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combie bolter melta
close combat weapon
10 command squade
company champ and standerd
all ave pistol and close combat weapon
2 7tac squad
2 6tac squad
pair of lightning claws
cyclone missle launcher
2 gun serv
twin linked lasscannon
pinteel mounted storm bolter
sarge close combat weapon
1700 pts Army
Last edited by Sparkplug; August 28th, 2006 at 05:29.
A) Rename your title CORRECTLY.
Get some maturity.
C)Lable groups (hq, troops, etc)
and maybe I'll help you out.
the problem with your army is that the list is very unorganized and it has no purpose. my 1500 point UM is a fast attack using drop pods and assault squad. you seem to have a mix of random forces that serve no special purpose. i agree with noctem. when u do what he said, ill give you some more detailed help.
First, bladeofdeath3 and Noctem you two might want to prepare yourselves from the anger of other members. (Just a warning that with luck will be wrong)
Next, Sparkplug there is a spellcheck button at the top right corner of the post window, you might want to use it if you don't care to make sure your spelling is decent or good. (Unless english is not your primary language in which you might want to use it anyway to make sure your using the right word(s))Alright first, its an iron halo. Not only is invalerable not a word but it looks like two words smashed together.Originally Posted by Sparkplug
If you have the bits or its not a pewter model than consider giving this guiy a power weapon and maybe rip off his combi weapon and get a pistol on that arm instead.The command squad may not even be neccesary for your current army; but if you want to use it then scale it down to five or six models and put the others in some of your tac-squads to make them stronger.Originally Posted by SparkplugTwenty six marines, four flamers, and two rocket launchers; definately looks like you could be putting those weapons in better places rather than where they are right now. My opinion would be to take those two rocket launchers and swap them out for two of the heavy weapons of the dev-squad.Originally Posted by Sparkplug
If you make the command squad six strong then you have thirty marines to work with and the five veterans would be best as squad seperate tac-squad sergeants giving you five seven man units with either power fists or power weapons in them.
For the flamers, if you make the squads five of seven then my next suggestion would either be to use the chapter trait cleanse and purify and put the four flamers in two squads or put them in four squads and give either the heavy bolter or lascannon to the fifth squad.Not the best squad in the world, but I'm not much of a scout fan, however they will do some damage with what they have. (and with the suggestion on tac-squads this squad will be your sixth troop for now.)Originally Posted by SparkplugIllegal for starters, my suggestion for the veterans is in the one for the tac-squads.Originally Posted by SparkplugAnyone who gives you advice for terminators will always say to give them one or two assault cannons, it is an effective weapon and works fairly well with the cyclone you already have.Originally Posted by SparkplugNot much to suggest for this unit, keep the servitors outside the razorback and just use them as a smaller dev-squad to take on armour (using the twin linked lascannon) and to take on inafantry (the servitor heavy bolter(s))Originally Posted by SparkplugAgain, my suggestion for the dev's is with the suggestion for the tac-squads.Originally Posted by Sparkplug
What you've asked for and provided in this thread boils down to: "Please make my list for me with the models I have." It is a thread asking for help, but that is what your essentially asking us to do.
Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.
"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
Member of the Fluff Masters Clan
I took the liberty of renaming your thread to something much more suitable, and much less irritating. In the future, please take a moment to read over the "Army Posting Guidelines" thread and familiarize yourself with it.
Noctem and Blade:
Leave the Moderating to the Moderators. If you find a post that is offensive in some manner, report it instead of being abusive to the OP.
Drop flamers, and rockets from tac squads. use dev squads for rockets. drop techmarine unless you are taking scions of mars trait to get that extra wound and are taking him as an HQ choice. despite is lower than average HQ stats, hes still good in combat with up to 5 PW attacks and 2 PF attacks.
read chaosbrynn's tactial squad tactica and decide what you want your squads to do, as well as his sig, it includes 8 dev with 4 ML, and a chaplain led assualt squad. personally i have 4 PLasma pistols in mine
I am not a fantastically skilled marine player but i have some suggestions to make.
1) units that are maxed out are almost always better then units that are under strength. I would suggest maybe droppoing one squad and using the points to bulk up the others.
2) Although any player to play any first person shooter will swear by the sniper rifle, in reality snipers in 40K aren't that fantastic. I would suggest going to just regular bolters, adding a plasma gun and keeping the rockets. Then you can infiltrate and hopefully pop some armor early in the game.
3) the command squad does not seem to be all that great. I would say scrap it, put a master crafted power weapon and bolt pistol on the master. Then use the points from the retinue to make the vet squad decent (another player will have to explain how) and then attach the hero to the vets and give them a transport.
4) I would also suggest having a look at the assault squads as your list looks to have very little fast attack capabilites.
5) Read some lists in the Space marine list section for inspiration as well as some ideas on how to better layout your lists in the future
Glad to be of service