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- Anti Nids
- Minor divergence: Trust your battle brothers, We Stand Alone
Captain with Bolt Pistol and CC Weapon and Frag Grenades
10 man Command Squad, Sergeant with Terminator Honours, Bolt Pistol and Power fist
2 Plasma Guns
All models have Terminator Honours and true grit
Basic Dreadnought with Assault Cannon and CC Weapon and Storm Bolter
10 man Tactical Squad with a plasma gun
All models have true grit
10 man Tactical Squad with a plasma gun
All models have true grit
10 man Scout squad. 5 x Bolt Pistol and CC weapons, 4 sniper rifles and 1 bolter
3 Land Speeders with Heavy Bolters
10 man assault squad with Jump Packs and 2 Plasma Pistols
Predator Annihilator with Sponson Lascannons
5 man devastator squad with 3 Plasma Cannons
I would appreciate any thoughts. Please note I can't get anything new, and pretty much my whole collection is in here. Thanks
Hello there, welcome to LO and kudos to your first thread.
Your list could do with some improvement, let's see what we can do about it...Since the Tyranids are going to be assaulting you, you really shouldn't bother with frags here. Also, Terminator honours is a must for all of our HQ units. And always give Commanders at least a power weapon.Originally Posted by Plagosus Maximus CarnifexNormally, I would suggest meltaguns instead of plasma guns, but because you are the one who is going to be assaulted, then this is fine.10 man Command Squad, Sergeant with Terminator Honours, Bolt Pistol and Power fist
2 Plasma Guns
All models have Terminator Honours and true gritThese always need extra armour. Also, a drop pod would help, you could use a card board box or something as a subsitute.Basic Dreadnought with Assault Cannon and CC Weapon and Storm BolterWhen you can, get a missile launcher or a heavy bolter, since you're going against nids. It would also be a good idea to split these into smaller squads to present more targets.10 man Tactical Squad with a plasma gun
All models have true grit
However, if you ever go against something other than nids, the following are the best configurations for tactical squads:
5 marines with lascannon, 90 pts
6 marines with plasma cannon / lascannon, plasma gun, 115 / 120 pts
10 marines with meltagun, veteran sergeant w/ powerfist, drop pod, 210 ptsOk, you are mixing squad uses here. Half of the squad is geared toward combat, and half are geared toward shooting. Neither compliments the other, so these squads should be separate. Furthermore, sniper scouts are only effective with at least seven men.10 man Scout squad. 5 x Bolt Pistol and CC weapons, 4 sniper rifles and 1 bolterThese need assault cannons, especially against nids. If you have legos or a friend with Tau and extra burst cannons, this shouldn't be a problem.3 Land Speeders with Heavy BoltersThese NEED a veteran sergeant with a powerfist. Otherwise, it's fine.10 man assault squad with Jump Packs and 2 Plasma PistolsOk, this is a common mistake amongst Marine players, but Predators should only have Heavy bolter sponsons. A smart player will force you to move the predator to hit anything, and then you can only shoot one weapon of S7 or more. With heavy bolter sponsons, you can move and shoot all the weapons.Predator Annihilator with Sponson LascannonsI would drop this squad and move the plasma cannons to the tactical squads. First of all, Plasma cannons / lascannons are way too expensive in devastator squads, and secondly, Devastator squads need 4 heavy weapons to be effective. On a further note, devastator squads should have 2 marines per heavy weapon, so 8 is an ideal number of models per devastator squad.5 man devastator squad with 3 Plasma Cannons
The most effecient devastator squad would be an 8-man squad with 4 missile launchers, running at 200 pts.
I suggest you take a look at the Tacticas provided by Chaosbrynn, here (Index Of Space Marine Articles and FAQ's) is a link.
I would take away the commander's frag grenades, you are not gonna be charging nids.
For the tactical squad 2 things:
1. Why do they have True Grit? It sthe trait right?
2. Sorry to break it to you but you do not get the bonus attack with true grit because they do not have a CCW.
Shields of the Emperor SMs (in the making)
Nurgle IG AC/Grenadiers
Remember, give people rep if they help you.
At present I am bang on 2000 pts. So if I change my sponsons to Heavy Bolters, and move the Plasma Cannons to the tac squads and drop the dev squad, I think i can afford extra armour and a pod. Right?
Last edited by Plagosus Maximus Carnifex; August 20th, 2005 at 12:02.
YOu don't want a pod, cause you don't want to charge nids!
Go with the
8 man 4 missile Devastator Squad, they rock.
