Still, there are a few simple changes that could improve the performance of the majority of your army.
First, those Tactical squads A and B don't rely on getting into combat, they can fire pretty well too. They could do with a cheap heavy bolter or missile launcher in case they're stationary for a turn, for some extra fire support.
Veteran sergeants would help the squads too, when they do get to close combat.
Second, Scout squad A should have a veteran sergeant with powerfist. He'd be a great help in close combat.
Third, you could split up the other Scout squad so you can split their fire if needed.
The points required for this you could in the first place get by dropping the grenades of all squads except the assault Scout squad. Aside that squad they don't need those grenades. More points could be saved by dropping several marines or scouts from either Tactical squad C or Scout squad B.
Thanks mates, but I`ve gone and made a similar list with the DA codex (prolly what will happen with the SM Redux in a few years), with some more shootyness, and some more CC oomph. Captain easily replaced with the Jumpy Chapie, I have the model (they cost the same, Chapie 5 pts cheaper)
Captain - 125 [power weapon, storm bolter, meltabombs]
Tactical Squad A - 195 [power weapon, heavy bolter, flamer]
Tactical Squad B - 190 [missile launcher, plasma gun]
Assault Squad A - 265 [power fist, meltabombs]
Assault Squad B - 255 [plasma pistol, meltabombs]
Land Speeder Tornado A - 100 [heavy bolter, assault cannon]
Land Speeder Typhoon - 75 [heavy bolter, twin-linked missile launcher]
Predator Destructor - 110 [extra armour, heavy bolter sponsons]
Predator Annihilator - 180 [extra armour, lascannon sponsons]
PS - with the DA codex, everyone has frags, kraks and BPs..
PPS - Thor, its not a heavy weapon with 10 marines, its 10 marines with a heavy weapon. Its there for a tactical reason, I don`t have to shoot it, if I have a better use for that squad.
Thanks Sinjin, some great advice there. I do have one rule, diversity in models. Since I put collecting infront of gaming (winning), I don`t like to have the same thing twice. So all of my sargeants are different, all the squads and vehicles too. I know that powerfists are incredibly usefull now, but *gasp* I`m not such a big fan of how it looks. I gave the poor thing a chance with that sarge.
Oh, and a DA captain is the same as the vanilla master. He is also there for fluff reasons. Should he prove to be sucky, he`ll get replaced by the chaplain
That flamer, eh? I might go with the meltagun.. Squad A is really my core troop, they go in at 500 and 1000 so I figured they could use the flamer more, at those point sizes. If I end up with a spare marine, I`ll assign one extra melta-boy to them
These are lists for friendly plays, I just wanted an opinion on how they would handle themselves in a bit of a higher competition (gettingt trought 2 battles in a tournament should be enough
absolutly agree with sinjin
and if u get the chance to use the chap put him adamantine mantle and a thunderhammer, every assault squad must have a power fist and drop meltabombs, the predators with twin linked lascannon will do on the tanks. put in tacticals missile launch/lascannon and plasma gune, the rest are useless on a shooty squad without rhino/razorback. The typhoon put it a multimelta since the missile can only shoot frags... in this way u can destroy leman russes too!!
"A Moment of Laxity spawns a Lifetime of Heresy...
Never Repent, Never Forgive"Warhammer 40k:Space Marines Army:
Dwarves Army (retired):
Includes the "White Dwarf"
Guardians of the Eastern Fringe: 1560pts
Multi-melta typhoon is a really great idea, I like it And I plan to have that model anyway.
I`ll see what I can do about those power fists. Thanks guys!