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HQ: Chaplain, jump pack - 115
Trp: Tactical squad x10, flamer, ML - 170
Trp: Tactical squad x10, flamer, ML - 170
Trp: Scouts x5, cloaks, snipers, heavy bolter - 100
Elt: Sternguard vets x5, razorback - 165
FA: Vangard vets x5, power weapon, meltabomb, jump packs - 195
HS: Whirlwind - XX
Idea was to use my existing BfM Marines, and get a battleforce, HQ and Whirlwind for backup (have spare turret for heavy bolter on the razorback somewhere). For efficiency's sake I took vanguard and sternguard, since their killing power is rather high for a 5 man squad. And whirlwinds are a model I've always found appealing, plus the thing, being one of my only vehicles, can hide behind terrain and lob missiles to keep itself safe. Tac squads went simple, that's what I have and Missile launchers are the most versatile for low points.
Sorry to burst your bubble... but the battleforce scouts don't come with sniper rifles
If you really want snipers, you can add a box of scouts and change the Vanguard to normal assault marines, which I would recommend regardless. ~200 pts for 5 men in a 1000 pt army isn't worth it, and Vanguard are never really worth it. All you really get from them is 1 more attack each and more reliable entry for almost double the price.
If you want to burn points without buying anything more, load the sargeants in your tac squads with toys, put a flamer in the assault marine group and melta or plasma instead of a flamer in tac squads. Converting combi weapons on the sternguard will also add some point and make them rediculously lethal
yer i agree get a 10 man assault squad instead of the vangaurd with the chaplin they should take care of most units in 1000 pts, maybe also replace the ML with lascannons to deal with any nasty tank surprises they bring to battle
Astynax, I know about the scouts, but I have enough bits to get a conversion together for them (maybe necron green rods painted over, stuck to their bolters.)
Assault squad over vanguard? Alright, I could do that I suppose, though I figured the amount of power weapon attacks would be pretty fun. Also what combi weapon would you recommend? They seem capable of downing everything except tanks pretty briskly, so combimeltas? Or just leave tank busting to other means? I was considering adding an extra melta bomb on the chaplain.
And I looked into lascannons on my tac squads, I figured Krak missiles should suffice, but every so often I suppose you get some nut with a land raider. Problem is the marines I got have missile and flamers, and it's always struck me as a reasonable build.
Are the razorback and whirlwind going to be suitably survivable for 1k as the only vehicles? Should I put TL lascannons on the razorback in favor of the heavy bolters to up my anti-tank? (buddy has some extra bits from a land-raider hanging around so I could do both)
*ponders some more*
If you took the twin linked on the Razorback shouldn't need to worry bout them in tactical squads as the ML and razorback should deal with any nastys
Alright, took some of that into consideration and made adjustments, btw should I take a power fist or power weapon on the assault sergeant? If i take the sword, I'll grab a bomb and shield for him. But I was thinking being able to pop tanks and MCs in CC would be nice? Also added some backup weapons to the vehicles so they're harder to glance out of comission. (yes I know they're AV 11...still)
HQ: Chaplain, Jump Pack, meltabomb– 120
Elt: Sternguard x5, Razorback w/ lascannons, storm bolter - 210
Trp: Tactical Squad x10 , flamer, Missile Launcher – 170
Trp: Tactical Squad x10, flamer, Missile Launcher – 170
Trp: Scouts x5, sniper rifles x4, cloaks, heavy bolter– 100
FA: Assault x5, power fist (power sword, combat shield, meltabomb), flamer - 135
HS: Whirlwind, storm bolter – 95
Here's some other suggestions with +/- points to get you back to 1000.
Dead on with the combi meltas! This squad can pretty much now kill anything and everything in 1 shooting phase. Combis for all (+25)
Ditch the combat shield since you already have other members to soak up wounds (-5)
Power Fist on the assault sarge & attach the chaplain to the group. You won't need the melta bombs with a powerfist there anymore (-5)
If you're hiding the whirlwind behind cover to blast things, the storm bolter isn't going to be able to fire or needed. Hide behind cover and you should't be taking much damage, especially with cover saves (-10 )
Drop the camo cloaks on the scouts to make up on points needed elsewhere (-15)
-take lascannon & TL plasma. At BS 4 you shouldn't be missing too much and will add some strong firepower. (0 )
-ditch the storm bolter, points better used for option below (-10 ) It will take a lot of fire since it's your only armor around, so glancing isn't your biggest concern... its the penetrating which will take it out anyways.
Combat 1 tac squad and give the sarge a power weapon & melta bombs. This will leave the ML behind to fire and brings the flamer up into their face + strong CC abilites (+20 )
Total = still 1000 points. Also if you want you can leave the rhino standard with HBs to take 1 power fist & 1 power weapon for the tac squad sarges and combat squad them both. The combi meltas should be enough to deal with anti tank in that group and addition of more power weapons/fists can deal with the high armor infanty.
Last edited by Astynax; April 16th, 2009 at 07:40. Reason: 0 ) turned into the 1 eyed smiley!
I wasn't giving the Assault sergeant a shield unless you suggest to use a power weapon over the powerfist. I'd been considering giving the sternguard sergeant a ightning claw in case the squad got charged? Since you can replace his bolt pistol instead of the bolter.
Lascannon/plasmagun sounds like fun to me ^^.
Scouts seemed like they could use the extra protection from that extended cover save, but I suppose it's not a vital unit being my third troops unit huh.