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Forgive me if any of my numbers seem off and/or if my list appears to be a little outdate, I'm going off the 4th edition codex since I don't have the latest one yet. A lot of these numbers are also very rough.
-Chapter Master Hiragawa† 
-5x Command Squad†† 
-5x Terminator Squad 1: Assault Cannon 
-5x Assault Terminators 
-Assault Dreadnought: Dual Combat Fists 
-10x Assault Squad 1: Veteran Sergeant (Power weapon) 4 Melta Bombs 
-10x Assault Squad 2: Veteran Sergeant (Power fist, bionics) , 4 Melta Bombs 
-10x Assault Squad 3: Veteran Sergeant (Power weapon), 4 Melta Bombs 
-10x Assault Squad 4: 3 Melta Bombs 
-10x Assault Squad 5: 3 Melta Bombs 
-10x Assault Squad 6: 3 Melta Bombs 
-Land Raider 
-Land Raider Crusader 
-Heavy Dreadnought 1: Dual Missile Launchers 
-Heavy Dreadnought 2: Dual Twin-linked Heavy Bolters 
† - Jump pack, dual master crafted swords (power weapons), 'Lightning Reflexes' (4+ Invul), Terminator Honors.
†† - Veteran Sergeant with power weapon, jump pack, and Terminator Honors, Apothecary (Honors, power weapon), Chapter Banner Bearer (Honors, power weapon, jump pack, Sacred Standard, Chapter Banner, Articifer Armor), Company Champion (Honors, jump pack, Articifer Armor), and 1 'Bodyguard' (Honors, jump pack).
A few point values are still in the works and are very rough (Specifically the 3 Dreadnoughts, Chapter Master, and the 6 Troop choices). A lot of point values are also based on assumptions, such as the point values on all the Troop choices. Since normal Marines come standard with Boltguns and Assault Marines are standard with a Bolt Pistol and close combat weapon, and since in this case Assault Marines are taken as troop choices I used that ruling interchangeably. Meaning some marines have Boltguns and some have a Bolt Pistol and close combat weapon. Supposedly in the 5th edition there are rules for Assault Marine armies so hopefully this ruling will be more clear when I finally get the new codex.
The Dreadnoughts are unique because of their weapons. Assault Dreadnought has 2 close combat claws, Heavy Dread 1 has a pair of Missile Launchers, and Heavy Dread 2 has a pair of twin linked Heavy Bolters. But unfortunately I don't have any official point statistics for these weapon pairings so I'm going off more assumptions based on point costs of each weapon to other squads (And in this case I padded the point cost a bit to make things fair, but granted this is all very rough right now).
This will be my army at full strength for general/tournament play, but I'd also like to break down the size a bit when playing with smaller point values. I really want to know how people think this army would play out with the direction I'm taking. I already know one major flaw in my army: No armor killing. But I think that's an acceptable cost to take at the shear amount of close combat brutality this army has, and general troop killing. The basic strategy is to load the Terminators in the Land Raiders and get into close combat as soon as possible. Deep Strike 2-4 Assault Squads in to try and split the opponent up.
I hope I didn't violate any rules with this post, there seem to be a lot of rules regarding what is to be posted where, and how. So if I did please let me know and I'll do my best to fix it.
Last edited by Kenmichi; November 22nd, 2008 at 08:19.
Are you using the blood angels codex for this list? I agree that your list writing style is very confusing.. I'm not sure what ugrades and weapon options anything has to be the points its at.
If you would like stop by the army list builder and Thyhedras or myself will make you an army list using the new codex(built to your specs) Found *HERE*. That way you know what you can have in your army with the new dex. The list you have here has more dreads(elites in general) than are possible unless you now take a special HQ choice called "The Master of The Forge".
The jump pack troop choices are not possible with the new codex, but blood angels can. Also the upgrades you listed for the dreads is not s possibility either (unless forge world does them).
Hope that helps you out a bit. Not tryin to bash the list cause i like an all assault army, but in tournament play some of these things are very strict.
The Inceptor chapter is a 2nd Founding Chapter from the Ultramarines, it's half DIY and half GW related (GW officially recognizes this chapter as a 2nd Founding, but gives absolutely 0 information on it). So based on what I've been through with my models (They were all originally Ultramarines) and what I thought was an interesting and unique background history I decided to roll with it.
I didn't list a lot of weapon points because honestly I don't have a lot of variation in weapons in my army. I set up my own set of rules based on the theme the army is taking, and part of that theme heavily restricts what weapons the soldiers can use: Boltguns, Bolt Pistols, and close combat weapons.
Forgeworld does make all the weapons I've listed for my Dreadnoughts in both Right and Left arm variants (Even though my conversions I made myself). Though I don't know the rules on it, I'll have to flip through an Imperial Armor book soon to figure those point values out. The ruling to put 2 Dreadnoughts as Heavy Support was based off an old rule I read about that allowed Dreadnoughts to be taken as Heavy Support under certain circumstances, requiring certain upgrades. Though this was an old rule and may not exist anymore, seems I really need to invest in the latest rule book and codex.
