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ok this is my chapter. Im thinking about adding a Whirlwind and another Tactical squad (plus making an assault squad 6 man strong). Now I was wondering - should I put another Predator instead of a Whirlwind, or another Devastator squad (PC, HB combo)? So far I played against IG, Dark Eldar, Necrons and Tau. And if You could say your opinion about the list... THX!
Brotherhood Of Steel
Cleanse and Purify
Suffer not the works of heretics
Eye to eye
Bolt pistol, Crozius Arcanum;
jump pack, terminator honours;
Terminator squad x4
x2 Strom Bolter, x2 Assault Cannon, x2 Power Fist, x2 Chainfist;
Strom Bolter, Power weapon;
Tactical squad x6
x4 Bolter, x2 Plasma gun;
Tactical squad x6
x4 Bolter, x2 Plasma gun;
Assault squad x5
x3 Bolt pistol/CCW, x2 Plasma pistol/CCW;
Attack Bike Squadron x3
x3 Twin-linked Bolters, x3 Heavy Bolters
Devastator squad x6
x2 Bolter, x4 Missile Launcher;
x1 Twin Linked Lascannon, x2 Sponson Heavy Bolters;
extra armor, pintle storm bolter;
ok first of all you can't have a 4 man Termie squad unless it's a command squad
second you are going to need to increase the assault squad size as it can easily be put bellow half and finally you need power fists in the squads
Welcome to LO,
Army lists go in the aproriate army list forum. I have moved your post.First lets go over what youve got and see what optimizing we can and. Then well be able to see what holes are in your list and fill them accordingly.Originally Posted by dreadnoughtFrag Grenades!Originally Posted by dreadnoughtDrop the chain fists. I meen really, with 4 power powerfists attacking a vehicle, do you REALLY think youll need the extra d6? On the charge thats 12 S8 attacks. Probability wise, thats 2 rolls of 14 your getting. Also, include the sergeant in the ammount of termies, otherwise you confuse people, like hero right above me.Originally Posted by dreadnoughtPersonally I would add 1 more marine to each of these squads. They WILL get hit by incoming fire as no one lets 2 plasma guns get close unmolested.Originally Posted by dreadnoughtThis desperately need to be 10 men. You WILL lose a couple to shooting attacks. You want as many possible to be on the charge to make the most of the chaplains litanies ability and you want enough models in the squad as it will be fearless due to the chaplain and if it loses a combat will suffer wound sinstead of falling back. 10 men, definately. Lastly, this DESPERATELY needs a veteran sergeant with powerfist.Originally Posted by dreadnoughtPersonally, not a fan. For a little more points you could have LST, witch are infinately better.Originally Posted by dreadnoughtThis desperately needs 2 more bolter marines. Devs put out a LOT of firepower. As such, they get a LOT of firepower. Consider switching tank hunters to infiltrate and placing them in cover. Dev squads in cover can be game winners by themselves.Originally Posted by dreadnoughtDrop the pintle, add smoke launchers. As your only vehicle id consider dropping it, its to easilly targetted and too easilly destroyed.Originally Posted by dreadnought
Ok, so first things first, excluding buying a lot of new stuff, what you need to do is drop the either the attack bikes or predator and max out the assault squad.
Now we can look at what you should add....Well assault squad weve already delt with. If you drop the pred (that would be my choice) then other vehicles are out of the question as they will be too vulnerable. Whilrwind is the exception to this as it can safely fire from behind cover. However, Whirlwinds only really work out well when you use 2 or 3 of them and we dont have the HS slots to spare. Unless your playing against an army that dies in droves to a whirlwind (Tau, Nids, DE, Orks, IG, anything with a 4+ save or worse) I wouldnt bother. Hell I wouldnt bother anyways unless you were having major trouble. We have plenty of AP4 weaponry available after all.Originally Posted by dreadnought
So that leaves either a tact squad or another dev squad. Both are good options. The devs however I disagree with your choice of weapons. Id go with more missile launchers. Personally I find that set up just far better in every way to other squads. A third dual plas tactical will ensure you get to use the other 2 to shoot some plasma goodness.
I suppose the real question is, is this an expansion or replacement?
Last edited by Chaosbrynn; March 1st, 2006 at 22:41.
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
ya i am with him one but instead of vet skills you could get more marines because i learned the hard way what to many vet skills can do to an army( 26 marines in 1000pt) also what points is this army for
I am a bloody beginner myself, so heed my advice only if others confirm or at least only after you've done everything else you are being told by the others.
Most of what I was going to say is covered by Chaosbrynn's post.
Apart from that I personally dislike Terminators (against the Tau that you might be facing, as you explained, they are a great threat, but that's exactly the reason your opponent will eliminate your 250 points (or a little less without the chainfists) in seconds (Tau will probably have the right weapon handy for that). Of course you can deep-strike them, but I collect this is pretty dangerous. Maybe your assault squad could be upgraded with a teleport homer? But I'm talking way too far into this - I better leave it to those with some experience in battle) ... anyway!
Apart from that, as I said, I would recommend to change the plasma guns to melta guns. Rapid fire with plasma guns is suicidal (44.4% chance of killing your own trooper in those two shots) and the other advantage - range - is only applicable once you are stationary. But you can't stay stationary from the beginning, because 24" ist not too far and your troops should give support to your close combat units. So you are probably better off charging forward anyway (against Tau, IG, even Necron, since you yourself aren't too shooty, so closequarters is the option of choice against them) and therefore - remember: plasma rapid fire is suicide! - you are better off with melta guns. They give you the advantage of being able to blast vehicles easier, they are safer and against the Necrons you get around the "we'll be back"-rule because of instant kills.
Once more: Cautious with my advice. I have yet to prove myself in the field.
I pretty much like the list well rounded and everything but I have found terminators are a litte risky. Against the tau any points dense unit is risky.
From my experience lots of power armoured bodies wins games so beef up the squads a little make the assault squad full size.
And don't get a whirlwind yes against the orks they are great but the IG Tau and Necrons will be able to destroy the easily or they wont have effect. The DE are fast enough to pretty much avoid it entirely. I suggest the more expensive devastator squad. More assault marines. The attacke bikes are good if you cant afford the Landspeeder Tornados. And for the Devastator squads you must have 1 Bolter marine per heavy weapon marine.
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