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Space Marines
- Beginner's Guide (5th Edition Update) -
scribed by Wuestenfux
"And They Shall Know No Fear"
Space Marines are the most powerful and dreaded of all the human warriors in the 40k universe. Space Marines are genetically modified, psycho-conditioned and well trained warriors. Their task is to protect mankind from perfidious aliens, degenerate traitors, and treacherous rebels. The Space Marines are few in numbers and are organized into small independent armies called Chapters. A Chapter is made of one-thousand Space Marines and is further divided into ten companies each of which one-hundred Marines strong.
When building a Space Marines army, the best place to begin is the respective Codex. It describes all Space Marine units and their special rules. However the Codex does not teach how to efficiently configure Space Marine units. Moreover, it does not teach how to synthesize units to generate a successful Space Marine army. This article deals with building a Space Marine army from basic units. It shows ways to configure units and how to use them on the battle field. Based on the configuration of units, several sample army lists are given. Feel free to play test these lists. Have fun playing 40k.
Table of Contents
1. Frequently Asked Questions
2. Head Quarters
3. Troops
4. Elites
5. Fast Attack
6. Heavy Support
7. Sample Space Marine Armies
1.FAQ’s --Frequently Asked Questions
1. What Space Marine army should I choose?
There are about 1000 Space Marine chapters in the Warhammer 40000 universe. Ultramarines form the basis of all Chapters. A few Chapters have their own Codex: Black Templars, Blood Angels. Dark Angels, Space Wolves, and 13th Space Wolves Company. Other Chapters diverged less from the Ultramarines and benefit from special rules like Crimson Fists, Imperial Fists, Raven Guard, Salamanders, and White Scars. The Ultramarines chapter is a good starting point. I suggest to collect an Ultramarines army in the first place and then to specialize to a specific Codex-based Chapter later on.
2. What is the best squad size of a Space Marine unit?
There are three missions in the 5th edition, two of them require troops as scoring units and one necessitates to accumulate kill points. In all missions, larger squads are better than smaller ones, since they are more durable and have a larger impact.
3. How should I generally equip a Space Marine unit?
Each unit should be given a role and it should stick to this role (close combat, hold a mission object, etc.). As a general rule, keep the unit upgrades low (10-20%).
2. Head Quarters
Space Marine leaders have high leadership and high weapon skill. Therefore, a Space Marine leader should generally fill a close combat role rather than a shooting role. A lone Independent Character is a dead independent character. Therefore, a Space Marine leader should generally join a unit. A leader in power armor on foot should be accompanied by a Tactical or Elite (Sternguard) unit, a leader on bike should join a larger Bike squad, and a leader with jump pack should lead an Assault squad.
2.1 Chapter Master
The Chapter Master is a good all-round leader of an army. He should definitely benefit from his higher initiative. There are two basic ways to configure him:
#Chapter Master w/ relic blade, combi-melta – 140 pts
#Chapter Master w/ terminator armor, lightning claw, combi-melta – 175 pts
2.2 Honour Guard
A Chapter Master can lead a Honor Guard consisting of 3 to 10 honorable Marines. Each Honor Guard wears artificer armor and is equipped with a power weapon. This makes the unit an anti-MEQ unit that excels against Necrons and Tactical squads. The squad should be mounted in a Drop Pod, Razorback or Rhino with extra armor. Here is the basic configuration of a Honor Guard:
Honour Guard squad – 200 pts: Champion w/ thunder hammer, 5 Veterans
2.3 Captain
A Space Marine Captain is the leader of a Company. He has the same stats as a Chapter Master but the latter can additionally order an orbital bombardment once per battle. There are generally three ways to field a Captain at the battlefield:
#Captain w/ relic blade, combi-melta – 140 pts
#Captain w/ terminator armor, lightning claw, combi-melta – 150 pts
#Captain w/ bike, relic blade, combi-melta, melta bombs – 175 pts
2.4 Command Squad
The Captain of a Company can lead a squad of high-ranking Space Marine officers in the form of a Command squad. A Command squad is fluffy unit that always consists of five Veterans including an Apothecary. The Apothecary fields a narthecium so that the squad will benefit from Feel No Pain. Notice there are only a few units in the game that benefit from this rule, like Nobz with a Painboy, Plague Marines, and Nurgle Daemons. Although a Command squad can be transported, the best way to benefit from Feel No Pain is to mount the squad onto bikes. They can act (1) as a counter-strike unit if an enemy unit threatens the front ranks or (2) to approach the enemy via turbo booster at a flank. Such a Command squad should look as follows:
Command squad – 230 pts: 4 Veterans w/ bike, power fist (x1), 1 Apothecarius w/ bike
2.5 Master of the Forge
The Master of the Forge (MotF) is the leading Tech Marine of a Chapter. Tech Marines possess a repair ability that is more like a gimmick and thoughts in this direction should be dropped.
