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SM Chaplain - jumppack, stormbolter and melta bombs - 123 pnts
Tactical Squad (10 ) - meltagun, missile launcher, sgt chainsword - 175 pnts
dedicated transport: Rhino, extra armour, storm bolter - 60 pnts
Tactical Squad (10 ) - plasmagun, sgt chainsword - 180 pnts
dedicated transport: Rhino, extra armour - 50 pnts
Scout Squad (5) - Sniper Rifles, Camo Cloaks - 50pnts
Assault Squad (5) - sgt's power weapon - 115 pnts (<- chaplain goes with them)
Dreadnought - heavy flamer - 115 pnts
Predator - Heavy Bolter side sponsons - 85 pnts
TOTAL: 993 pnts
tell me what you think ^^
MEAT IS MURDER, And murder tastes pretty good! :D
Nice all around, but a few things:
In my point of view and experience, scouts are not an option for me. I've tried and tested them and the more I've tried, the more I'm convinced they are not worth. Go with a small tactical squad if you need more scoring troops or sub them for a bike squad to support the assault squad and add mobility.
Rhinos are cheap for a reason. Keep them cheap. Your Rhinos cost almost as much as a Predator.
Your sergeants need at least a power weapon/power fist. I'd go with power weapon on the tacticals and upgrade the assault sergeant to power fist. Use the points from the Rhinos to do that.
The storm bolter is a two hand weapon and won't grant the chaplain an extra attack in close combat. He is already equipped with a pistol, so you can save the points here too.
I like Scouts with Sniper Rifles, in my army otherwise I find them pretty useless. Especially since they hit on a 4+. Would have to agree with Cowboy about the Storm Bolter and the Rhinos being too expensive. Just finished a game against Eldar at 750 Pts, where my Assault Squad of 7 Members was destroyed in 1 round of shooting by Eldar Dire Avengers with Bladestorm, (Farseer Doomed my Squad) Would consider removing the Rhinos of the Tact Squads and putting it on your Assault, my Opponent head hunted the Assault Squad who was very vulnerable in the open. Getting your Assault Squad with Chaplain in close unscathed should be your #1 Priority.
Armies: 40k: Imperial Guard, Orks Fantasy: Skaven
I would say keep the Scouts as well, although I have had some success with Sniper Scouts and I think they are a fair investment just for their killing power, but the real merit of having them is that in a fast army like yours you can leave them on a home objective and let the rest of your army do what it is built for.
I would highly recomend finding the points to make that Assault Marine squad 10-man, Assault Marines are barely any more expensive than normal Marines these days, and you need enough guys to look after your Chaplain in that squad. I would even consider dropping the Predator to do this.
The only other comment I would make is that I find some of the Weapon loadouts a bit confusing, the Chaplain having a Storm Bolter is just wasting the offhand attack he gets from a Bolt Pistol, and I find the Storm Bolters on the Rhinos a waste of points.
Other than that I think it is a nice list, the only problem I forsee is that the lack of Powerfists on the Sergeants will give you a hard time killing anything tough.
here's my opinion, feel free to disregard what you don't like
Move the missile launcher from squad 1 to squad 2. plasma gun is more likely to be used standing still than the melta.
remove extra armour from both rhinos and you can give both sgts power weapons.
Or give one a powerfist
Chaplain with storm bolter is a bit strange, but if you think it looks cool go for it!
Have fun whatever way you decide to play it
Arch Overfiend & Grand Despot
I currently play:
Doom Eagle Space Marines
Hive Fleet Omega Tyranids
Goff Ork Boyz(dead)
Tau of O'me
Inquisitorial Xeno Hunters
and my attempted foray into fantasy
'Dark Angel Green' Dark Elves in need of fluff
Only one heavy weapon between 2 squads? Take a heavy bolter for free if nothing else (you can always fire your bolt pistol if you've moved, and if you don't then the heavy bolter will run amok), and I echo the earlier comments about power weapons. I never have a squad without one.
Personally I hate stormbolters as I think they're the only thing in the books that isn't a multiple of 5. If nothing else you can spend 5 of your remaining 7 points on meltabombs for someone, although I'd actually drop the meltabombs and stormbolter on your chaplain in favour of a combimelta if you do want him to have ranged ability.