Also turn you;re Land Speeders into Tornado's.
Like a Nid would shoot at it!
and 3 Tornado's can really bust those infantry units apart.
I did try the tornado squadron. He used Zoanthropes against them. turn 2, that's 2 immobilised speeders. And I can't take more devvies, cos in my collection that's not in my army i have about 2 flamers.
He attacked them with his 3 zoanthropes. I had taken 3, on recommendation from GW's speeder tactica, and by turn 2, 2 of them were immobilised. Also, I cannot take any more devastator marines, because my entire collection, save for 2 guys with flamers, are in the army.
Hello, and welcome to Librarium!
Your list is generally speaking mostly solid, but to recommend a few tweaks to it that may make it more effective for you. I realize that all the models you have are already in the army, and so i will make my comments accordingly. However, I will also suggest some things you may wish to think about as you grow your army and purchase new models for it.
First, the weakest point in your army is probably your Predator Annhilator w/ lascannon sponsons. This is a pretty expensive unit for one, and you will lose a good chunk of its effectiveness any time you move it at all beyond a simple Line of Sight facing move (turning the tank to face its intended target, and clear the LOS for as many of its weapons as possible). Since all three of its weapons are "main weapons" you will only be able to fire one of them if you move between 0-6 inches, and none of them if you move over 6. However, if you take HB sponsons on the Annhilator, you will still have a pretty potent weapon on the turret (TL lascannon) and 6 shots from your Heavy bolters on the sides. Against nids, thats a threatening combination. As long as you kept the sprues for the Predator, you should have the pieces for Heavy Bolter sponsons.
Second, I would drop the devastor squad, and move the plasma cannons to your tactical shooty squads. As has been mentioned, you want to have a bolter marine in your dev squad for every Heavy Weapon marine you have. This keeps you from having to take wounds on your Heavy Weapons as quickly, while maintaining a lower cost for the squad.
Third, as Ezekial suggested, break up your single scout squad into two seperate squads. You're mixing functions with the Scouts, and thats never a safe thing to do.
Fourth, the Frags on your commander are not really necessary, but they arnt really hurting anything either. Frags only cost a few points and may come in handy in a pinch.
Fifth, I would still recommend you make the Landspeeders you have LS Tornados. Although your opponents Zoranthropes may hurt you quickly, the Tornados are going to be more likely to make their points back than just plain land speeders. Also divide them up into two seperate squadrons. That way even if they fire and hurt 1 or 2 of the speeders, they cant immobilize or kill them all in one phase of shooting. You have 3 FA slots on a standard org chart, you might as well use them all if it will help your landspeeders stay alive longer.
Thats about all the suggestions I have for your current list. Now, I do have a few points that you may want to consider as you build your army toward 1500 points, and as you get more models you may want to build them into your 1000 point army.
First, your absolute first purchase should be a Chaplain with a jump pack and a bolt pistol. Under the new SM codex, this guy is downright scary. You already have a near perfect unit to put him with (the assault squad). The Chaplain allows himself and the unit he is with to reroll any misses of close combat attacks when they charge. Since your assault squad should have the charge 80% of the time when going into close combat, this is an extremely potent ability. If you go this route, you will see the effectiveness of your assault squad at least double. On the same note, as has been suggested, I would make the sergeant of this squad a Vet Sergeant (give the serg terminator honors) and equip him with a bolt pistol and powerfist. This will give you the little bit extra oomph to hit finish off a squad or take down a tougher opponent.
Second, I would strongly recommend that you take an 8-man Devastator unit with 4 ML's. This will continue to really help you against the nids, as well as any other opponent you may play. Missle launchers are some of the most excellent heavy weapons that you can take because of the ability to hurt tanks/MC's as well as the ability to take out lower-level troops like gaunts or stealers. This unit is relatively cheap for an effective Heavy Support choice as well. Avoid lascannons in your dev squad...even though they are pretty cool and powerful, they are also REALLY expensive for what they do....they are 20 points more for an extra point of S and AP above what a ML can do.
Third, (and this should take you to around 1500) fill out the sniper and CC scout squads. Sniper scouts are really dangerous, but as ezekial stated, they need 7 sniper rifles to be effective (6 sniper scouts, and 1 sniper Sergeant). Also keep in mind that while in synapse range, regular nid units will not be subject to leadership rolls since they are assumed to pass. Use the snipers to work on the MC's....although they will save the wound most of the time, those odd times that they dont will make it alot easier for your other weapons to finish them off.