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!
There's not much in 750 pt 'Significant divergent' chapter that originates fron the SW Clan.
I have played many games in SW Colours. Now its time to depart for different pastures
Traits are - See but bon't be seen
No mercy, No respite
Drawbacks - Maj: Eye to Eye
Reclusiarch - BP& Crozius, j/pack, term honors, auspex.
Aslt Sq x 10 - 1x PP, (Furious asslt skill)
Sgt w/term honors, BP +CCW, auspex
Ven dread - Tk hunter , TLLC + ML
Scout Sq x 6 - 4x S/rifles and HB
Sgt - std, BP+CCW
Tac Sq x 5 - 1x ML (infiltrate)
Sgt - std, BP+CCW
Comments on the force balance and composition pls ^_^
Originally Posted by emperors doombringers123 points.Originally Posted by emperors doombringers
Over all this guy looks great, and will surely get his points back and more. My only suggestion is that you give him Frag Grenades, which takes his points up to 124.272 points, 395 cumulative.Originally Posted by emperors doombringers
I assume that you are putting the Reclusiarch in this squad. If so, the auspex is redundant drop it from either the VS or the Reclusiarch. Also, The sergeant should (read: must) have a Power Fist, and a second Pistol or a flamer will be useful. Making those changes (with a plasma pistol) takes this squad to 290, and the cumulative to 414.165 points, 560 cumulative.Originally Posted by emperors doombringers
The Venerable and the Tank Hunter are massive overkill in 750 points. Drop both, and rely on the TL Lascannon and ML for your main anti-tank. Also, give him Extra Armour and Smoke Launchers, these are mandatory. Those changes take his cost to 143 points, and the cumulative to 557 points.103 points, 663 cumulative.Originally Posted by emperors doombringers
If you really want the sniper rifles, keep them. But I would drop them for 5 bolters and a heavy bolter in a 750 point list. That would take their points to 83 points, 640 cumulative.100 points, 763 cumulative. Nothing really broken with this squad.I suggest you add either a Plasma Gun or Melta Gun. That takes the price of this squad to 110, and the army as a whole to 750 points on the dot. 23 models.Originally Posted by emperors doombringersYou have a lot of points tied up in your Chaplain and Assault squad (55.2% using my modifications), and very few models.Originally Posted by emperors doombringers
I took it that that was how you wanted the army to play, but I would drop 3 assault marines to add 3 scouts and 2 tactical marines (taking you to 7 assault marines, 9 scouts 7 tacticals, 25 models).
I would also drop the Furious Assault rule from the Assault Marinesand the auspex, which would gain you 2 scouts and 4 marines (instead of the 3 and 2 from the previous sentence, taking you to 7 assault marines, 8 scouts, 9 tacticals, 26 models).
Hope this helps.
Greetings from Planet X, I hope you enjoy your day.
Join us in the Librarium Online Chatroom
Thanks Corianis for your input and logic
The reason 'Furious Charge' is with the Aslt Sq is to get the CC initiative & thats why they were a full Sq. Sometimes Crons & Orks come out to play but mostly, its against Nids, Tau, Alpha Coy(CSM) at @ 1500- 2500 pt games.
As a Wolf player, I know how dangerous AT weapons can be, as the table is normaly littered with blown Rhino's and a smoking hole where the LRC was and lots of walking, cursing puppies looking for blood!! Hence the Ven Dred w/TH skill. Granted, it was a point sink.
Previously, I even went the extent of having a Deathwatch Squad with the finest marines in the Imperium and 2 x DH allied GK Squad's as a FA choice. Problem is that SW leaders don't have TH's in their armoury so the DW leader was the only model with the ability to call in the GK's accuratly. That setup worked well when I could shield the DW Rhino to assult range but I still could not assult out of the vehicle under the TVR. Well that changed with 4th ed rules as the LRC became a magnet for every Gauss, Rail and LC on the opposite side of the board.
So I'm lookin away fm the puppies untill the new codex is released and try'n not to spend too much doin what a bloke's gota do!!
I wanted to diverge using the SM traits that would suit, as my SW troops are modeled in the Puppy fluffy way (bltr and CCW - GH's and BP + CCW - BC's) My BC's (15 in the LRC) had 3 PF's and goin last after the assult repercharge does suck. Hence its a PW for my preference.
so wot about?
