Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I need help with my next addition to my SM army. So far I have:
2 tactical squads (each with ten marines, one has a meltagun and a lascannon, the other has a flamer and missle launcher)
1 scout squad with 7 marines (5 have snipers, 2 have shotguns)
terminator squad (all have storm bolters and power fists)
dreadnought with a multi-melta, close combat weapon, and storm bolter
whirlwind with storm bolter
a land speeder with assault cannon and heavy bolter
and 2 HQ units (I usualy use one as a captain or master of the forge, and the other is a sicarius or a kor'sarro khan)
Now here's my delema: I usualy play against either orcs or tyranids (which has TONS of geanstealers, gaunts, a hive tyrant, carnifax, etc.), and I am getting my butt kicked. I don't know if it is my strategy or not, but I am looking to increase my army size from 1.5k to 2k points. If someone could help me please! As you can tell with my army list, I like long ranged stuff, but Ialso see the potential of heavy armour (like land raiders) and fast attack.
EDIT: I was considering a sternguard veterans squad, land raider, vanguard veteran/assault squad, or a devastator squad.
Last edited by mcdoofus; May 28th, 2009 at 03:20. Reason: I want to give some ideas on units I am considering
Some early suggestions:
1. Use a Heavy Flamer on the Dreadnought instead of a Storm Bolter.
2. How did you end up with 7 Scout models when they come in sets of 5? In any case, shotguns and sniper rifles don't mix, put in a missile launcher or heavy bolter if you like and make the last model a sniper.
3. Are you running 2 HQs in a 1500 list? That's a big point sink, especially when going against horde armies. Use only one and get more units from the points saved.
4. Terminators with storm bolters and powerfists pale in comparison to the upgraded Assault Terminators. If you insist on playing Terminators, which can be a point sink in their own right, consider getting Assault Terminators and about 2-3 Storm Shield / Thunderhammer models.
5. A Land Raider is not much good against hordes, unless you take the Redeemer.
6. Sternguards and 4 Missile Launcher Devastator squads are good if used properly. Vanguard squads are usually too expensive points wise and needs more thought in playing.
Thanks so much for your help! Now I have to decide on assault terminators or a devastator squad, or maybe a sternguard. Anyways, thank you!
A second Whirlwind will also make a nice difference against horde armies, but I'd go with the Sternguard - they can remove cover, get extended range and put out AP3 shots against anything bolters can't take down.
Hell, for 500 points you could get 10 Sternguard with CombiFlamers and 2 more whirlwinds.
Thanks for your help. One more request: how should I use my army against these nids? I usually field all my tac squads and whirlwind against him, rarely using my termies. His army is HEAVILY based on geanstealers. Any suggestions? Any help would be useful. Also, I went with a sternguard squad with combi flamer and all bolters.
I can't remember what it's called, but there's a tactic where you set up all your army split evenly between the corners and then sacrifice one side in order to force them to spend all their time moving.
It works really well against 'nids because their weakness is the fact they need to get to you before they're expensive, however I've not tested it against 'stealers because my local 'nid player just doesn't field them for some reason.
Thank for the advice, but he has made his army a little shooty with a carnifax, hive tyrant, and 3 zoanthroaps, along with a bunch of gaunts. Those are what cause me to hide my tac squads. Also, with his fleet of foot, he can be out of range from my tac squads or anything < 18 inches range can't hit him because he's out of range one turn, and assaulting me the next. How do I counter this?
The key I find to using marines effectively against genestealers, is to make them break the 18" "bubble" on their turn. Once a group of them used their movement to get inside the bubble, on your turn you are prepared to strike.
This is done best with some sort of additional fire support, your TFC would be great for this. During your movement phase move your marines 6" toward the genestealer unit, this should place most of your marines with in Rapid Fire range. Unload, rapid fire bolters into the genestealer unit, then fire your TFC at whats left. There's a good chance most or all will be dead, leaving only a few that may charge your tactical squad anyhow, but will be far more manageable.
And while you are waiting for them to break the 18" bubble. If they are within 24" start shooting them up. Another key component is focusing fire. Destroy each unit as a whole, don't try to pick off 2 genestealers from each unit, get 4 from one unit. Keep focus on a unit until it is manageable.
Last edited by Xpyre35; June 3rd, 2009 at 19:03.
I can see how that will work, but wouldn't that leave my tactical squads only one turn of shooting the genestealers before they are eaten up?