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Discussion Starter · #1 ·
The best thing about space marines (besides how awesome they look) are the trait advantages. The Bllod Ravens have amazing traits. See But Don't Be Seen and Trust Your Battle Brothers. Tou can infiltrate devastator squads! Amazing! Also you can give your tactical squads true git and a bunch of bolters. Look:

HQ:
Chaplain w/ terminator honours, artificer armor, jumpack, bolt pistol, frag grenades: 157p

ELITE:
Dreadnought w/ lascannon, extra armor, missile launcher: 140p
Dreadnought w/ lascannon, extra armor, missile launcher: 140p

TROOP:
8 Marines w/ infiltrate, counter-attack, true git: 168p
9 Marines w/ infiltrate, counter-attack, true git: 189p
9 Scouts w/ bolters, infiltrate: 117p

FAST ATTACK:
9 Assault Marines w/ (2) plasma pistols, veteran sergeant w/ power fist: 238p

HEAVY SUPPORT:
8 Devastators w/ 4 plasma cannons
8 Devastators w/ 4 plasma cannons
8 Devastators w/ 4 plasma cannons

TOTAL ARMY VALUE: 2001p


ADVICE PLEASE
 

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Its a good effective list that would win battles. 3 dev squads is a little cheesy but whatever..
the only thing i would say is dont take 12 plasma cannons.. why not make 1 dev sqaud with lascannons(they cost the same as plasma cannons) and maybe another with missile launchers, and 1 squad with plasma. ?? if you arent going to take different heavy support choices then atleast make the individual dev squads a bit different?

Just a thought though. as i said the list will still kick some *ss

happy hunting
 

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Ghost of LO
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All your troops are terrable. Make one of those dread venerable, give him tank hunters.

Dont take trust yoru battle brothers, your no space wolf. Dont field arty armor. Its never a good idea.

Make more verity in dev squads, or pick better weapons, IE, 1 squad of plasma cannons, 1 squad of MLs, 1squad of LCS, Far superious shooty power, for less points.
 

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The Fallen
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It is also very specialised to take out MEQs, other armies may well tear you a new one, there are many changes I would make if the army was not hypothetical
 

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Forged,
Whats wrong with arty armour? i htink its good. 20 points to HALF his chance of failing a save (1 in 6 instead of 1 in 3) ..spending the points to keep a powerful 3 wound 5 attack character alive for longer is more useful than spending roughly the same amount of points on 1 little marine with 1 wound and 1 attack.. if arty armour cost more like 30 points then i would agree with you, but 20 is definately do-able to keep your most powerful guy alive..
so again i ask, whats wrong with it?
 

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Discussion Starter · #7 ·
Hows this?

HQ:
Chaplain w/ terminator honours, artificer armor, jumpack, bolt pistol, frag grenades: 157p

ELITE:
8 Devastators w/ 4 plasma cannons, infiltrate: 284p
8 Devastators w/ 4 heavy bolters, infiltrate: 204p

TROOP:
10 Marines w/ infiltrate: 180p
10 Marines w/ infiltrate: 180p

FAST ATTACK:
10 Assault Marines w/ (2) plasma pistols, meltabombs, veteran sergeant w/ power fist: 280p

HEAVY SUPPORT:
8 Devastators w/ 4 heavy bolters, infiltrate: 204p
8 Devastators w/ 4 missile launchers, infiltrate: 224p
8 Devastators w/ 4 plasma cannons, infiltrate: 284p

TOTAL ARMY VALUE: 1997p

Please Tell me its at least a little better.
 

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Ghost of LO
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Arty armour isnt a good choice for jump pack HQs, because they genearlly cant swarm the HQ model, as he with 10 of his brothers, and hes only in combat with models that are ROUGHLY 3 inches around him. Its hard to muster enough attacks with normal guys to take wounds off an HQ. In almost all cases, your HQ will strike first against infantry, or at the same time with HQs.
So what attacks come his way, will be limited in number. I profer to take a 3 wound Chaplain, so that if he fails an armour save, its not the end of the world.

Hes also saving the life of another marine, which would have died had he been struck by that same number of attacks.

The biggest reason is that in 4th edition, your HQ can be singled out in CC, meaning the commander will often bet that he can kill your HQ with a powerfist, and direct the brunt of his attacks to kill your normal men.

And hes usually right.

Arty armour wont help you against a powerfist.

Arty armour only engcourages your enemy to devote powerfists, or other 8S Armour pentrating devices against him, such as monsterus creatures, wraithlords, demon princes Ect.

For 30 points, and a trait, the squad could have been given furious charge, leaving nothing to strike back at your HQ anyway. This is the profered methid of keeping your HQs alive.

HQ:
Chaplain w/ terminator honours, artificer armor, jumpack, bolt pistol, frag grenades: 157p
So lose that arty armour.

8 Devastators w/ 4 plasma cannons, infiltrate: 284p
Good.

8 Devastators w/ 4 heavy bolters, infiltrate: 204p
Take MLs instead.

8 Devastators w/ 4 heavy bolters, infiltrate: 204p
Ok.

8 Devastators w/ 4 missile launchers, infiltrate: 224p
Excellent

8 Devastators w/ 4 plasma cannons, infiltrate: 284p
Take Lascannons or MLs instead.

10 Marines w/ infiltrate: 180
10 Marines w/ infiltrate: 180
Again your troops are terrable.

Add a sgt with powerfist, to both squads. That should fix the problem. You might also think about taking a melta gun.
FAST ATTACK:
10 Assault Marines w/ (2) plasma pistols, meltabombs, veteran sergeant w/ power fist: 280p
Lose the melta bombs, with the changes above, youll have more then enough anti tank firepower. ID add the trait, blessid be the warriors, and flesh over steal to this list. Then give furiour charge to all assault squad memebers.

This is probably the best list youve ever made.
 
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