Librarium Online Forums banner

Advantages and drawbacks for new SM Chapter

402 Views 7 Replies 5 Participants Last post by  ForgedInTheFurnaceOfWar
Hi, I don't mean to be cheesey (Can't help it, I guess!) but I want to make my own chapter but the Major Drawbacks seem very harsh! I don't want to give up a lot of fast attack, or dreds and termies, or the use of vehicles. The easiest one for me to swallow seems to be Flesh over Steel, because I don't use a lot of heavy tanks anyway. I like the idea of the Cleanse and Purify trait because I can add an extra special weapon to each squad.

Am I being a cry baby here? What do others think? What have others done? I have been playing 40k for about 3 months and I have about 4500 pts in Ultramarines, which I LOVE, but I am feeling a little restricted by the Index Astartes... (please don't tell the inquisitors I said that!)

:ninja:
1 - 8 of 8 Posts
I for one play a chapter with cleanse and purify and take the fight to them, using aspire to glory and faithful unto death. (often switching it with have faith in suspicion or we stand alone)

Means getting two assault weapons a squad, and the others armed for close combat. The drawbacks fit int perfect with my fluff so I've never found a problem with their application...8) (Since winning is but the lesser part of the game really.)

Your not being a crybaby, unless you wanna use two traits without taking a major drawback or more than two traits. The you might be; but your only asking about one trait so you only have to take a minor disadvantage. If you wanted to take two different traits then you need the a major and minor but not if your only taking one trait.

(Your not alone in keeping stuff from the inquisition, my chapter has a secret with heresy and extermination written all over it.)
See less See more
If you only take one trait you only need to take a minor drawback. The drawbacks aren't that bad if you build your army and tactics around them. They actually make the game more fun, challenging and interesting as well. Some people think taking one trait with We Stand Alone as your drawback is cheesy, but I don't. I actually think it seems unfair that something relatively minor such as having an extra special weapon in a squad or arming tac squads with bp+ccw should result in a chapter having to take a drawback that hamstrings them in a battle such as Faithful Unto Death.
It being unfair like that is what makes it all the more fun, makes you think about what your gonna put in those slots a lot harder cause you get to use less per detachment...8)
darkreever said:
It being unfair like that is what makes it all the more fun, makes you think about what your gonna put in those slots a lot harder cause you get to use less per detachment...8)
Very true! I guess my point is that there is nothing wrong with choosing the more difficult path, just don't take it because people call you cheesy for not doing so. The tougher drawbacks also make for more interesting fluff.
Personally I think that it really comes down to fluff. If you are going to create your own chapter take some time to really think about what you want it to do, what roll they are going to fill. I think that to often peeps look at all the cool advantages and say "ooooo, I really like that." which is ok, but understand that if you have something cool, there should be a balance to it. I know what your thinking, well "so and so" is unbalanced, so why should my space marines? I can only say, don't worry about the other armies. And the beauty is most of the traits don't require special models, so you can try them all out, or if your friends are really cool they will let you try things out until you find something that really makes you happy. Lastly; read the major draw backs careful, because I have noticed that there is some subtle details that can bite you in the bottom. Like for flesh over steel, each troop transport option also takes a fast attack option... But in the end, I think if you have good fluff for your chapter (at least in your own mind), you will find that the disadvantages just add to the flavor of tyour chapter rather then hinder your options.

Blessed be the emperor!
See less See more
Brother_Durrant said:
But in the end, I think if you have good fluff for your chapter (at least in your own mind), you will find that the disadvantages just add to the flavor of tyour chapter rather then hinder your options.

Blessed be the emperor!

Thanks a million for all the replies!! :-D
As far as draw backs go, pick draw backs the relfect how your army fights, if they are a proud chapter, with many centuries of service with a wide vereity of fancy things, limit your self to using only 1 trait.

If your marines are more focused in there attack, then you might consider adding in major drawbacks.

Flesh oversteal is a great drawback for any army that uses infiltrators as the main stay of the force. It also lends it self to taking lots of troops, which is generally good. Decking your marines out and making them an EXTREAMLY shooty force also works well with this trait, and honour your wargear. Nothing quite like fielding 20 or so MLS.

Eyey to Eye this is good for slow elite forces, such as termintors with lots of tanks/devs. However, these armies arent very good, as most of the best selection for space marines come from fast attack.

Aspire to glory is great for fast armies, espeically with drop pods. If you use mission based squads, and lots of tactics this is the trait for you. It wont effect how you play much. It limites your selection of elite, but genearly you shouldnt field to many of them anyway. Traits also allow you to fill up this gap, with excellent aternate choices.

Good luck.
See less See more
1 - 8 of 8 Posts
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top