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my group has recently started a combat patrol campaign and we have to start new armies for them. I decided to use Space Marines, because i usually use Necrons and Tyranids, and i wanted a realistic military feel. Anyways most of the guys we play with are genius' of sorts and a few of the them have some serious tactics and strategies behind them. So i decided to make a force that could really adapt to any enemy maneuver or tactic and this basic group was born.
Tactical Squad 1
Sergeant +5 Marines
Tactical Squad 2
Sergeant +5 Marines
Sergeant +4 Scouts
Sergeant +4 Marines
3 Heavy Bolters
The main battle plan is to have the scouts and Devastators on my flanks and move only the first two turns max. Then they'll dig in and my two tactical squads will force enemy units into the Scout or Devastator firing lanes. Or if im facing a fast army my whole force will dig in like this [D T T S] and use crossing firing lanes to eliminate as much as possible before my Tactical's move in for the attack. Alternately depending on the terrain and the enemy i may use a strong side trench or a split pincer maneuver.
Anyways how would you say the list is?
I know it is a combat patrol where points are less but... Who will be leading them? I think you need someone to lead them...
Apart from that it is nice to see scout with sniper rifles. Nice tactic you have thought of but I would like to point to the lack of light anti-vehicle arms to your force, like meltaguns...
Thanks to all the people showing faith in me
I sometimes feel that everyone will leave me and they will be on their own...
Tsele, in combat patrol you are not required to have an HQ unit lead the force. (For some armies, it is generally not advised either, not when their are things you could fit in that can do more.)
For both squads, I would suggest taking two of the devestator squad heavy bolters and giving them to the tactical squads. It gives them eight shots over six, with three of them being at higher strength.
If you put the heavy bolters in your tactical squads and put missile launchers in the devestator squad then your total goes up to 405. I'm not entirely certain whether or not your group will allow you to go over and if not then I would recommend dropping a tactical marine and swapping one of the sniper rifles for a third missile launcher. This drops your total to 395 and gives you a grand total of five heavy weapons rather than the three you currently have.
Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.
"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
Member of the Fluff Masters Clan
I like the way you've put a lot of boots on the ground. Seeing that many marines (20+) at 400 points is a scary thing for anyone. I do have a few suggestions.
First, I agree that your tactical squads might benefit from a bit more punch. I like the idea of moving heavy bolters into them, but I also like to use plasma guns. I don't think you need two special weapons per squad, but I think giving each squad a little something extra will pay huge dividends.
I also agree that the Dev. squad might benefit from the missile launchers. I think that 5 marines with two missile launchers is a solid unit that will be able to deal with any armour you might encounter at 400 points.
My only major concern is the scout squad. I've found that sniper scouts look great on paper but rarely perform on the table (and believe me, I've tried). You might think about turning them into a squad with a missile launcher or heavy bolter (for some infiltrating heavy weapon goodness), or turning them into another tactical squad.
Just some thoughts, but mostly I think your list is solid. All those marines are going to be a pain to dig out of their cover and at 400 points, four squads of marines is going to be a huge headache for anyone.