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This is my first space marine army list, and i want it to be geared toward assault, similair to raven guard lists, anyways here it is so tear it apart as you see fit
Reclusiarch- Jump Pack, Rosarius, Bolt Pistol, Terminator Honors- 120
Dreadnaught- Heavy Flamer, Drop Pod- 145
10 Tactical Marines- Sergeant with CC Weapon, Flamer, Drop Pod- 190
5 Scouts- Snipers - 90
8 Assault Marines- Sergeant with Power Weapon, 2 Plasma Pistols, Furious Charge- 235
8 Assault Marines- Sergeant with Power Weapon, 2 Flamers, Furious Charge- 237
5 Devastators- Sergeant with CC Weapon, 2 Heavy Bolters, 2 Lascannons- 175
You may want to consider giving the tact squad sarge a power fist.
Its not a good idea to split up the weapons in the dev squad. Since both types fill completely opposite purposes, you'll be wasting one type or another's ability. I would go for 4 missile launchers instead.
Also give the sarge a bolter. The pistol/ccw is sort of pointless.
The problem with this list is that it may have trouble with enemy armour. I suggest adding some more anti-tank by using a few min. tact squads with a lascannon or missile launcher.
There is no such thing as a plea for innocence in my court. A plea for innocence is guilty of wasting my time. Guilty.
- Inquisitor Lord Fyodor Karamazov
My apologies if it's a unique chapter codex thing like blood angels etc, I only play codex Ultramarines 0:
Last edited by Firaya; October 25th, 2007 at 04:29. Reason: Edited text in italics
The trait 'No Mercy, No Respite' allows assault marines to be given Furious Charge and stay in the same place on the FO.
As far as the list goes, a few general points.
1. Veteran Sergeants should generally take power fists. They are so, so, so much more useful than power weapons, you wouldn't believe it.
2. That many assault marines isn't really a good idea until you're at around 1800-2000pts IMO. Especially with so little else on the board, they are a very, very obvious target.
3. Devastator squads generally want at least one 'bolter' marine for each heavy weapon. This is because you cannot shield squads any more, and if you can shoot at something, something can shoot at you. You need the 'body-shields'.
4. Sniper Rifles (except Eldar ones) are a bit pants.
1. Your Chaplain is costed wrong, he should be 121.
2. I wouldn't take a dread in a game this size. He's too many points for what he does at this level. At 1,500+, a dread in a pod is a wonderful choice, but under that he eats up a lot of points, and will die just as easily...
3. At this point level, I would want all of my marines standing on the table at the start of the game. You're going to be (probably) outnumbered anyway, why make your opponent's advantage greater? The ten man squad should take plasma and either a HB or a ML, and be used as a general, all purpose squad.
4. That scout squad is easy meat. They will be causing 2ish armour saves per turn, which is hardly terrifying, and are very easy to knock out. Drop them, or swap the snipers for an extra man and a ML.
5. Get Fists in those Assault Squads. You will be glad you did...
6. Those Devs are a bit pants. Try a squad of 6-8 with 3-4 MLs. You will love them. However, you need to deploy them *very* carefully, as you can't be moving about and shooting...
Good luck, and hopefully some of that was helpful for you =)
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