Nox, out of curiosity how will me asking you and Thy assist me? What insight can you guys provide that I don't already know? I know what army I want, and this is it. I suppose I could format that overall layout a little more clearly, which I'll take the initiative to do after this post (Forgive the double post but I didn't want to clutter up any other posts/this sub-forum).
: I think now I see what you were saying in your reply, I really didn't explain much about my army at all. Hopefully my added details will provide more insight.
Last edited by Kenmichi; November 22nd, 2008 at 08:20.
What list will you be using for competitive/tournament play? The only list that allows Assault Squads as Troops is the Blood Angels codex pdf.
I'd highly recommend you get the latest SM codex, as there are several new options and plenty of changes that greatly influences a list.
Not even DIY chapters (Like this one) are allowed to do that? I guess it was just a rumor I heard when a friend of mine told me that the new rules will allow for jump pack armies, or perhaps he misread the new Blood Angel rule.
I'll make a trip to my hobby store within the week to look over it. After thumbing through my 4th edition codex I can definitely see why 5th edition was released shortly after 4th (compared to 3rd -> 4th). Lots of wargear restrictions that frankly don't make any sense.
Even if you combined both the BA's Dex and the new Dex. Your list set up is simply impossible.
Your wargear options, don't exist in most cases. Blood Angels, the only chapter that can take Assault Squads as Troops for example can only take a melta bomb on the Sgt. Same for Ultras. And Bionics are not even an option. (Ultra's can take flamers on base Assault marines though Grr >.<)
The only dreads available with two Close combat weapons are the Blood Angels Furioso, and the Iron Clad. Also dual heavy bolters and dual missile launchers isn't an option either. I don't think it ever has been in any Marine Codex I've ever seen =/ You can however take a Heavy bolter and a missile launcher on one dread.
I believe they also took away the ability to 'master craft' items. And I'm not quite sure where you were getting some of your upgrades from. Such as the Lightning reflexes. Far as I knew that was an assassin thing. Could be wrong. They also removed the Terminator Honors 'upgrade' it's more or less built into veterans now.
With Master of the Forge you could take the three dreads, and two terminator squads. But without him, that's five elite choices.
I apologize, I don't mean to be nit-picky. But what you've created is well so far out of bounds of any of the dex's it makes me wonder what exactly you were looking at. The Codex's make it pretty clear what you can and can't do.
Your friend may have been thinking of the Captain's Mounted rule. Which says if you have a space marine captain mounted on a bike. Then Space Marine Bike Squads of at least five models may count as troops choices.
DIY chapters mainly let you alter the flavor of an army. However you still need to play within the bounds of the base codex that your DIY chapter is modeled after. For example you could make some offshoot of the Blood Angels, but you would still need to use their codex for rules and composition. Even though you're playing the 'Gravy Monsters' or something.
If you need any help, just ask, and I'm sure you'll get lots of responses to your questions. The Community here is usually pretty helpful.
Last edited by Mesi; November 22nd, 2008 at 19:13.
This is very discouraging to learn that I can't even make a full jump pack army. I've had countless day dreams about scenarios and battles involving this style of play, and I honestly can't see why this is so limited. With the DIY chapter rules put into the 4th edition codex there are rules that allow you to make major changes in your force organization chart with some other major drawbacks (IE: Extra units at the expensive of not being allowed to take others). Or was that dealt away with in the 5th edition? If the Major traits and Major/Minor drawbacks are still in effect it seems I could take 6 Assault Marine squads across my 3 Elite choices and 3 Fast Attack choices. But in that instance I lose my 2 Terminator squads and a Dreadnought, which then makes my 2 Land Raiders useless. I do have the option of taking 6 Tactical Squads at that point, but it really just defeats the purpose of this army.
Perhaps I can still use my theme and idea but I'll have to severely dumb it down.
Plus you get Death Company ^_^
And as mentioned they are the only chapter that can take Assault Squads as troops. The all important game winners in 5th ed.
The Blood Angels Codex is free as well. Just download the PDF from the Gameworkshop website in their FAQ section. I know your Relicators are a breakoff of the Ultra's and it's up to you if you intend to stick to fluff. But what you're looking for in an all jump pack army can already be done with the BA's. You could make a DIY of them -shrugs-
From your post, you're going by the 4th Edition Dex. Everything I said was related to the new 5th Edition codex. Once a new dex is released the old one becomes obsolete. Unless you intend to play a 4th ed friendly game with a friend or two. But anywhere else you go, you'll most likely be required to use the 5th ed.
They did do away with traits. The Book is an entirely different monster in comparison to the 4th ed codex. The armory doesn't exist anymore for example. All squads have a set selection of upgrades they can take right in their listing. So I can't really explain the whole thing here. But, in comparison, the new 5th ed codex really outdoes the 4th edition one.