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've just started some Space Marines and I think this is what I want to aim for. I thought it's quite a good, fun solid list. See what you think:
4 Storm Shields
4 Power Weapons
10 Man Tac Squad
10 Man Tac Squad
10 Assault Marines
My thoughts are I'll keep the heavy supports near the back with the Missile Tac Squad and kill some vehicles and those pesky warriors! First turn I'll drop the dreadnoughts in and kill some tanks (very useful against Tau and the Eldar's to stop last turn contesting) and hold their own while generally killing stuff and causing a distraction. The assault marines will fulfil a similar role at holding stuff up and keeping it from getting to my home objectives too quick. I'm open to suggestion as to whether 2 5 man squads will be better for this that 1 10 man one. I'll send forward the Captain/Command Squad to something big they can kill (MC's or this really annoying nob squad my friend plays that never seem to die!) Meanwhile, last minute (hopefully) the last pod will come down on an objective. If it comes too early, I'll put it near a crater or something to they can run into it and melta something before capturing a nearby objective. I think I'll probably infiltrate the scouts, though I'm notoriously bad at putting them in a good position. But the way I see it, if they get killed, they're dead and not one of my more key squads.
My main opposition is Orks, though I often play Nids, Tau, Chaos Space Marines, Dark Eldar, Eldar and more Space Marines, so keep that in mind when you comment. All suggestions gratefully received.
First of all, what does your predator have for the turret gun( hopefully its autocannon)?
Another thing that is lacking is anti tank support, you have 3 multi meltas and a missile launcher and two predators. This will be quite hard for you if you face an army like imperial guard as they will try and take away all your anti tank fire away from you first and only 3 of those guns have a range of 48'' and have a good possibilty of penetrating a leman russ' side armor.
The command squad is quite a lot of points but since its a 1500 points army it does kind of work but they are still quite expensive for only just five models as they have a 3+ save so are still quite vulnerable.
Otherwise everything else is quite quite solid.
Also, I find your comment about the heavy weapons odd. I spoke to another Guard player on another forum who said they thought I had quite a good amount of heavy weapons. Also remember that first turn I'll have two multi-melta dreadnoughts almost certainly in melta range which is a strong chance of having two destroyed heavy tanks, and a good possibility if having at least another one gone next turn.
Thanks for the advice on the CS as well. I think I'll stick to just 2 storm shields to save points and add some plasma guns or melta guns to add some more 'umph' to the squad. (Probably plasma).
Sorry, i over looked that your dreadnoughts are in a drop pod but for the command squad, don't add meltaguns and plasma guns as this is not suited for combat. If you add one of those guns, you lose an attack as you swap the bolt pistol plus, what advantage either of those two guns gain. Firing the plasma gun makes you lose the ability to assault( its a rapid firing weapon) and a meltagun won't help you quite a lot if you charge into a group of hormagaunts etc.
And another thing, your captain has a boltgun and that doesn't let you shoot and assault so you'd either not shoot, or swap it for a bolt pistol as i think you'll have him in the same squad as the command squad( I dont know you havent told me).
Spend the points on camo cloaks for your scouts or possibly give your assualt squad a flamer as it might help against horde armies.
Oh yeah, I forgot plasma guns are rapid fire...doh! I was thinking then maybe put plasma pistols and power swords on the two without storm shields and take the swords off them. And I'm pretty sure the Apothecary can't have a plasma pistol too? That would make them devastating against things like terminators or mega nobs etc. And the way I see it, there's such a small chance a gun will get hot AND fail the save (as I have the apothecary as well).
I also thought I could give a combi-melta to the captain to take off just one wound if I attack a MC or something similarly big and scary!
Yes you are correct as an apothercary isn't a veteran.
Yes a plasma pistol is quite a good choice but just keep in mind it does cost the same as the storm shield so is quite a lot of points.
The idea is there of giving him a combi melta but your not always going to face something like that and somewhere along the line, you are going to waste the shot on something like a ork boy as you might not get the chance to get tied up with your enemy HQ. Plus the combi - melta is suited towards tank hunting and i can't imagine the captain being used for that purpose. So the points can be spent elsewhere so the points are going to be spent more effectively.
I highly recommend shaving off some points for a couple power fists for your tac squads. All it takes is to be attacked by one dreadnought or monstrous creature and you'll never leave home without it again. Without the power fist, walkers and mc's will destroy your squads in cc with impunity. Plus you get the added benefit of being able to insta-gib your opponent's captains and other special characters.
And try to find some points for at least a power weapon for your assault squad sergeant. 50% of the wounds against MEQs caused by your assault squad will be from the sergeant, the other 50% comes from the other 9 members of the squad. If you give him a power fist, the squad can also threaten vehicles and mc's. Right now they have no teeth.
Unwise if they have sniper rifles. Those things have enough range that there's no need to approach the enemy. Put them on your home objective instead; they'll be happy there.I'll probably infiltrate the scouts
I agree with Klajorne about bringing powerfists. They're mandatory against Tyranids and useful against everyone.
Would you consider a bike squad instead of an assault squad? Bikers provide better fire support. Massed bolter fire is useful against the lightly armored infantry you'll be facing. And, their increased toughness is very annoying to elves, Orks and gaunts. It's okay if they aren't scoring, though if you're bringing a Captain anyway then why not?
Drop Pods will be of limited value in your metagame. You are expecting to face the most mobile armies in 40k. The Dreadnoughts will be more effective bodyguarding the Scouts or walking alongside the transports anyway. (This will put their ranged weapons to optimal use and they can counter-charge, too.) I think you'd do well to bring three Tactical Squads in Rhinos as the core of your list and take advantage of their versatility. (The Razorback command squad can go. Nothing says 'shoot me first!' like over-equipping a tiny squad.) Tacticals aren't the flashiest option in the Marine Codex but emphasizing the basics--bolter, missile launcher, powerfist and special weapon--can be more effective than trying to beat other armies at their own specialties, or constantly guessing the direction in which to optimize your force.
The Thunderfire is okay but a Whirlwind would probably make you happier. There will be so many, many weak targets to feed it and a Rhino-based list is a perfect fit. There's no better follow-up to popping a DE Raider than an incendiary Whirly strike! Orks, Tau and Tyranids don't like it, either. Side note: the Thunderfire is currently the most frustrating Space Marine model to assemble.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I think the thunderfire cannon is better as both of thei roles are to take out horde armies. ( whirlwinds have a chance of blowing a DE raider but a thunderfire cannon actually does better as it has 4x str6 blast shots)
I agree with power fists as they provide a means of seld defnse and the sergeant can go and kill some monstrous creatures.
Assualt squads in by opinion are probably more viable in this army as you might lose out on speed, but you get more men and quite a useful squad thats good in combat. Since he also plays against orks, having a flamer will help
I think his plan with the drop pods are to attack the stationary units that just stay back and shoot or blowing up the enemy's tanks with the dreads multi meltas is anothr effective way of using them.