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Okay, here's the list I'm building up based on models I already have. I've already been told that 6 men is an ideal size of squad for smaller games, and I can see the rationale behind it. So here's what I'm thinking:
Chaplain with bolt pistol, frags, jump pack
Assault Squad (5) with plasma pistol
Scout squad (6) with close combat weapons
3xTactical squads (6) with plasma guns
Devastator squad (6) with 3 missile launchers
I also have a captain model which I can use, and an extra flamer-armed marine, and I also have the terminator captain (not built yet). I can add a dreadnaught in the future if I reduce the squad sizes and trade the chaplain for my captain.
Anyway, should I try the captain for the LD ability, or keep the chaplain for his assault prowess and fearless ability?
BTW, I don't have a powerfist, though ideally I'd like to add a vet sgt to the assault squad...I just don't know where the extra points would come from, unless I dropped the scouts. i think I'd rather have the extra unit than the extra vet sgt or two. Hmm.
Chaplain with bolt pistol, frags, melta bombs, jump pack
Assault squad (6) with plasma pistol and vet sgt with power fist
3xTactical Squads (6) with plasma guns
Devastator squad (6) with 3 missile launchers and Vet Sgt with storm bolter
Or I could give the devastator squad the tank-hunters ability instead of the vet sgt, but I'd lose the extra leadership (targeting ability).
Which list will stand a better chance against "all commers"?
Truthfully, i'd run the scout squad, assault squad, two tacs and a dev. Use the points from the other tac to put a HB in each tac squad, and flesh out the numbers on your assault units.
At least, that's the direction I would go.
Sam Mills (1959-2005) and Mark Fields - Keep Pounding
Cry Cheese, And Let Loose The Wraithlords And Templar!
Ideally, here's what I would do...
Keep the Chaplain, he's a much better choice than a Captain but make sure you give him Terminator Honours for the extra attack and max out the Assault Squad to take advantage of his ability to re-roll hits on the charge for his entire squad. I would also take the Veteran Sergeant with Powerfist in your Assault Squad, they're too useful to leave behind and how can you have Imperial Fists without one?
Drop the Scouts, the Assault Squad and Chaplain are much better at close combat.
Instead of 3x 6-man Tactical Squads, take 2x 8-man Tactical squads instead. They should be on the front line while your Assault Squad leaps ahead to cover and your Devastators take long range shots at the enemy. They need to get into double-tap range with their bolters and plasmaguns so they need to withstand a few shots.
With the points left I'd throw in that fourth missile launcher for your Devastator Squad. You could take the Tank Hunters skill but I think that having the fourth shot will be more effective since you probably aren't going to be shooting vehicles all the time.
But since you don't have the models I'd go with the second list minus the melta bombs. The Veteran Sergeant and his Powerfist can take care of anything heavy and you have the Devastators to take out armour.
Last edited by Lleu; July 17th, 2005 at 11:52.
Hmmm. Good inputs. I have been tinkering a bit with the list and I think I'll include the Vet Sgt with powerfist to lead the assault squad and use a commander for the better leadership overall. I decided to ditch the scouts for use in smaller games. I'll upgrade one of the tac squads to a command squad or veteran squad and give them infiltration. That should cover my bases for a 750 pts game. A few touches to make it fluffy, and...voila! I have a neat little IF army. I like it! Now for the painting...have to test a few techniques to make sure the yellow isn't too light, but isn't too brown, either. Heh. :cool:
Id just like to point out that in games less then 1000 points a lone Land Speeder with HB and AC is a hell of a thing to deal with. It can win you the game all by itself. I would highlly recommend adding one somehwere in this list.
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Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
I don't have one and I think I don't want to use it except in larger games, because I want to stay away from what "every other marine army" looks like. Though, there isn't much difference in codex chapters, hee hee. But I'm more interested in fluff right now...Originally Posted by Chaosbrynn
Of course that's a good thing, but you've got to remember fluff won't win you the game. The army with the best units will usually win, not neccessarily the most unorthodox army.Originally Posted by Grotstompa
I like your list though, but I too think a Land Speeder would do you great.
Okay, i know that assault cannons are great, and a landspeeder is a cheap way to get one, but I really would like to think i can win without it. I don't need to win every game in order to have a good time, as long as my army has a good theme and it's history is characterful. Even with several landspeeders, you won't win them all.
But anyway, I was trying to think of a way to make my army feel a little bit more like Imperial Fists and less like vanilla (even though they don't stray too far from the codex). This means, to me, having at least one unit that uses their trait. And including some terminators would be nice, but I'll save that for a larger army list.
Here's my latest incarnation of the 750 list (with an eye on expanding it to 1000):
Captain in Terminator Armor with storm bolter and 'Uge Power Sword (UPS counts as lightning claw*)
3 x Tactical Squad (6) with plasma gun in each
Assault Squad (6) with plasma pistol and vet sgt w/ power fist
Devastator Squad (6) with 3 missile launchers and Tank Hunter ability
I can always drop the tank hunter ability and make one of the tac squads a vet squad/command squad with the infiltration skill, if the scenario warrants it. Another option is dropping the terminator captain for a regular captain with plasma pistol and power sword, and add a vet sgt with storm bolter or combi-flamer to lead the infiltrating squad. I think if I did the combi-flamer that I'd also trade the plasma gun for a melta gun in that squad.
Which option would you choose, the terminator captain, or the power armored captain and vet sgt?
*NOTE: I completely understand the WYSIWYG rule. Please don't mention it, it's not a concern for me. It's a house rule that small substitutions are allowed as long as you pay the points. I wouldn't use it in a RT tournament or something like that...