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I've finally finished reading the Soul Drinkers novels and after loving them I have decided to start a Soul Drinkers army. My army is roughly fluff based, with the traits taken for my visions of their army. Mostly my army dates from the end of the book series, with a new army troop based and the number of scouts demonstrating their attempt to renew their ranks. I've given them a librarian leadership because as Sarpedon is the chapter leader, some armies may want to emulate themselves on him, and appoint powerful librarians to be their leaders. I have also included a chaplain to make sure my army sticks to the faith of the Emperor and doesn't do anything reminiscent of that teensy mistake made in the first book (those who have read the books will know what I'm talking about). Well then, lets get things underway.
Trait advantages - No mercy no respite, Take the fight to them
Trait disadvantage - Aspire to glory
Epistolary - artificier armour, bolt pistol, combat shield, Fear of the Darkness, Might of Heroes (176)
This guy will essentially be stationed behind a scout squad in the beginning until the tactical squads drop in, then he wil accompany either of them
Reclusiarch - crozius arcanum, rosarius, powerfist, jump pack (130) *accompanies Assault Squad 1
He is put into squad 1 to equal them with 2's power fisted veteran sergeant, and to enable the plasma pistols to re-roll any 1s
Tactical Squad 1 (10 marines) - 8 marines with bolt pistol and ccw, 1 with meltagun, 1 veteran sergeant with power fist. All have Furious Charge. Drop Pod (250)
Tactical Squad 2 (10 marines) - 8 marines with bolt pistol and ccw, 1 with meltagun, 1 veteran sergeant with combi-melta and power weapon. All have Furious Charge. Drop Pod (255)
Veterans of the old times have valuable skills and are attached to pass them on to the regular marines
Scout Squad 1 (10 scouts) - 8 scouts with bolters, 1 with heavy bolter, 1 sergeant with bolter (135)
This is a tacitcal squad in training, but I will still use their infiltration skills
Scout Squad 2 (6 scouts) - 5 scouts with sniper rifles, 1 scout sergeant with bolt pistol and ccw (103)
The sniper squad, picking off the pesky elites in enemy armies, and anything that gets too close before the drop pods arrive
Assault Squad 1 (8 marines) - 5 assault marines with bolt pistol and ccw, 2 assault marines with plasma pistol and ccw, 1 assault sergeant with bolt pistol and ccw. All have Furious Charge. (210)
Assault Squad 2 (8 marines) - 5 assault marines with bolt pistol and ccw, 2 assault marines with flamers, 1 veteran sergeant with power fist. All have Furious Charge (242)
As ship to ship specialists, the Soul Drinkers will have wanted to replenish their assault squads very quickly, and these will be my emergency response units
Total: 150 points
Last edited by justwill; February 25th, 2006 at 15:30.
Tipically I find that you should only use 2 hq if you are playing a 2000 point battle and you really should post your list differently, I believet that at the top of page there is a set of guidelines.
Now about your list you don't really have much antitank power and the flamers aren't of much use against your average opponent (the power armoured troops)
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So......should I remove the flamers and give the squad meltabombs?
Wow its been a while since I've been here to offer advice.
Yeah anyway, I suggest you remove the scout squads and invest in more assault and tactical marines. Maybe 2 ten marine squads if you can find the points? Your list seems very CC based and the scout squads really don't compliment that.
Also, yeah get rid of the flamers but don't waste the points on melta bombs! Buy another marine or something, you'll know the value one extra marine when you're fighting outnumbered 2:1.
Hope this helps
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I like the scouts, but I suppose I could replace the 10 man scout squad and remove the flamers, and instead have a smaller tactical fire support squad, what do you think?
Have you played with your army yet? If not give it ago see what happens. Other than that if you are picking for background reasons stick to what you have got and be damned with the consequenses.
You have got a smattering of anti tank weaponry (power fists etc) so I wouldn't be too concerned, You have alot of troops which is a good thing. Flamers are useful I would keep them.
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