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Here’s my Codex Marines List:
Chaplain (or Librarian)
Terminator Squad (5 inc. Sarge)
Cyclone Missile Launcher
Scout Squad (5 inc Sarge)
Sniper Rifles, Teleport Homer and Heavy Bolter
10 man Tactical Squad
Rhino (can be swapped with drop pod if required)
10 man Tactical Squad
Rhino (can be swapped with drop pod if required)
2 Land Speeders
10 man Assault Marine Squad
Sarge with Melta Bomb
10 man Devasator Squad
4 Missile Launchers
Heavy bolter sponsons
TOTAL: roughly 1500pts
Maybe ill take out some men from the dev squad to even out the points if needed.
Essentially, I just started with a top down approach in formulating this army list. What I did was divide 1500pts into three parts: 500pts for an Assault element (based on Elite and Fast Attack choices), 500pts for a Versatile Element (Troops) and 500pts for a Fire Support/Ranged element (Heavy Support) and then chose units to fit in with these groupings. So I chose Dev squads for the Fire Support element, Assault Marines for the Assault Element etc… This is just a rough guide for a balanced list, so the actual army list composition slightly differs.
So, comments please?
I have some tips for you wich i have learned (on a bloody way) during my battles.
First, the Predator is you only tank on the field (i do not count the rhino's because they aren't tanks, they are target practice...) wich means that it will get all the Anti tank fire power of the enemy in the first round wich will mean that it will be destroyed in the first round pretty often.
now to the whirlwind, i did not mention it earlier because it is always hidden.
but it will inflict very litte damage and will probably never win back it points cost.
so my first tip is: Kick out the Whirlwind and take a second Predator instead.
Second, this is a tip wich i use for my own, it sometimes works, so it's not realy a tip, more a personal oppinion. it's about the termi's, i personally favour the assault terminators with thunder hammer and storm schield.
my tactic: use the scouts to let them teleport close by the enemy. thanks to the storm schields they have a 3+ invurnable save (OMG!) and a 2+ armour save makes them incredible hard to kill.
Third, you MUST choose between a captain and a librarian because it will make out your tactic. i personally favour the librarian but even more the Master of the forge because he will ad more heavy fire power to you army thanks to servitors, a conversion beamer (ST 10 AP1, Blast when fired ad over 42") (OMG!) and the survival chances thanks to 'Bolster Defences'.
that's all i have to say.
Thanks for reading
first off a chaplain is a pretty good, if not cheap, hq choice, with a pretty basic battle role, his abilities might fare better in an assault oriented unit though. either give him jump pack and add him to the assault marines, or change the termies to assault and add him in that way.
Next, the predator, for only 85pts will serve as a great distractor away from your rhinos carrying those precious troops, so id keep it. Because if they shoot your pred to bits thats at least a few anti tank shots that arent shredding your troops, which btw you only have 2 tactical squads! personally id like to see 3 at 1500pts, just to be safe. You do have scouts, but only 5, and they desperately need a mlauncher over that heavy bolter, itll help with target priority, trust me.
The whirlwind, for me at least, was always a solid choice. Ive had it blow up berzerkers and orks alike, so id keep it.
make sure you split the two speeders up into 2 units, so they dont get blasted down in one round of fire.
Id reccomend losing the devastators in favor of long range tactical support, or combat squad a unit with lascannon, melta gun and sgt w/ fist. giving the sgt and melta gun a razorback or rhino to run around and a lascannon to camp out the board from early on. Its just nice to have another scoring unit over those expensive devastators IMO.
this is amaxim i have found for almost every army in 40k. Make your army either mobile or static. as an example if you run devastators (prefeered) then do not use transports for your tact squads and run2 6man assault squads as counter assult elements and leap frog your army across the board( very viable with run) in addtion you would also run 2 scout squads that can out flank to take far objectives backed up by termies. A solid hq choice would be a forge father with his conversion beamer. If you want to be a mobile strike force then go with 2 tanks ( vindacator or predator), mount your tact squads in rhinos or pods, run big assault squads and perhaps a dreadnaught or 2 in pods. an ideal choice to lead this army is probally one of the special charcters in the back perhaps the whit scar guy as he gives you out flank , pedro kantor sternguard are scoring. I bring this up because you list is going in different directions. A balanced list comes from a diversity in unit choices not style of play (static or mobile). I hope this was helpfull.
thanks for the help
I was wondering if balanced Space Marine armies are all that competitive in Tournamnt play? Or is an assault oriented army more competitive?
a assault-oriented army will be shot to crap in a few rounds.
and a shooting army (except marines) will be torn appart.
the best way for army list to become succesfull is to mass on one thing.
you must decide a core, a reserve and 'rest'
the plan is:
the 'core' will consist of your main battle strenght,
when you prefer shooty, it will be devastators or the likes.
when you prefer bloody assault, it will be assault squads or vanguard.
the 'reserve' part has just one job, protecting the core force.
either with flank attacks, or covering fire.
the 'rest' is simply a single unit you bought with points not spend on 'core' forces
or 'reserve' forces.
by a 1500 points army, it will be (surely can it vary, but i just try to put it in the right direction) 900 points 'core', 400 points 'reserve' and 200 points for the 'rest'
an example wich i often use for my tournament army, (it is still the old codex because i have the new only a few days, but it will do for an example)
my 'core' consists of: 4 lascannon combat squads, 1 devastator squad with 4 ML, 1 devastator squad with 4 HB,
my 'reserve' consists of: a bike mounted close combat killer librarian, and a squad of 9 terminators coming in deep strike.
the 'rest' is a whirlwind.
the plan: the 'core' shoots everything to crap, the librarian protects it from close combat units or charges into the enemy if possible, the termi's teleport and deliver the killing blow.
the whirlwind is just the 'rest' so he annoys the enemy a little bit but i do not suspect something great from it.
one winning army tip: shooty army with close combat counter attack forces in reserve, that works!
hope this helps
the answer do whether a balnced army is viable is a resounding yes. besides what was metioned you also don't leave a bad taste in your oppents mouth after being beaten ( very important in big tourn's) and marines are easy to paint to a high standard with minimal effort or skill. So you what you end up with in a balnced force is an army that does everything well but nothing exceptional, looks great , and appears to be a fluffy themed force. in the tournemnt scene it sound like a recipe for success
So how do you think my army rates in terms of competitiveness?
i realy like ur army list you should have the drop pod instead of the rino cuz the drop pod has better weapons and can get anywere on the board and hold the same amount of people other than that its a good army amd it would be a good fight for any army