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 made a new thread (again):
Last edited by NobriZ; August 18th, 2005 at 09:54. Reason: I made a new thread
Glad you came to LO. Your list needs some major help. Fortunately, here is where you get it. Lets see what youve got......SM HQ's are by far our best close combat fighters. As such you want to be sure to equip them for best performance in close combat. In this case, I drop the storm bolter and pay the extra 5 points for the second lightningclaw so you gain the additional attack. This will give you 6 attacks on the charge. More then enough to mince anything in base to base with him. Secondly, he requires an invulnerable save. Iron halo is the way to go.Originally Posted by NobriZ
A note here on SM HQ's. In small point games (up to 1500 points) the Chaplain is by far the very best in HQ goodiness. Between his free eq and his amazing abilities he is an absolute steal for his points. As such, I would recommend switching to a chaplain for your HQ. All you need add to him is a bolt pistol (for an extra attack) and terminator honors (for an extra attack). Everything else he needs is included with him (power weapon, invulnerable save).
The next thing to consider is where you will sit your hq. Having him running around the table is akin to sticking a banner on him that says [INSTAKILLMEPLEASE]. In general, you want your retinue squad to be geared for close combat as well. Considering your limited pieces, I would go with 9 marines, 1 sergeant w/ powerfist (if you havnt read the hidden powerfist article, you should), and 1 melta gun + a drop pod. This will give you a powerful squad, that can deepstrike, shoot pretty well, and assault very well.If you arent going to give your sergeant any wargear, dont bother upgrading him. Secondly, ALWAYS give him the same weapons as the squad unless he is upgraded for close combat. In this case, I would give him a pfist, and add more men to the squad as well as a melta gun (meltaguns can be converted from flamers by cutting off the gas cannister).Originally Posted by NobriZJust add this to the previous squad. (-1 member if youll be drop podding with the hq as only 10 men fit in a drop pod)Originally Posted by NobriZOk you have some article reading to do. Flamers on models that move 6" are horrible. Ill link the articles at the end of this so you can see why. This squad would be better off with a lascannon or missile launcher.Originally Posted by NobriZAs your only heavy weapon, Id add the missile launcher instead of the DCCW. It will assure you those kills when you need some long range support.Originally Posted by NobriZ
The various articles you should read, witch will give you A LOT of help building your lists to be succesful can be found here:
http://www.librarium-online.com/foru...ad.php?t=29910 (Index Of Space Marine Articles and FAQ's)
I recommend reading all of them.
Mentor of Space Marine Commanders far and wide.
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 will try to help you, maybe its a good idea to starta 40k in 40 minutes army first.
look for rules in the Games workshop site.Did someone ever told you that storm bolters are bad if not in a terminator armour. And since we are avoiding that for now, because you use little points, you just got to drop the gun.Originally Posted by NobriZ
Go with 2 Lightning claws or none at all, because else you don't get to use that extra attack, which is what lightning claws are all about, attacks. Maybe its better to settle onto something a bit more versatile, since you're army seems to walk a lot:
Space Marine Captain
Terminator Honours (for extra attack)
Power Weapon (takes use of high initive and able to knock over big unit.
Plasma Pistol (makes use of his BS2, so he will be hitting and wounding and thereby killing on 2's, and for being a pistol is for the other extra attack you want)
Frag grenades (hey, you got points to spend )
That leaves you with a character who negates armour saves, almost always make a kill when shooting, and has 5 attacks without even charging, and only for 106 points.
(note that I used the Space Marine codex and not the codex of the Dark Angels so point costs might be different.)
And for the rest of you're army, bulk up you're Tacticals to at least 7+. Since you ain't fielding heavy weapons on those squads they will be on the move, a lot, in the open, and will be shot therefore. And to make sure they don't run away like sissies and they are still capable of killing something once reached the other table-top (for the rest of the emperor, give them rhino's or a scary looking drop pod) they must have to come with a lot of marines. So 7+ is adviced but 9 is the way to go. It leaves place for a character and still being able to fit in a rhino or drop pod. For the other squad go 10 members. And drop the Flamer, its useless on foot. Just give them a Plasma gun for their money, thats a damage dealer with same range as bolters, to fit in with the squad. Also give each sergeant of the squad a powerfist.
