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It's been a while since I've bounced about on these forums but one of my LGS's is looking like it might start up the ol' 40k again. That said, I'm considering putting together a new SM army and am lookin' for a strong backbone to build future armies off of. That said, you'll get to see plenty of infantry and bolter toting marines. Here we go... Oh and yes, I know the name isn't all that original. Shush
Imperial Black Swords
HQ- Captain Xavier, 4th Company - 206
- Power Weapon
- Bolt Pistol
- Command Squad (Tactical Squad 1)
+ Veteran Sergeant and 5 Marines
+ Power Fist
+ Melta Gun
Troops - Tactical Squad 2 - 175
- Sergeant and 9 Marines
- Plasma Gun
Troops - Tactical Squad 3 - 155
- Sergeant and 9 Marines
- Heavy Bolter
- Plasma Gun
Heavy Support - Devastator Squad 1 - 200
- Sergeant and 7 Marines
- Missile Launcher x 4
Shooty, tough, numerous. Comes out to 35 marines at 750 points, w/7 heavy weapons, 2 plasma guns, one melta gun, one power weapon, one hidden powerfist and 23 bolters.
Vague strategy is to stagger squad 3 ahead of squad two with the Devastators farther back. The Captain and Command squad hover in the middle ground ready to counter charge or pop tanks.
Nice thing is I think I can put this whole army together with 1 Commander box, 1 Devestator Box and 3 Tac Boxes in the form of 2 Plasma Guns, 1 Melta Gun, 3 Missile Launchers, 1 Vet Sergeant (w/bits from the commander box) and 23 bolter marines. I'd have one Plasma Cannon left over. Cuttin' it close!
Anyway, it seeeeems like a pretty straight forward list but I'd like the opinions of the more experienced commanders.
your strategy looks pretty good. however, 9 marines to guard a heavy weapon and a special weapon is a little excessive. the magic number for heavy weapon/special weapon squads is 6 as you only need 6 to guard these weapons. by dropping the squad size down to 6 each, you now have 90 more points. you could use these to get a whirlwind, which would increase your firepower greatly. however, this means you would have to buy a whirlwind. if you dont want to buy one, just make a 6 man marine squad to help out and such.
Eh? Wouldn't smaller units be easier to break? And it's not like more bolter marines is a bad thing... Why are bolter marines consider "guarding" the two bigger guns?
The normal marines are 'guarding' the heavy and special weapons because in order to take those weapons off of the table your opponent is going to have to chew through the rest of the squad. Morale is less of an issue with a Marine army so having smaller squads allows you to field more units, which in turn allows you to field more heavy and special weapons.
Six is a good number because it is the smallest even number you can make a squad. Small is desired because of the above arguement, and even is good because even squads have fewer morale problems.
That being said, every list on here is filled with 6 man Las / Plas squads that are highly effective. For myself, I get bored using the same list over and over again. There isn't anything wrong with your list. Those two big tactical squads are going to throw around a ton of fire and be a huge pain for your opponent to take down and the dev squad is for sure going to ruin someone's day.
My only concern is your commander and command squad. Your list suggests that they are a Tactical Squad, which means that the normal marines are carrying bolters. If you make it an actual Command Squad you can give them all bolt pistols and ccws, which is going to make them more effective in close combat, which seems to be the idea of the squad. The other problem with those guys is that you don't have any sort of effective delivery system. They can't infiltrate, don't have jump packs, and don't have a transport which means they're going to have to walk to the enemy lines. This can work if your opponenet is distracted, but you might consider some other way of getting them there.
I 100% Disagree. I'm starting Ultramarines and the Index Astartes states that a sqaud is to be at 10-men strong. Plus, I dont do the 'sit here and shoot you' marines. I play the 'moving heavy weapon sqauds who grab objectives then pound you to the dirt' marines. This is exactly how marines should work. Your force should always be able to move. I back up your list all the way.
I say if you like the big squads go for it. They are a pain to take down and can dish out alot in return. Also if you need some mobility, a rhino would be good.
I thought I would throw in my two pennyworth at this point. I think you need to remember that most players spend most of their time designing, building and preparing their armies. You spend very little time actually playing games so the most important thing is to enjoy the army that you build. You need to enjoy the way it looks, the models you use and the way you want to play.
It is after all a game.
I agree, it is better to learn from your mistakes than someone elses advice.
"Crime is merely a left handed form of human endeavor"
Blood Angels 6000pts
Chaos Space Marines 3000pts