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Feel free to criticize im not good at making army lists. This list is for a local tourney and I was hoping someone could help me improve it before sunday. The list is as follows:
Master and 4 Man Command Squad - 296
Lightining Claws, Terminator Honors
Apothecary, x2 Missile Launchers, Tank Hunters
5 Man Terminator Squad - 250
x2 Assault Cannons, x2 Chain Fists
10 Man Tactical Squad - 196
Veteran Sergeant, Power Fist, Flamer, Frag Grenades
10 Man Tactical Squad - 195
Veteran Sergeant, Power Weapon, Meltagun, Frag Grenades
5 Man Tactical Squad - 96
Veteran Sergeant, Flamer
5 Man Scout Squad - 70
Frag Grenades, CCW + BP's
5 Man Scout Squad - 70
Bolters, Heavy Bolter
5 Man Assault Squad - 150
Veteran Sergeant, Power Fist, x2 Plasma Pistols
3 Man Biker Squad - 102
5 Man Devastator Squad - 215
x2 Plasma Cannons, x2 Lascannons
Predator Destructor - 110
Land Raider - 250
Power of the Machine Spirits
That's all of it and it comes to exactly 2000pts. I also have the option for a terminator command squad but last time i used it they when they scattered into enemy units:sad:. Oh and by the way in almost all of the tourneys there are tons of chaos players.
you said chaos? inquisition's whats for you.
i actually almost never play normal termies.
if against chaos, take the termies and the command squad off, give grey knight hero and 5 grey knight terminators, 3 psycannons or incinerator (if playing chaos demons), and the chaos will be purged, hopefully.
second give the tact squads rhinos, useless to put meltaguns.
"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
From the perspective of fighting marines as an eldar player but now beginning a ultramarines army, I think assault squads should be at unit size 10, 5 is so easy to take down. Chaos players can be tough, especially if they're nurgle/deathguard so i'd take as many lascannons, plasma cannons and power fists as possible. The assault squad will be good against Tzeentch marines if its size 10.
Here is my advice, I hope it doesn't sounds too critical because I'm just trying to help :-) obivously feel free to ignore my ramblings :-P
Hope some or all of this helped. If you want any more detailed explanation of anything I said (which I doubt) just let me know :-)
Oh and good luck for the tourney! Courage and Honour and all that :-)
Thanks for your input its greatly appreciated but dont forget its a tournament so there are more than just chaos but they are the majority. I dont have more assault marines but last time is used them they riped through to five man immortal squads and earned more than their points worth. I've changed things around abit however since this list was posted.
1.I dropped the comm sqaud and took two five man tactical squads each with a missile launcher.
2.I took a librarian to accompany one of my tac squads and am using the master to accompany the other.
Those are the biggest differences. I can still give someone a plasma gun so i'll probably replace the flamer. Oh and i think i'll want those chainfists incase a defiler spots my termies and it's lunchtime. I cold replace my scouts with two landspeeders to if that would be better, but in my opinion landspeeders are to expensive for something so fragile. But still thanks for your help.
The libby makes a little more sense, as he's kitted out for shooting, especially with the right psychic power(s).
You misunderstood me Canew I have 4 Tactical Squads in total.
2 Five Man squads each with a missile launchers
2 Ten Man squads with vet sergeants and assualt weapons designed for closecombat.
My Master and Librarian will each lead one of the ten man squads. The five Man Squads are only there for fire support.
That's fine, but if your Tactical Squad has an Assault-tooled character in it they shouldn't really be footslogging - you want a transport of some kind for them if possible.
Also, if you are using them in that way, you'd be better off replacing the Tactical Squad with a 10 man command squad with bolt pistols and CCWs - you can still have the Veteran Sergeant with PF, but it would mean you get mroe attacks in an assault and could take 2 flamers / meltaguns as well. Bear in mind a marine in a command squad costs the same as one in a tactical squad, and they would be lot more effective as a support unit for an Assault character - especially if you gave them furious charge or infiltrate. You could even put them in the Land Raider if you only took a nine-man command squad (or used a Crusader instead).
Either that, or give your Captain a Jump Pack and stick him with the assault squad.
As for your comment about the Assault Squads - they may have been great in a previous game, but that doesn't mean they won't die on their arses in this one! I'm giving you tips that try to take bad luck into account - plan for the worst case afterall!
As for the 2 new Tactical Squads - are you aware that you now have 7 Troops choices (and therefore an illegal army)? I like my troops as much as the next man but at 2000 points you should be adding a bit more to your other sections. You'd be better off spending those points upscaling your Assault and Devastator squads.
As for the plasma guns, they are still useful against other armies with good saves (Necrons, Witch/Daemon Hunters, other Marines, and so on) and even against the others as every army has something that a plasma shot can be game-saving against (battlesuits, carnifexes, wraithlords and so on), but if you insist on flamers that that's your call, they can be great against guard, eldar and so on.
If you anticipate defilers then that's fair enough with the chainfists :-)
Land Speeders may be fragile but they can still be a great unit to take. They can move fast and harrass your opponent's flanks, and take bites out of a unit or finish off one that may be regrouping. IMHO they are fantastic units for the points, and you can use them either for anti-infantry or armour configurations, or take one of each, and either take them as basic or tornado depending on if you are scrimping for points or not.
Again this is just my opinion, feel free to ignore.
I see what you're saying about the troops but I don't have seven I didn't explain it well i have those two tactical squads and replaced the 5 man squad with the flamer with two 5 man squads that both have a missile launcher and then I have two scout units.