An army led by a MotF can field more Dreadnoughts than normal. He has access to an arcane weapon, the conversion beamer, an awesome long range anti-tank weapon. But the conversion beamer is a heavy weapon and so it is quite tricky to utilize. First, a MotF with conversion beamer on foot should join a shooty long range anti-tank Marine unit (Devastor squad). Second, a MotF on bike is highly mobile and able to fire a heavy weapon during movement; since a lone MotF is dead early in the game, he should lead a small Biker squad. Such a squad could zoom around and reposition for sniping during the opening and mid game, and it could close in and charge in the end game.
2.6 Librarian
A Librarian provides psychic support to a Space Marine army that can bolster the abilities of an army. Each Librarian can field two psychic powers per battle. Additionally, he is equipped with a force weapon that allows to slay a wounded multi-wound enemy model outright. While a Codicier can cast one power per turn, an Epistolary can cast two. A Librarian can field shooting, close-combat oriented, and defensive powers. The defensive powers (null zone and gate of infinity) are superior to the other powers. While null zone is awesome against Daemons and Seer Councils, gate of infinity allows to pull the Librarian and the unit he joined out of trouble by teleportation. The best unit to join for a Librarian with these defensive powers is a Tactical or Sternguard squad:
Codicier w/ null zone, gate of infinity – 100 pts
2.7 Chaplain
A Chaplain provides spiritual support to an army able to bolster the charge of a Space Marine unit thanks to his Rites of Battle. Remember that a unit transported by a Rhino, Razorback, or Drop Pod cannot charge when the transport has moved in the same turn. Those transported units will hardly get the charge bonus. Therefore, it is advisable to attach the Chaplain to fast units that can easily get the charge bonus, like a Biker squadron, an Assault squad, or a Terminator Assault squad riding a Land Raider. Here are the basic configurations:
#Chaplain w/ bike,combi-melta, melta bombs – 155 pts
#Chaplain w/ jump pack, melta bombs – 120 pts
#Chaplain w/ terminator armor, combi-melta – 135 pts
3. Troops
In the 5th edition two of the three missions require troops as scoring units. This makes troops are more important than they were in previous editions.
3.1 Tactical squads
The Tactical squads form the backbone of a Space Marine fighting force. These units are highly flexible due to their equipment so that they can fulfill various roles at the battle field.
First, Rhino squads can perform two roles, either bolstering an assault or occupying a mission objective that was eventually cleared before. The squad should be led by a Sergeant with a power fist and a combi-weapon and the squad should carry two special weapons; meltas and multi-meltas are favorable against MEQ, while flamers and heavy bolters or missile launchers are advisable against hordes.
Second, drop podded Tactical squads can fulfill the same role as Rhino squads at the battle field. Drop pods have the advantage over other transports that they can land on top of an objective.
Third, Razorback squads are defensive units that can considerably contribute to the main line of defense. The squad may be led a Sergeant with power fist and combi-weapon and the squad should carry two special weapons. Against MEQ, the best choices are plasma weapons, while against hordes the best choices are flamers and heavy bolters or missile launchers. The squad may be combat squadded with the heavy weapon in one combat unit and the Sergeant and plasma gun (or flamer) in the other unit. The latter combat unit may be transported in the Razorback to intercept an enemy unit threatening the front ranks; for larger impact, several Razorback squads should work in concert.
#Rhino squad – 260 pts: 9 Marines w/ melta, multimelta, Sergeant w/ combi-melta, power fist, Rhino w/ extra armor
#Drop Pod squad – 265 pts: 9 Marines w/ melta, multimelta, Sergeant w/ combi-melta, power fist, Drop Pod w/ deathwind
#Razorback squad – 260 pts: 9 Marines w/ plasma gun, plasma cannon, Sergeant w/ combi-plasma, power fist, Razorback
3.2 Scout squads
Scouts form the 10th Company of a Space Marine Chapter. Scouts are ideal for securing objectives or dealing with tougher enemy units. Using their Infiltrate ability they can be deployed right on top an objective or in cover with good line of sight to enemy units. Moreover, Infiltrate is useful to keep away enemy infiltrators from deploying too close to the own front ranks.
