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hello i am new to the space marine world and i would like a second opinion on my army list
storm shield, R-blade, jump pack
tactiacl squad A -205
10man with missle launcher, flamer drop pod
tactical squad B -205
10 man with missle launcher , flamer ,rhino
scout squad -75
all with combat blades
assualt terminator squad-200
with lightning claws
sternguard vet squad-150
all with combi meltas
multi melta, CC weapon with flamer
5 man sergent has power fist
scout bike squad-95
3 man with locator beacon
total= 1455 i dont know what to get with the remaining points any ideas
heavy critisizm is ok i learn better that way
Again, good - but 1500 pts might not need two HQ choices. Drop him.chaplain-130
terminator armorAdd a powerfist to the sergeant... and with only one drop pod, they're going to get cut off and die quickly. You're probably better with a Razorback so the ML can stay back and shoot with 4 buddies while the rest rocks forwardtactiacl squad A -205
10man with missle launcher, flamer drop podGood, although add a powerfist - I like a Razorback/Rhino pair so this fits in with my earlier advice.tactical squad B -205
10 man with missle launcher , flamer ,rhinoI personally would go with sniper rifles, a heavy bolter and camo cloaks. Scouts don't really make good CC units, especially in a block of 5.scout squad -75
all with combat bladesThese really need transport, as they'll be too slow - and won't survive deep striking. I'd also recommend swapping 3 for Thunderhammer/Stormshield if you keep them, although I'd drop them.assualt terminator squad-200
with lightning clawsGood, although I'd get them transport too - Razorback would be ideal.sternguard vet squad-150
all with combi meltasToo short ranged for something without a drop pod.dreadnought-105
multi melta, CC weapon with flamerHalf squads don't really get the job done, and you haven't taken your special weapon options...assualt squad-125
5 man sergent has power fistDoesn't really add anything.scout bike squad-95
3 man with locator beacon
Summary: Get powerfists in your tactical squads, up your assault squad to 10 men and add 2 special weapons (either flamer or melta). Drop the terminators and the chaplain, give the drop pod to the dreadnaught, drop the scout bikes and replace them with proper bikes. Oh, and get everything that walks in a transport.
idk if you know but assualt squads can only take either a flamer of a plasme pistol and personaly i wouldnt wana cut into the attacks portion of the squad and as for the terminators being to slow thats what the locator beacon is for so the can safely deep strike and like i said i still have 45 points so i could possibly take another locator with a pod....althou yes a drop pod for the dreadnaut will be ideal after your review and im not sure about the thunderhammers the reason i rolled a chaplain is to allow the termies to re roll there hits as well as the wounds thanks to the lightning claws the thunder hammers are really slow but i do see your point for hard hitting inf but my prefference is not hard hitting inf but fast hitting and more than likly going to wound is likely to cause a unit to fall back althou i will prolly drop the scout squad run a razor back with the sternguard
Drop the Termi's or put them into a raider, because there is to much out there thats going to make this squad useless specially being CC termi's. They will get shot up and dropped long before they ever make it into close combat. CC scouts are going to get wiped everytime and will under perform for you. As was stated earlier take them with sniper rifles and cloaks. You will be a lot happier with the outcome using them as long range fire support then sending in the weakest guys to fight. I would drop the Chaplain or the Captain since that would open up some more points for you and 2 HQ is not super essential. If you keep the Captain give him Artificer Armour or Terminator Armour and drop the jump pack dont put him in with your assault marines you want him with your terminators since thats the closest thing to a deathstar unit you have. I would take the drop pod from your tactical squad and give it to your dreadnought. That way your dread can pod in right behind your worst threat and fast melta explosion. If your five man assault squad is going to hang back and support your other squads you will be ok with just five, but if you plan on them charging the enemy they are going to have serious problems. I personally run Meltaguns in my tac squads, but thats a personal prefrence to deal with enemy armour. Hope the suggestions helped, and good luck! Oh as far as deepstriking assault terminators if you do that they will never make it to the next round, if your playing a smart opponent they will pick them off as soon as they are in. One turn of your termis sitting there eating rounds is never good.
Last edited by Brother Captain Tom; December 20th, 2010 at 17:29.
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