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Hey people, first post here, hope I abide to all rules.
Ok so I played some 40K about 8 years ago and now want to get back into the game.
I always loved the SM - Chaos Fluff, and how the Empire is pretty much 1 big fascist force, however the lesser of two major evils, I don't have much affinity with the other races.
Now, SM/Chaos fluff would direct me towards a DA force right? but I already played them back in the day and feel like a less shooty army, as that's what it is if I read the forums.
So. I bought the SM Codex and now I'm trying to figure out what to do, traits, or just vanilla etc.
My fluff so far; I started out with a "Search & Rescue" idea, so mainly going in after battles, searching for survivors, or during battles to get people out. So I figured, quite often they arrive late, maybe days after a battle was fought. What they run into is discarded gear, dead space marines etc. So after a while they become a sort of vultures, circling the universe for prey. Prey they can strip of war gear for themselves. However still trying to uphold there vows to rescue all they can and drop into battles that seem desperate, just to get as many people out as possible.
That's where I am at the moment, I want a mobile force, a search team of 500 points, no heavy guns, so I started reading the boards and came across a bunch of 500 point armies, all stating different things, probably all pretty much ok for my goal, casual play.
Ok I totally screwed up my army, please see below for current list
So I need advise on units and possible traits, infiltration would be cool for the dev squad, we stand alone would be fitting as they are frowned upon because of there scavenging, however this would cripple any rescue scenarios, they should be quick as well dropping in and out of any situation, pls share your thoughts
Painting and modding is on track, ordered all kinds of bird heads and additional parts, going for a vulture look, grayback vultures, gray/brown painting scheme with possibly yellow with black stripes (industrial) details. name of the chapter was easy as well, Gyps Fulvus.
Last edited by Zentac; March 16th, 2007 at 15:41.
However, that isn't a legal army. In a legal army, you need an HQ and two Troops. You have an HQ, a Heavy Support, and a Fast Attack.
So, unless its REAL casual play, you need to fix this up.
Yeah, I guess thats a pretty valid point :blush: oeps...
ok lets try again then, at home now codex ready again.
1x Reclusiarch+bp+jump 106
5x assault squad +2pp 120
1x LST 80
6x Tactical+ML 100
7x CC scouts 91
I guess thats pretty standard, and should work, just a few quick questions, is a single ML in a tactical useful at all as you want to bring them into bolter range?
And would it be any use to get the scouts a vet sarge with a power weapon/fist, so they have a better chance in cc or maybe even try and have them take out vehicles? and if so would it be worth the 1 scout and 1 tactical that i would have to drop for that?
Last question for now, is the LST overkill for the points or really worth the extra 30?
I understand this is all pretty standard stuff, but i can't figure it out from the boards, maybe it's not really all that tight and I should just go for it. pls let me know.
Depends on your gameplay style. You already have a fair amount of moving bits, so a firebase doesn't hurt. I'd leave it as it is.I guess thats pretty standard, and should work, just a few quick questions, is a single ML in a tactical useful at all as you want to bring them into bolter range?Not only is it useful, its recommended. I always make sure to have some sort of power weapon/fist in every one of my squads. Although, I'd leave them to attack infantry, leave the missile for any tanks that pop up.And would it be any use to get the scouts a vet sarge with a power weapon/fist, so they have a better chance in cc or maybe even try and have them take out vehicles?In such a small game, I don't think that it'd have that much bearing on the game. Its completely up to you.and if so would it be worth the 1 scout and 1 tactical that i would have to drop for that?Being so fragile, I think that the LST is fairly balanced for its points. Not too over kill either. Plus, being so cheap, they make a nice mobile fire support choice for low point games.Last question for now, is the LST overkill for the points or really worth the extra 30?Gung ho, man.I understand this is all pretty standard stuff, but i can't figure it out from the boards, maybe it's not really all that tight and I should just go for it. pls let me know.
Ok, thanks a lot man, thats a lot of help
1x Reclusiarch+bp+jump 106
5x assault squad +2pp+kraks 125
1x LST 80
5x Tactical+ML 85
6x CC scouts+vet+power weapon 101
3 points left, to hit a perfect 500, that i could use for an auspex and a searchlight, for search and rescue flavor.
Guess I need to go and get some scouts :ninja:
Sorry for bumping my own topic, however, I thought it would be better then opening a new one.
I'm glueing my force together now and I just need to know if it is actualy a good idea to have the sargent in the Tactical squad replace his bolter with bp+chainsword, as that would only leave 3 bolters and a ML in the squad, but would give them a slightly better chance in hand to hand combat... however, I don't want them in close combat in the first place.
That's not a terrible idea. It's good just in case should they get into CC, so don't sweat it as much. Besides the main focus is the Missile launcher. Keep the unit at the back of the army, utilizing the long range, and the unit shouldn't get into CC, except in dire circumstances.