A Sniper squad is a special purpose unit. First, sniper rifles can pin troops with low leadership like IG troopers, Eldar Guardians, or Dark Eldar Warriors; pinning is valuable to silence enemy guns. Second, sniper rifles would on 4+ with rending bonus and so are able to wound Tyranid monstrous creatures, high-toughness models like Wraithlords, and models with invulnerable saves like Greater Daemons and C'tans. A Sniper squad should be deployed in the back field wearing camo cloaks for increased survivability and thereby occupying a mission objective if possible. Such a unit should consist of at least six to eight Scouts since they hit with their ballistic skill and no longer at 2+; a heavy bolter with hellfire shells is a nice add-on.
Other configurations of Scout units are possible but not really effective at the battle field. Examples are Scout squads transported by a Storm-pattern Land Speeder or assault based Scout squads. Storm Scout unit may disrupt enemy plans, but are generally too small for serious impact. Assault based Scout squad can enter play from a flank and use Move Through Cover to threaten enemy units, but coming from reserve is too unpredictable to be of great use. Here are the basic configurations:
#Sniper squad – 116 pts: 5 Scouts w/ sniper rifle (x4), heavy bolter, camo cloak (x5), Sergeant w/ sniper rifle, camo cloak
#Storm Scout squad – 170 pts: 4 Scouts w/ shot gun (x3), heavy bolter, Sergeant w/ power fist, combi-melta, Landspeeder Storm
#Close Combat Scout squad – 175 pts: 9 Scouts w/ heavy bolter, Sergeant w/ power fist, combi-melta
4. Elites
Elite units fulfill a supporting role in a Space Marine force. They main tasks are to clear or contest objectives. Remember that those tasks can only be achieved by larger Elite squads, while smaller units generally do not cut it.
4.1 Sternguard Squads
The Sternguard veterans form a new Elite type unit. They carry bolters with special ammunition that can be perfectly adapted to the player's needs at the battle field. This ammunition is effective against units with low armor saves deployed in cover (dragon fire), high toughness creatures (hell fire), units in carapace armor (kraken), and MEQ (retributor). Additionally, the bolters can be upgraded to combi-weapons; combi-plasma vs heavily armored units or monstrous creatures, combi-meltas vs tanks, and combi-flamers vs hordes.
A Sternguard Veteran squad should be transported similar to a Tactical squad. However, its favorable transport is a Drop Pod since the unit can immediately unleash fire upon landing. Moreover, the unit can be combat squadded after arriving at the battle field and thus can target two enemy squads if necessary; this splitting of the unit is especially appealing if it carries combi-weapons.
# Drop Pod Sternguard squad – 350 pts: 10 Sternguard w/ combi-melta (x10), Drop Pod w/ deathwind
A particularly nasty tactics is to let a Librarian with gate of infinity lead a drop podded Sternguard Veteran squad. For this, some Drop Pod should be equipped with a locator beacons for safe landing of the Librarian's squad.
4.2 Terminator Squads
Terminators are amongst the greatest heroes of Mankind. These bold warriors wear tactical dreadnought armor and are equipped with terrifying weaponry. A large Terminator squad is certainly a shock and awe unit for the enemy. Whenever possible field a full Terminator squad as one of your main supporting units. Deploy them where the fight is bloodiest and use teleport homers or locator beacons for their safe landing. A maxed-out Terminator squad can field to heavy weapons; cyclone missile launchers are anti-light-tank and anti-horde, assault cannons got nerfed but are still a viable option vs light tanks and MEQs, and heavy flamers are good for softening up an enemy unit upon landing or before charging:
#Terminator squad – 410 pts: 10 Terminators w/ heavy flamer (x2)
4.3 Assault Terminator Squads
In battle Terminators are deployed where the fighting is certain to be at its bloodiest. For this, larger Terminator squads are preferable. There are two ways to field a Terminator Assault squad, either as a shock and awe unit that deep strikes via a teleport homer or a locator beacon, or as a transported squad that should be led by a Chaplain for increased impact.
