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Here's a hefty seeming list I threw together from the new codex since I bought it. It seems fairly self explanatory.
All thoughts are welcome.
Captain - Lightning Claw, Melta Bombs, Jump Pack - 145
3x10 Marines - +5 Marines, Power Weapon, Flamer, Multi-Melta, Melta-Bombs - 570
3x10 Drop Pods - Deathwind - 165
10x Assault Marines - +5 Marines, 2 Flamer, Lightning Claw, Melta Bombs - 230
Whirlwind - 85
Thunderfire Cannon - 100
5x Devastator Squad -3x Lascannons - 200
Last edited by aetherguy881; November 17th, 2008 at 13:35.
HQ: He seems ok. Joining the assault squad I assume. Replacing him for a chaplin with jump pack and digiweapons would make the unit reroll hits and other benefits. He isn't as good in combat but the rerolls I think more than make up. Replacing him for a librarian would also help by giving you psy hood defences.
Troops: good here. I think I would perfer meltaguns on one or 2 units to have a go at tanks on the turn of arrival. Maybe drop a deathwind upgrade for this from the third drop pod.
Heavy: First two are fine. Devastators should be dropped for 2 units of 2 attack bikes with multimeltas. That makes 8 wounds and 4 MMs that can move like stink and blow big holes in enemy tanks. They are much more of a threat to your opponent who cannot hide from them as easily. They can be given a cover save by interveening assault squads or by turbo boosting.
Quorn! - Protein for the Protein God.
I'll look into the suggestions for the HQ. I'm still learning what's new and what that stuff does...
I like the M-M's mainly because it increases their threat range. Not to mention I can cut off his deployment zone with one of those. I'm planning on breaking the squads up once they enter play so I can get some close combat and some objective holding going on that side of the field.
Good to know you like the assault marines. They'll go after the threats that I can't get ahold of with the tac squads. They're also there for swarm control; Yay flame template goodness!
My SW army uses the bikes for this reason. However I prefer the devastator squad because they provide the back-row support that I've put in here. Also, lascannons have a much better chace to get ahold of those turtling tanks than the bikes.
Just my reasoning for my choices.
Consider swapping out the lightning claw in the assault squad for a powerfist, that squad with your HQ could be vulnerable to dreadnaughts and the like. Infact, I don't see one single powerfist in the whole army!
Also have you thought about taking sternguard instead of devastators?
I believe sternguard can only take two lascannons! You're away!
Just my 2¢:
The list doesn't look bad at all. I simply had to point out two points where I agree with other posts.
I'd drop the Captain and go for a Chaplain w/Jump Packs as Mad Cat suggested. The extra re-rolls for your Assault Squad will be invaluable.
I also agree with Age. That Assault Squad is going to get caught with its armor down when a monstrous creature or walker gets a hold of them and they don't have a power fist.