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Considering an assaulty 1500pt SM army with some heavy support to balance. I think I'm on top of the 'theoryhammer' side of things though I have no experience.
After the list I have a series of strategic questions. Particularly, I'm trying to decide whether to include GK's or GKT's and whether I'd be better off fielding Blood Angels instead of using Furious Assault.
Traits: Blessed be the Warrior, Take the Fight to Them, Eye to Eye.
Reclusiarch with Bolt Pistol, Teleport Homer, Frag Grenades, Jump Pack [112 pts]. (Would get termi hons but can't spare the points).
Venerable Dreadnaught, Extra Armour, TLLC, ML, Tank Hunters [170 pts].
5-man. 4 bolters, a Lascannon [90 pts].
6-man. 4 Bolters and double plasma [120 pts].
10-man Tac squad, 8 Bolt Pistol and CCW (Take the Fight to Them), 1 Meltagun, Veteran Sgt with a powerfist. Drop pod. [220 pts].
Full Assault Squad with Jump Packs, Furious Charge, 2 plasma pistols, Vet Sgt with Power Fist . Reclusiarch attaches to this group.
8 man teleport GK's, No special weaps, [225 points].
1 Land Speeder Tornado [80pts].
8-man Dev Squad, 4 ML [200 pts].
1507 pts. Guess I have to drop a marine or weapon from a tac squad.
Think I should make the 10-man drop pod squad furious charge for 30pts? I would need to drop two members.
1) Grey Knights.
a) Terminators as well as / instead of PAGK
I can either:
- replace the 250 pt CC tactical squad I currently have with GKT's (Brother Cap and 4 Termis, stock loadout, 245 points) in addition to the PAGK, or
- take 5 terminators instead of 8 PAGK.
Should I do this? Termis are really powerful but have less total attacks. If I take the termis, is it worth cutting something to get a Grand Master?
I haven't included any psycannons in any proposed GK squad, should I get some?
b) Should I not use the GK?
I could replace the PAGK's I have with another CC tactical squad or assault squad, but I like the flexibility of deepstriking GK's and think that they're worth the 230 pts (incl teleport homer).
2) Marine Chapter
Should I use an alternative marine chapter - Codex with different traits or perhaps BA?
Furious charge is expensive and I won't need to pay for it with BA, but my heavy weapons could get messed up by BA rules (though I concede it's unlikely, and I'd have a few 6man tac squads with a Heav Weap to bolster the Death Company so one being disrupted wouldn't be so bad). 1500 BA could probably be a jetpack reclusiarch to lead the DC, 5 6-man tac squads with las/plasma cannons/Missile Launchers, a full assault squad, dread and LST as in my first list, and 250 worth of GKT/PAGK/another assault squad.
Obviously I could go 1800 points and take the terminators, as well as maybe furious charge for the tac squad and an extra marine with a plasmagun. But I'd still appreciate advice for 1500.
don't make the dred Venerabole then either buy terminator honours for your Reclusiarch or teleport homers for your CC squads. So if they are in trouble you can drop your GKs right next to them .
Youd be best off taking shooty traits, and letting the GH handel Close combat, since GH cant shoot there way out of a trash can, and space marines can field to pretty shooty armies now with the proper traits.After the list I have a series of strategic questions. Particularly, I'm trying to decide whether to include GK's or GKT's and whether I'd be better off fielding Blood Angels instead of using Furious Assault.Lose the teleport homer, never take them on HQs. Termintator honors needed, find the points.HQ
Reclusiarch with Bolt Pistol, Teleport Homer, Frag Grenades, Jump Pack [112 pts]. (Would get termi hons but can't spare the points).Good.Venerable Dreadnaught, Extra Armour, TLLC, ML, Tank Hunters [170 pts].Good, although id go with 2 plsama squads, since the dread will handel a lot of tanks.5-man. 4 bolters, a Lascannon [90 pts].
6-man. 4 Bolters and double plasma [120 pts].Id ditch this squad, or make the veterans, add in another powerfist, and switch the pod for infiltrate, then add the homer to the sgt here.10-man Tac squad, 8 Bolt Pistol and CCW (Take the Fight to Them), 1 Meltagun, Veteran Sgt with a powerfist. Drop pod. [220 pts].Excellent, take them as elites.Full Assault Squad with Jump Packs, Furious Charge, 2 plasma pistols, Vet Sgt with Power Fist . Reclusiarch attaches to this group.THere is a sgt dude in here right? the one who will ignore armour saves?8 man teleport GK's, No special weaps, [225 points].
These guys are ok i guess,Another one would be nice. Take aspire to glory, instead of your current disadantage.1 Land Speeder Tornado [80pts].Give these dudes tank hunters8-man Dev Squad, 4 ML [200 pts].
Youve built a pretty nice marrine list, the GK are hurting it, but maybe you want a challenge, GK termintators are way better in CC then SM termintors, but SM termintor lay down about 2x the fire power, its tough choice, although i think if i where you, id keep all my space marine stuff, maybe add in another drop podding squad, and then give the HQ his termi honours, finally if i had the points, add in another landspeeder. Peace
If you do decide to take GKT's definetly find the points for a Grand Master. Brother Captains are cheaper sure but they just don't pay out the dividens of a Grand Master.
I assume that your 8 man GK squad is really 7 GK's and a Justicar. That's what the points figure out to anyway. Also if your gonna have this squad be sure to attatch a teleport homer to that assault jump squad you got there. It's essential to have teleport homers if your going to DS GK's.
As far as the rest of your list, I have no idea, I can't say as I'm real knowledgeable about SM armies and troop choices.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.