#Terminator Assault squad – 400 pts: 10 Assault Terminators w/ thunder hammer (x7), twin lightning claws (x3)
#LR Terminator Assault squad – 505 pts: 6 Assault Terminators w/ thunder hammer (x4), twin lightning claws (x2), Land Raider Crusader w/ armor
4.4 Dreadnoughts
Dreadnoughts are powerful war machines that can be as lethal at range as in close combat. Dreadnoughts are more durable in the new edition thanks to the new armor penetration table. Moreover, they are faster than they were before thanks to the universal special rule of Running. Besides the normal and venerable Dreads, the new edition allows to field a new type of Dread, the Ironclad. The normal Dread is particularly useful in a shooting role or as a cheap walker to fill a gap in the combat line. A venerable Dread is harder to destroy and should be used in a close combat role. Moreover, due to its higher ballistic skill it can easily take on tanks when mounted in a Drop Pod and equipped with a multimelta. An Ironclad is the toughest of all Dreads and is purely close combat oriented Dread: It should be sent as fast as possible into the melee. Here are the basic configurations:
#Dreadnought w/ lascannon, missile launcher – 100 pts
#Venerable Dreadnought – 165 pts
# Ironclad Dreadnought w/ heavy flamer, twin linked heavy flamer – 145 pts
5. Fast Attack
Fast attack units are also supporting units filling gaps in the combat line. They can be used in several roles: harassing the enemy, counter-striking, and shooty support.
5.1 Assault Squads
Assault squads are fast and hard hitting units in close combat. They are useful in fast armies consisting of Rhinos and in shooty armies serving as a counter-strike unit.
Assault Marine squad - 215 pts: 9 Marines, Sergeant w/ power fist
The unit may be upgraded with two plasma pistols (vs MEQs) or with two flamers (vs hordes).
5.2 Vanguard Veteran Squads
The Vanguard veterans form a new fast attack type unit. These veterans can be equipped with jump packs. If so, they benefit from the special rule Heroic Invention; this rule allows a deep striking Vanguard unit to charge upon landing. This is certainly useful against a shooty army like Tau or Imperial Guard, but it bears the risk that the unit is shot down after wiping out the enemy on the charge. To counter this, the unit should not be taken too large:
Vanguard Veteran squad - 275 pts: 7 Veterans w/ jump pack (x7), Sergeant w/ power fist, jump pack
5.3 Landspeeder Squadrons
Landspeeders are fun to play. They are fast but fragile. They lost an edge due to the new shooting rules for secondary weapons. Therefore, a Landspeeder can move 6" and fire all it weapons or move 12" and fire one weapon, but in both cases can get penetrating hits. A squadron fielded in combination with tanks can eventually be positioned so that the tanks provide cover.
5.4 Bike Squadrons
A Bike squadron is still an odd unit, since it is rather expensive and has only one basic attack in close combat. On the other hand, Bikes are fast thanks to the turbo boosters. Moreover, Bikers gain an invulnerable save while turbo boosting. Bikers can be mainly used in two ways, shooting or harassing. As a rule, a Bike squad should either turbo boost unless it's shooting or charging. A shooty unit should include an Attack Bike for increasing the impact; the weaponry of Bikers and Attack Bike main depend on the enemy. A harassing unit can zoom down a flank threatening a shooty enemy unit or an enemy tank. Finally, close combat oriented Biker squadrons are only advisable in Biker armies.
#Anti-Armor Biker squadron - 235 pts: 5 Bikers w/ melta (x2), Attack Bike w/ multimelta
#Anti-Infantry Biker squadron - 215 pts: 5 Bikers w/ flamer (x2), Attack Bike w/ heavy bolter
#Close Combat Biker squadron - 220 pts: 5 Bikers w/ plasma gun (x2), 1 Sergeant w/ power fist
5.5 Assault Bike Squadrons
Assault Bike squadrons can be fielded in two configurations. A full squadron with heavy bolters is a good anti-infantry unit, while a unit of two or three Bikes with multimeltas is a decent anti-tank unit. An Attack Bike squadron should always turbo boost unless it is shooting.
5.6 Scout Bike Squadrons
Scout Bike squadrons have the Scout ability that allows to make a free move of 12" before the game starts or to outflank the enemy when coming from reserve. A Scout Biker squadron is a perfect harassing unit, say by zooming down in front of a very shooty unit, charging a shooty squad, or threatening a tank. The squadron can also field up to three grenade launchers and so provide a mobile fire platform against a horde army.
