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I mainly play against Tau. Sometimes other Marines or Orcs. Pretty well rounded in my opinion, but my tactics are weird. I usually go in foot sloggin' for the first 1-2 turns, getting off any shots with my tac squads/assault squad. Command Squad moves up in rhino. All these are supported by the Dev squads and snipers which hit whatever each squad is meant for. Land Speeders harass troops with the assistance of the Sternguard while my cc squads move up. I have thought of adding a jump pack to the chaplain and instead attaching him to the command squad, putting him into the Assault squad.. not sure though.
bolt pistol, power weapon, Artificer Armour
His CC Command Squad
2 power fists/2 Plasma Pistols
Storm Shield/Thunder Hammer
Storm Shield/Power Weapon
10 Sternguard Vets.
10 Tac Marines
Flame Thrower, Lascannon, Power Fist
10 Tac Marines
Meltagun, Lascannon, Power Fist
10 Assault Marines
Power Fist, Combat Shield, 2 Plasma Pistols
3 Land Speeder Tornados
3 Heavy Flamers
4 plasma cannons
4 missile Launchers
4 heavy bolters
Grand Total: 2450
Let me know what I can fix/change/add with those extra 60 points. Thanks!
Last edited by zippoman123; October 5th, 2010 at 23:32.
Thanks for clearing up the apothecary issue. Power fist on the tac squad, okay. But what kind of combi weapons on the sternguard? Plasma would be pointless, melta gun would be pointless as they are not going to ever be targeting tanks, so I am guessing combi-flame for assaulting if they need to..? I never assault with them though.. They always kick back and blow troops away with their various round types. The power weapon is in there only for when they get assaulted though.
After the revision I still have 50 points to spend. Any help with that?
See I always like to have a couple of combi meltas in there JUST IN CASE, but combi-flamers would help when they get close. Alternatively, an attack bike with MM would be a handy tank killer.
Hmm.. Ill look into getting some meltagun bits for the combis. I have been thinking about dropping the scouts for a dreadnought with ccw/mm/heavy flamethrower. The attack bike idea isn't bad either. I did run bikes for a while and didn't like them for some odd reason, but that was back in 4th ed. I could rework the land speeders with multimeltas instead of the heavy flamethrowers? I am still trying to decide so all of your insight is greatly appreciated.
Try bikes, I didn't play 4th ed (took a break after 2nd) but they work nicely in 5th for me. Then again, speeders ALSO work nicely for me in 5th
Do the devs work well for you? They don't normally get recommended, but against Tau and Orks I can see the appeal (can't be shot in one turn, and can fight back)
I like the speeders a lot. The ability to boost then get a cover save along with the AV. I usually stick them behind tall cover then next turn blast a squad with 3 heavy flamers. I was reading up on attack bikes and they are slightly cheaper than speeders but do not survive as long if you don't know how to use them right, which I don't. I have an attack bike with a multi melta and have used it, but it doesn't pack that much of a punch and if I miss it is usually dead the next turn. I think I am going to stick with speeders because I already have 3 of them and they are modeled with magnets so I can switch out the heavy flamer for either an assault cannon for the AC/HB combo or the MM/HF combo.
I never have liked tanks (other than rhinos). Though they are cheaper than Devs, I felt that they never packed as much punch as they are worth. Plus people usually target them out instantly because they are big, thus losing their survivability. Devs on the other hand (MUST be 10 man) usually survive much longer because of the extra 5 meat shields, thus giving you more turns for extra attacks. Survivability of tanks (preds/vindicators/land raiders) in my experience: 1-2 turns. 10 man devastator squad: 3-5 turns. Devs almost NEVER get taken out on the 1st or 2nd turn because they kick back behind my more menacing units (assault marines/command squad/speeder squad). Either I am playing against idiots that don't know how to prioritize or that people don't see them as that big of a threat even though they are, especially when a 4 plasma cannon squad can rip apart a squad of fire warriors in one turn with decent rolls. They also have a lot of versatility, mainly because of missile launchers. 3 squads of 10 man devs with x4 missile launchers per squad is scary for ANY army. Overall my devs have done pretty well against the armies I play. I did get slaughtered against a space wolves army because the guy drop podded everything right on my firing line and the devs were obliterated. I guess they just need counter assault squads to back them up.
Last edited by zippoman123; October 7th, 2010 at 23:30.