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i don't have the new codex, but i've saved some money to start an army.
these are the squads i'm planning to be able to get by the end of next month:
2 x Sternguard squads (20 marines)
2 x Tactical squads (20 marines)
2 x Vanguard squads (20 marines)
2 x Devastator squads (20 marines)
i need a bit of help for ideas on how to field this soon-to-be army, and what HQ should i get?
i was thinking two HQs would fit nicely in my army, but is that practical?
if your not careful then the 20 vanguard veterans can soon get quite pricey pts wise, the Hq all depends on what you want your army to do, e.g: shrike will give the entirea army fleet of foot, calgar allows you to choose to pass or fail all moral test automatically,siccarious can re-roll to sieze the initiative all units in teh rmy can use his leadership and one tac squad can get counter attack infiltrate scout or tank hunters, kantor and lysander give the army the stubborn rule etc etc etc it all depends on what you want the army to do
from the list you have here shrike woudl seem to be a good idea giving the vanguard the fleet rule and kantor would turn your sterguard into scoring units which would give you a total of 8 scoring units to contest and claim objectives with, but it all depends on what you want the army to do theres a character for every ocasion
hi, lukebardy thanks for the post!!
well i was kinda hoping for a balanced list ie. tac and dev squads stay put while the van and sterns move forward. but i'm not too sure if i should do that? is it better to have my entire army assaulting?
yeah, if i take both shrike and pedro kantor does that mean i get both the special rules? (am i allowed to take two special characters?)
and i reckon from this core i'll branch out, probably dreads and transports first.
just one Q. can shrike swap his weapons?, cos i've never really been a fan of lightning claws.
for a balanced list, what Sp. Characters do you recommend in a balanced list?
Using the one game i have played using the new marine codex then i would say that sternguard definetly need to be within rapid fire range, i mean it doubles the number of shots and AP-3 bolters agains an MEQ army why wouldnt you want 40 AP-3 shots a turn?!?!?!? in assault the vanguard were deadly, especially aginst the death company, in short the death company were butchered,
However you wouldnt get both special rules you would have to choose between shikes abilityof giving the entire army fleet or kantors ability to give youthe stubborn special rule and making the sternguard able to hold objectives, so its an either or im affraid, BUT both of these abilities cancell out the chapter tactics that allow you to volountarily fail a leadership test in order to fall back, you can only have on, but there are loads more to choose from too many to list in this post alone lol.
and yes shrike is stuck with his lighning claws, but apart from the chapter tactics rules and te varieations above, there are oter special rules that apply no matter what you pick, such as kantors ability to give every unit within 12' of him +1A, and shrikes ability to give himself and the squad he joins the infiltrate special rule(i recoment this with one of your vanguard units) works a treat, jumping 12' over difficult terrain landing on the otehr side shooting with bolt pistols and plasma pistols and assaulting, so with shrike and a 10 man squad of vanguard that was 45 power weapon attacks on the charge, but if kantor was within 12' it would have been a whopping 56!!!!!!
as for special character you can take any two you want, you can use them as is representing different chapters working togetehr or paint them up as your own chapter and re-name them and use the stats for the named character, either way it allows you to mix up your characters (the codex assumes all chapters will have their equivalent to shrike and kantor for example)
However two character you can take in addition are scout sgt telion and sgt chronus, telion is a scout commander with a 36' rnage str-4 ap-5 heavy 2, rnding and pinning boltgun (sniper rifle boltgun) he even gets to pick which model the wounds are allocated to, and if he forgoes shooting i.e when he moves you can give one member of his squad his BS of 6 for that shooting phase, all this as a 50pt upgrade to a scout squad. also chronus is bought as a 70pt ipgrade for a tank, allowing it a BS of 5 and it ignores crew shaken and crew stunned results and if the vehicle is destroyed or explodes he jumps out and continues the fight on a 3+ coming complete with a servo arm, grenades and a bolt pistol, i used him in a vindicator ad the results were sweet. so you can maz out and have 4 special named character 2 in place of your commanders and two as upgrade to a squad and vehicle respecively,
actually, the sternguard counting as scoring doesn't repace combat tactics, so if you take kantor and shrike, you only have to shoose between fleet and and stubborn.
Looking at what you're planning to purchase, I'd have to go with Chapter Master Kantor. The main reason is that he'll count the Sternguard as scoring units, and with only 2 tac squads, that's a huge swing in your favour. You'll be doubling the amount of scoring units that you're placing on the board. And Kantor doesn't suck either.
Something you might want to look at is placing your Sternguard in transport vehicles. Zip forward 12", disembark, and give those heretics shootie death.
And actually, with the quality of the marine statline, another hero might be redundant. With those points you're saving, you can get another 5 man squad, or bump another squad to 10 men. But if you do decide on another HQ choice, you might just want to look at a 'generic' chaplain. Pop a jump pack on him, and run him with your Vanguard squads.
Tactic wise, depending on the missions, I'd keep the tac squads and dev squads close to the objectives and run the other squads towards the enemy's objective. 2 Rhino's would allow the Sternguard to keep pace with the Assault squads. I'd split the dev squads into combat squads, each with two of the same hvy weapons. That way you can engage four different targets with your two dev squads. Also, the enemy will have to either concentrate all their fire power on one or two squads a turn, or disperse their fire across the 4 dev combat squads.
And don't forget that as a Chapter Master, Kantor can call down an orbital bombardment once per game.
And if you're looking for a Dread, depends on what you're looking for. I'm really enjoying the Ironclad. 13 armour up front and a hvy flamer or two. Burn you damn heretics, burn. Any other questions, feel free to ask.
yeah, i'm now leaning towards kantor. here is my new idea of what to get. what do you think?
kantor - with 5 man command squad in razorback
if what rockdeity said is true (can someone with the codex verify?) then i will take shrike with a five man-assault orientated command squad
sternguard veterans - rhino
2 x dreadnoughts
vanguard veterans - land raider crusader (they'll hop in this with shrike and his squad)
tactical squad - stay put on objectives
tactical squad - stay put on objectives
devastator squad - support the tactical squads (i will probably split this, one with two heavy bolters, the other with two lascannons)
i would really like to fit telion and/or chronus in there. but i don't know how to field him, ie with sniper squad? bolter squad?
and can chronus go in a razorback?
is it possible to field this soon-to-be army effectively?
transports notwithstanding, I'd say yeah, this is a solid backbone for an army. I have a feeling you are going to want something besides power armor on the field at some point. Some tanks or termies or something with a bit thicker skin, but I think with this army you could do lots of things and more importantly, have lots of fun.
Oh, yet another benefit of kantor is everyone with 12" of him gets another attack.
get a hq and drop a sternguard squad, or add some landspeeders
yeah, i know what you mean about thicker armour, thats why i chucked in the two dreadnoughts.
but i was kind of hoping to have as many marines in there as possible for scoring units, and most armoured firepower would be razorbacks and landraiders (because of their transport capabilities).
but what do you guys recommend, land speeders or bikes? and i would like to be able to combine them to be anti-infantry and anti-tank, but is that a good idea?