#Scout Bike squadron - 160 pts: 5 Bikers, Sergeant w/ power fist, melta bombs
6. Heavy Support
Heavy support units also fill a supporting role in a Space Marine army. They can be used to weaken enemy ranks, to clear objectives occupied by enemy units or to provide fire support for advancing units.
6.1 Devastator Squads
Devastator squads carry up to four heavy weapons and can be considered as the hard hitters from the backfield. However, they lost an edge with the new edition. The reason is that long range weapons are no longer as effective as they were in the last edition thanks to the new armor penetration table and the rule of cover saves. A squad should consist of 10 Marines and carry four heavy weapons. This allows to split the unit into two combat squads so that both units carry two heavy weapons and to minimize the casualties of the carriers of the heavy weapons.
#Anti-Armor Devastator squad - 230 pts: 10 Marines w/ missile launcher (x4)
#Anti-Light Infantry Devastator squad - 230 pts: 10 Marines w/ heavy bolters (x4)
#Anti-Heavy Armor Devastator squad - 270 pts: 10 Marines w/ plasma cannon (x4)
6.2 Vindicators
Vindicators are very powerful tanks able to destroy heavily armored troops and tanks by one volley. The only downside is their small range. Vindicators can either hold a flank or the center of the combat line, or advance with a mechanized army providing fire support.
6.3 Predators
Predators are heavy tanks that can give decent fire support. The Destructor pattern equipped with auto-cannon and heavy is well-suited against light infantry or light tanks, while the Annihilator pattern equipped with three lascannons is decent against heavy tanks and heavy infantry. However, Predators also lost an edge since long range weapons are less effective than they were before, and they can only shoot one weapon while moving.
6.4 Whirlwinds
Whirlwinds are great tanks against lightly armored units. They carry besides the good old ordnance pie plate another ordnance weapon (castellan) that ignores cover and so behaves decent against lightly armored units deployed in cover. Two Whirlwinds are suggested against horde armies to make full effect of their armament.
6.5 Land Raiders
Land Raiders are the largest tanks in the game, allow the transported troops to disembark and charge in the same turn, and come in three variants. The Crusader pattern is the best transport in the game. It can transport up to 16 Marines or 8 Terminators. The Crusader's weapons are primarily anti-troop and so complement the purpose of the tank. The Redeemer pattern is quite similar to the Crusader pattern. It has a smaller transport capacity and carries special heavy flamers that are decent versus MEQ. Finally, the basic version of the Land Raider comes with two twin-linked las-cannons and thus is basically only effective when stationary. Hence, its weaponry does not complement the purpose of the tanks as a heavy transport.
6.6 Thunderfire Cannons
Thunderfire cannons are long-range artillery-type platforms that are new in the Space Marine arsenal. Each Thunderfire is operated by a single Tech Marine shooting four volleys in each turn and so piercing holes in a horde army. Two or three Thunderfires are suggested to make full effect of their weapons.
7. Sample Army Lists
This section covers army lists at the 1750 point level. Four kinds of armies will be addressed: mechanized, fast, foot slogging, and stealth.
Balanced armies will not be considered as a balanced army can be seen as a jack of all trades but a master of none.
7.1 Red Ravens Army: Dakka Force
Here is a mechanized Space Marine force that is based on Razorback squads, shooty Dreadnoughts, and Vindicators. The Assault Terminator squad led by a Captain forms the counter strike unit.
Captain w/ terminator armor, twin lightning claws - 155
Dreadnought w/ las-cannon, twin auto-cannon - 145
Dreadnought w/ las-cannon, twin auto-cannon - 145
Assault Terminator squad - 320 pts (8 Assault Terminators w/ thunder hammer (x6), lightning claws (x2))
Razorback squad - 250 pts (9 Marines w/ melta, multimelta, Sergeant w/ power fist, combi-melta, Razorback)
Razorback squad - 255 pts (9 Marines w/ plasma gun, missile launcher, Sergeant w/ power fist, combi-melta, Razorback)
Razorback squad - 245 pts (9 Marines w/ flamer, missile launcher, Sergeant w/ power fist, combi-flamer, Razorback)
Vindicator - 115
Vindicator - 115
Total: 1750 pts.
7.2 Red Ravens Army: Master's Forge
Here is a mechanized Space Marine army led by a Master of the Forge. Razorback squads, Dreadnoughts, and a Vindicator form the core, while the Sternguard Veterans are mainly used for counter strike.