Nine-man Tactical Squad, Plasma Gun
Veteran Sergeant (Bolt Pistol and Powerfist)
- 175 pts
( have left out that Stubborn thing you gave em, dunno what it costed , and even dunno if neccesairy, I doubt it.)
ten-man Tactical Squad, Plasma Gun
Veteran Sergeant (Bolt Pistol and Powerfist)
- 190 pts
For the dreadnought, drop the smoke launchers, you don't even want this baby in the open.
Now: there are 2 ways to make you're dreadnought rock-hard.
1. drop pod, and standard for the rest.
2. Stay in cover, only ever move in the first turn (maybe 2, depends on size table) and shoot you're enemy with everything you have! That means a Missile Launcher and a Lascannon.
both with a range of 48" they make scrap from anything with an armour value in eye-sight.
Fire this one from cover, and see him take glancing hits from everything that things they can handle this guy. Priorly, shout him at vehicles, especially transport and support fire, for those are the largest treats to you're army. Drop the smoke, he won't be able to shoot, and drop the armour, he won''t be moving anyway and shooting he surely can't do either shaken or stunned.
Twin link lascannons
- 135 pts
= 606 pts
Thank you both! That was really helpful. I will read the articles.
The thing is that I don't have access to all these special weapons like plasma guns, or power weapons (other than those from the SM commander box).
Than just convert the weapons in being like that:
The flamer you get looks exactly like a melta gun if you cut off the fuel tank underneath it. And against using Meltaguns as Plasma Guns people won't mind, as long as you say that the weapon "counts as" a Plasma gun, and that you really don't forget to tell 'hey, how come one of you're marines died in you're shooting face? (relating to plasma gets hot)
For Power weapons, just file down a chainsword or get a cool-looking knife. If both ain't opsions, just paint the chainsword into a cool color, making it look ancient by making it gold, or get black with a bright color as chains to make it look like some sinister weapon.
Try stuff out, don't go on 1 thing.
Also it might be an wise investment to purchase the new Space Marine codex, since stuff has changed, and you can include Traits, SWEET!
Thanks! Do you have to paint a powersword in a special color to make it count as a power weapon?Originally Posted by Wulfbanes
What is the best for my commander; power sword and plasma gun or power sword and bolt pistol?
A quick note on drop podding - you cannot have your HQ deep strike with the Tactical Squad as Chaosbrynn mentioned. The only way he can take a drop pod is if you give him a Command Squad.Originally Posted by Chaosbrynn
Yeah, its true. We only got a bit of carried away
But yes, so that wouldn;t be a option because you don't have 2 tactical squads. But you get the idea
And you don't have to paint it a particulair color. Just what suits you best.
For me power weapons are ancient golden weapons with runes in the old language.
I fit this by painting the sword or Axe I want as a power weapon with Shining Gold, I Highlight it with Mitrhil Silver, and than give it a wash of thinned down brown ink. Then I apply neat Space Wolves transfers if I am lazy, or I (mostly) just paint some neat runes on it in blood red
So do as you like, just make the weapon look a little different from the other weapons in you're army.
Quick question.In this case, I drop the storm bolter and pay the extra 5 points for the second lightningclaw so you gain the additional attack.
You see this combo alot, but as far as I can see GW does'nt sell any non terminators with double lightning claws. Wich is the easiest way to convert dual lightningclaws to a model in powerarmour?
easiest:Originally Posted by Ikterus
1. just say it "counts as"
2. Get a Terminator with lightning claws, but just put the lightning claw arms on a marine instead of a termie.
3. cut up knives and attach the blades to you're champ (dunno if this would look good, don;t think so )
4. make a bracelet on you're guy from greenstuff. Enter the knives you have in the green stuff and add some detail. Or sculp it totaly if you're reallly good with it.
5. Pee in the toilet while thinking....
6. dunno, that was it for me ^_^