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Hey this is my first 40k army, and it is all i have in my collection so far, so i know that some choices may be a bit out of place (im thinking Command squad and Veteran squad). Some time in the future im lookin to replace either one with more assault marines (5 will get chewed up) and a predator destructor (to get more armour in there). Although that isn't definite, so different suggestions would be great.
This army uses the traits 'take the fight to them' and 'we stand alone'
Pair of lightening claws
furious charge (from CS)
Command Squad: 242 pts
Apothecary; frag + krak, furious charge
Sergeant; term. honours, frag + krak, furious charge
Standard Bearer; frag + krak, furious charge
Company Champion; frag + krak, furious charge
2 Marines; frag + krak, furious charge
1 Marine; plasma gun, frag +krak, furious charge
Dreadnought: 125 pts
Veteran Squad: 240 pts
Sergeant; term. honours, plasma pistol, PW, frag +krak, furious charge
Marine; lightening claws, frag +krak, furious charge
Marine; PW, frag + krak, furious charge
2 Marines; ccw, frag + krak, furious charge
Rhino, extra armour
Tactical Squad: 179 pts
Sergeant; term. honours, PF
Marine; Plamsa Gun
6 Marines; bolter
Tactical Squad: 128 pts
Marine; meltagun, frag
Marine; flamer, frag
4 Marines; ccw, frag
Scout Squad: 85 pts
Sergeant; ccw, frag + krak
Marine; hvy bolter, frag + krak
3 Marines; ccw frag + krak
Assault Squad: 155 pts
Sergeant; Term. Honours, PF, combat shield, bolt pistol, melta bombs
4 Marines; melta bombs
Devastators: 165 pts
Sergeant; Term. Honours, plasma pistol, ccw
2 Marines; hvy bolter
2 Marines; multi-melta
Last edited by brunes07; May 2nd, 2008 at 07:24.
Hi there, welcome to LO :party2:
Since you're currently limited in terms of models, I'll give a few general suggestions.
Krak grenades are generally not recommended, they take up a lot of points and is hard to use (see rules for using grenades in close combat). If you would like to use grenades despite their difficulty, you may want to slot them on characters that are not armed with powerfists (I see you've done this already).
Swap your command squad's plasma gun for a melta. Since it's packing with lots of CC goodness, you don't want that silly rapid fire rule stopping you from assaulting.
While we're on the topic of the command squad, how do you intend to transport them? Everyone knows they're high points value and a major threat, so players will target them at first opportunity. It may be better to assign the rhino that you have to the command squad and let the veteran squad have infiltrate. While infiltrate may backfire in alpha missions, it's not as huge a point sink as the command squad.
Your first tactical squad suffers from trying to do too many things at once. The powerfist requires you to move forward, which denies your plasma and multi-melta weapons. If you decide to stand and shoot, the powerfist is wasted. If possible move the powerfist sergeant to another squad that is going to see some action. You don't need the leadership anyways with a Master on the table.
With a heavy bolter, the grenades on your scout squad may be redundant. Unless you're really planning on them to be more assaulty, in which case you would want to remove the heavy bolter and spend it on somewhere else.
Hope that gives some food for thought :happy:
Brilliant thanks i appreciate it
totally agree with everything you said, im obviously still a noob lol. understand wot u mean with the krak grenades, i guess i only put them on to take up points - but ur right, they can be quite a point sink.
hi there i think youll be best placed by swapping the multimeltas out of your dev squad, for the plasma cannon and a rocket launch (you should have 1 after all the sprues youve cust up)
also as mentioned a transport for your vet squad