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hello, i have a small collection of space marines that i want to make a good army with. whenever i play, i lose really badly. i was thinking that if i posted my current space marine army, then you guys could tell me what i needed to get and/or an army list using those models.
HQ: Commander w/ two lightning blades (sicarius model from WD)
Commander w/ power sword and plasma pistol
Elite: Dreadnought (any arms can be attachd)
Troops: 1 rhino
20 space marines
1 w/ flamer
1 w/ plasma gun
1 w/ missle launcher
2 sergeants w/ bolt pistol and chainsword
Fast: 5 Assault marines
1 w/ plasma pistol
1 sergeant w/ power fist and bolt pistol
obviously i need more models, but im not sure which ones to get. i was thinking getting a devestator squad, scouts, and (maybe) a anhiliator
sorry about the title not having the right info and stuff, but it really doesnt have any cause its so small. if this needs to be deleted or moved, please do so.
heres my earlier list you asked for. it may not be exactly the same though, as it has been a little bit. its a 750 point list
HQ: captain with plasma pistol and power sword, jump pack
Elite: dreadnought with close combat arm, and assault cannon arm
Troop: 8 marines with plasma gun and sergeant
4 marines with missle launcher
8 marines with flamer in rhino
Fast attack: 5 assault marines, sergeant w/ terminator honors and power fist
1 with plasma pistol
this army was an assualt army against a tau static force
Well I actually think it's a pretty good army list overall. Pretty much the stuff I'd use in a 750pt take-all-comers list.
The Captain with Assault squad is good for assault or counter assault, and is quite mobile. They're outfitted pretty well. No complaints there.
Dread is good as-is for a fairly cheap price. He's good support for the foot-slogging Tacticals.
Your Tactical mix needs tweaking. First, you can't have less than 5 men in a unit, so I'd pull a guy from one of the other tac squads to put in the squad with the ML. The 8-man PG squad and the (now 7-man) Rhino-mounted squad with Flamer are good if you can maneuver them properly and make the most of rapid-firing bolters and that flamer.
(With the way the rules changes are heading--reference DA/BA combat squads rules--it looks like you'll eventually end up having to field 3 units of 5...but then you can take an extra special or heavy weapon if you want).
What I think you're a little short on is Heavy Weapons. Adding a couple of missile launchers to the Tac squad that already has one would create an effective fire-support squad that's got a decent chance against armored vehicles and infantry alike. That's 50 points that has to come from somewhere else, though. You'd have to nix the rhino--which may not be the best thing because that mobility is quite useful. If you did, I'd swap the flamer for a Plasma gun and use the two tac squads to press forward with the dread while the Devs provided covering fire and the Capt with assault-squad retinue attacked from a flank.
Anyway, if you keep losing it's either because you need to refine your tactics, or your opponents are merciless cheesemongers who tailor their armies to demolish yours. Tau and Eldar are especially good at vaporizing marines from range. But they cringe at the thought of any of your troops making it to their lines....
I would set them up like this:
commander power sword, jump pack, bolt pistol, T honors
10 man tac squad with flamer, sarg with powerfist
6 man tac squad with missle launcher and plasmagun
5 man assault squad with 2 plasma pistols, sarg with powerfist
that's about 750 pts
All you need to do is swap the plasma pistol arm/hand from your commander with a bolt pistol arm from an assault marine. And beg, steal, or borrow another power fist.