Reclusiarch - BP & Crozius, j/pack, term honors, auspex, frags
(leads Aslt sq) - 124pts
Aslt Sq x 9 - 1 x PPCCW, 7 x BPCCW (Furious asslt skill)
Sgt w/term honors, BP1/PW1, frags - 255 pts
Scout Sq x 7 - 4x S/Rifles & HB
Sgt - std, Bt - 116 pts
Tac Sq x 7 - 5 x Bt, 1x ML, frags (infiltrate skill)
Sgt - std, Bt - 122 pts
Pred annihilator - TLLC + HB sponsons, smk - 133 pts
As a 750 pt core force, The intent is to have the Scouts placed in a posn to kill and pin En troops in dir spt to the HQ /Aslt Sq whilst they manouver into Aslt posn. The Pred and Tac Sq primary role is to deal with any Armd threats and then to spt the force as a whole. Dice gods permitting.
Ok, one thing, try not to abbreviate as much.....even though we all can usually figure out what it means, its a little harder to read, and it doesnt take alot more time to spell out the whole word. Weapons and units, cool, but word to word, just spell it out. Thanks
As far as the army list goes doesnt seem too bad (Looking at it in the light of a traits chapter).
The Reclusiarch and assault squad are a must, of course, although I would join with Corianis and recommend that you power fist the sargeant and add a plasma pistol to him. Would give your squad just that extra bit of punch. Unlike Corianis though, I would NOT recommend shrinking the size of that squad in any way. Even though it ties up a gigantic amount of your points, this will be the key squad for destroying your opponent, and you should be able to annhilate pretty much any enemy squad in the first turn of shooting/close combat. As far as the auspex goes, that ones piece of equipment ive never really found a use for, I would recommend dropping it to free up a few points elsewhere.
Scouts are good. They can snipe off any enemy models that are sticking around, plus they have some back up firepower with the HB. Make sure you infiltrate them and have them in cover to give them a bit of an additional save against Heavy Weaponry. Good anti-infantry unit here, I approve. Especially against nids and the Warriors they will undoubtedly take (Just keep an eye out for a broodlord/genestealers).
Tactical squad is fine as well. Again, i would recommend taking a power fist with the sargeant. There is a reason for this i will explain in a minutes
I think the Dreadnought you had before is more than fine for the list. I usually dont bother with vehicles until around 1500 points. The TLLC & ML on the dread is fine. Just dont treat it as venerable and tank hunter....theres not really any reason in a 750 point list. That should free up the points to add the powerfists on your sargeants.
As far as the "hidden powerfists" go, you want to have one in every squad that is likely to see close combat. The reasoning behind this is that unless the squad is completely annhilated (unlikely against space marines), on a model on the charge, with terminator honors, you're going to have 3 attacks at the end of close combat that if they hit are almost certain to wound. And if they DO wound, on any non-montrous creature, it will kill them. Remember that when you are taking wounds, YOU get to choose which models are wounded, not your opponent. When removing casualties, remove the ones that have already struck. I think you will find that this will increase your Close Combat effectiveness at least threefold. Especially in your assault squad where you're going to be able to reroll any failed "to-hit" rolls due to your chaplain's litanies of hate ability. For more info on the hidden powerfists, I recommend you read Chaosbrynn's tactica on the subject.....it should be in the sticky at the top of the Space Marine forum.
Well, I'm not going to bother with a long post here, most of what I would say has been taken care of by Lord_Wallace anyway. With regards to the Assault Squad: I think it is mainly a matter of taste, I just don't find a 10 man squad (especially with a chaplain and furious charge) to be appreciably better than a 7 man squad in a 750 point list. Theer won't be many units standing up from an assault from either squad in a small game.
And Chaosbrynn's marvellous sergeant Tactica is here. I suggest that you read his others also, there is a reason that they are stickied, and the reason is because they are brilliant.
Corianis & Lord Wallace,
Thanks for your input and insight. Its always good to have other opinions about composition options and 'courses open' to achieve a tactical mission end state.
I have to agree re: PF's for Vet SGT's. Tis, just have'nt killed many En with them (BC's lower BS & WS)
Abreviations - Soldiers thrive on them, especialy us senior ones.......... Then again, those that know what they are talking about will understand
I would take out the sniper rifles in the scout squad purely from experience. I tried playing snipers in low point games and they just don't make their points back. Snipers are great for taking out monsterous creatures and hard-to-kill HQs because they hit on a 2+ and wound on a 4+ no matter the toughness. For smaller pt armies, you will not see very many wraithlords or Hive Tyrants, so these units are not worth their pts.
Consider snipers overkill for any unit below toughness 5.