Master of the Forge w/ conversion beamer - 120
Sternguard Veteran squad - 375 (10 Sternguard w/ combi-melta (x9), powerfist (x1), Rhino w/ extra armor)
Dreadnought - 105
Razorback squad - 250 (9 Marines w/ melta, multimelta, Sergeant w/ power fist, combi-melta, Razorback)
Razorback squad - 250 (9 Marines w/ melta, missile launcher, Sergeant w/ power fist, combi-melta, Razorback)
Razorback squad - 245 (9 Marines w/ flamer, missile launcher, Sergeant w/ power fist, combi-flamer, Razorback)
Dreadnought w/ las-cannon, twin auto-cannon - 145
Dreadnought w/ las-cannon, twin auto-cannon - 145
Vindicator - 115
Total: 1750 pts.
7.3 Red Ravens Army: Sky Wing
Here is a mechanized Space Marine army that is based on Drop Pods. The Tactical squad land upon the objectives that can be well defended, while the remaining forces are used to support the Tacticals or to contest objectives.
Captain w/ relic blade, combi-melta - 140
Command squad: 3 Veterans w/ bolters (x2), melta (x1), 1 Veteran w/ power fist, combi-melta, 1 Apothecary, Drop Pod - 195
Sternguard Veteran squad: 10 Veterans w/ power fist (x1), combi-melta (x10), Drop Pod - 360
Ironclad Dreadnought w/ heavy flamer, Drop Pod - 180
Ironclad Dreadnought w/ heavy flamer, Drop Pod - 180
Tactical squad: 9 Marines w/ flamer, missile launcher, 1 Sergeant w/ power fist, combi-flamer, Drop Pod - 230
Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ power fist, combi-flamer, Drop Pod - 230
Tactical squad: 9 Marines w/ melta, multimelta, 1 Sergeant w/ power fist, combi-melta, Drop Pod - 235
Total: 1750 pts.
7.4 Red Ravens Army: Storm Wind
Here is another mechanized Space Marine army. Rhino squads are accompanied by Assault Marines, while the Attack Bikes and Vindicators give fire support.
Epistolary w/ null zone, gate of infinity - 150
Tactical squad: 9 Marines w/ melta, multimelta, 1 Sergeant w/ powerfist, combi-melta, Rhino - 245 pts
Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ powerfist, combi-flamer, Rhino - 240 pts
Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ powerfist, combi-flama, Rhino - 240 pts
Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
Attack Bike squadron: 2 Attack Bikes - 100
Vindicator - 115
Vindicator - 115
Vindicator - 115
Total: 1750 pts.
7.5 Red Ravens Army: Night Wing
Here is a Space Marine force that is mainly based on infantry units. Two Assault squads can approach the enemy along a flank or can be held back for counter strike.
Captain w/ relic blade, combi-melta, jump pack - 165
Tactical squad: 9 Marines w/ melta, multimelta, 1 Sergeant w/ power fist, combi-melta - 210
Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ power fist, combi-flamer - 205
Tactical squad: 9 Marines w/ flamer, missile launcher, 1 Sergeant w/ power fist, combi-flamer - 205
Sniper squad: 5 Scouts w/ sniper rifles - 75
Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
Devastator squad: 10 Marines w/ heavy bolter (x4) - 230
Devastator squad: 10 Marines w/ missile launcher (x4) - 230
Total: 1750 pts.
7.6 Red Ravens Army: Stealth Force
Finally, here is a Space Marine force that is based on Scouts. Sniper Scouts and Vindicators form a decent core, while the Ironclads are mainly used for counter strike and the Storm squads are able to harass the enemy.
Captain w/ relic blade, bolter, hellfire - 140
Ironclad Dreadnought - 135
Ironclad Dreadnought - 135
Sniper squad: 10 Scouts w/ sniper rifles (x9), heavy bolter, cloaks - 180
Sniper squad: 10 Scouts w/ sniper rifles (x9), heavy bolter, cloaks - 180
Sniper squad: 10 Scouts w/ sniper rifles (x9), heavy bolter, cloaks - 180
Storm squad: 4 Scouts, 1 Sergeant w/ combi-melta - 85
Storm squad: 4 Scouts, 1 Sergeant w/ combi-melta - 85
Storm squad: 4 Scouts, 1 Sergeant w/ combi-melta - 85
Landspeeder Storm - 50
Landspeeder Storm - 50
Landspeeder Storm - 50
Vindicator - 115
Vindicator - 115
Vindicator - 115
Total: 1700 pts.
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