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Made in us
Drop Trooper with Demo Charge





HQ: Chapter Master (Artificer Armor, Power Sword, and Plasma Pistol) - 165 pts
-Honor Guard (Four man squad adjoined to Chapter Master, Champion thunder hammer, 3x Relic Blade, Standard Bearer) -235 pts
HQ: Chief Librarian Tigurius - 230 pts

Elite: Dreadnought (Heavy Flamer, Assault Cannon, Extra Armor) in drop pod - 175 pts

Troops: 10 man tac squad (plasma gun, Missile Launcher) in Rhino - 215 pts
Troops: 10 man tac squad (plasma gun, missile launcher) in Rhino - 215 pts
Troops: 5 man combat squad - 90 pts
Troops: 5 man combat squad - 90 pts
Troops: 5 man scout squad (heavy bolter) - 100
Troops: 5 man scout squad (heavy bolter) - 100

Fast: 5 man assault squad (power sword, flamer, and combat shield on sarge) - 125 pts
Fast: 5 man assault squad (power sword, flamer, and melta bombs on sarge) - 130 pts

Heavy: Predator (Lascannon, Las sponsons)-165 pts
Heavy: Predator (Autocannon, Hvy Bolter sponsons)-80 pts

TOTAL: 2000

Just looking for some general feedback. It would be best if any suggestions deal with the units that are already here.

This message was edited 1 time. Last update was at 2011/02/02 11:08:30


An entire society spanning thousands of light years worships a dead guy in a golden throne by killing alien races with genetically mutated supersoldiers dressed in bright blue and gold armor.

And they call religions today stupid. 
   
Made in gb
Tower of Power






Cannock

Chapter Master isn't that good, take a cheaper normal Captain. Add a relic blade and storm shield and the Captain will rock in combat, oh articier armoru too

Honour Guard = expensive. Take a Command Squad if you want something like that and give them mass specials, plasma guns are cool because that squad has feel no pain.

Not sure what's going on with the troops. No point having Tacticals in 5 man squads really as you get nothing, you only have them in 5 man squads if taking Razorbacks and you're not. Combine them and put them in a tank.

Assault Squads should be 10 man as 5 man squads do not last long.

Predators are ok.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Drop Trooper with Demo Charge





mercer wrote:Chapter Master isn't that good, take a cheaper normal Captain. Add a relic blade and storm shield and the Captain will rock in combat, oh articier armoru too

Honour Guard = expensive. Take a Command Squad if you want something like that and give them mass specials, plasma guns are cool because that squad has feel no pain.

Not sure what's going on with the troops. No point having Tacticals in 5 man squads really as you get nothing, you only have them in 5 man squads if taking Razorbacks and you're not. Combine them and put them in a tank.

Assault Squads should be 10 man as 5 man squads do not last long.

Predators are ok.


Relic blades are two handed. I suppose I could take a captain, but I want the honor guard. A command squad would take up an HQ slot that I don't have, and with a captain you can't take honor guard.

I guess I will join the five mans together.

Thanks for the advice.

An entire society spanning thousands of light years worships a dead guy in a golden throne by killing alien races with genetically mutated supersoldiers dressed in bright blue and gold armor.

And they call religions today stupid. 
   
Made in us
Stalwart Dark Angels Space Marine





I suggest dropping tigurius, he's beefy but cost way too many points. A normal librarian would suffice. Might I suggest taking Pedro Cantor if you want a chapter master?

Your list has way too many troops and no elites except for 1 dreadnought, what exactly do you want your army to do? CC oriented or shooty?
   
Made in us
Awesome Autarch






Las Vegas, NV

A command squad does not take up an HQ slot. Honor guard are not that great. Not bad, but assault terminators are far superior for their points. The command squad is MUCH better for the points. That honor guard squad the way you have them, is such a tremendous points sink. They die just like regular marines but cost about 60 points a pop. That is not going to work out. They at least need a razorback to ride around in. The command squad can go all flamers, plasma or melta in a razor and be a unit that is an actual threat for a fraction of the price.

A relic blade is two handed but you can use it with a storm shield.

5 man units with no upgrades are pretty horrible. If you join them together not only is it cheaper but you get free special and heavy weapons. Also, a tac squad on foot is going to be pretty terrible in most cases. If you have it sit back and shoot a m.launcher you can still combat squad them and have the other half run up-field. Still a pretty bad idea, though.

Tigerious is so, so, so over-costed. Don't bother, he is not in any way worth his points unless you are running a 2,500 point+ reserves army. A regular libby with null zone and either gate or avenger is so much more points efficient. Tigerius really sucks this edition.

Predators are great when you use the a.cannon/l.cannon configuration. By far the most points efficient heavy support slot in the SM codex. 120 points and a fantastic unit.

Assault squads are not that great. They hit like a wet noodle and when you min/max them like you have they lose expensive equipment fast to VoF attacks. Combat shields are a pretty awful investment of points. The only builds that really work for assault marines are 8 to 10 man units with a fist and maybe flamers. 5 men just doesn't hit that hard at all.

Your tac squads are not bad, I'd say running them in that configuration will be OK.

The scouts squads though, not so much. Combine them into 1, 10 man squad with a fist and you have a nice little outflanking or infiltrating unit. Really, that set up works best with shrike, though. Other than that, give them sniper rifles, a h.bolter of m.launcher and cloaks to objective camp.

The chapter master is almost always not worth his points unless his name is Pedro Kanto. If he sits still to fire his orbital bombardment, great, but more often than not he will be mobile or in HtH where he is earning his points. The Captain is such a better choice in nearly all situations. Plasma pistols are a bad investment because they cost a ton, can hurt you and often, you fire them once or not at all. Almost never worth their points.

You also have no real counter assault unit. The only thing that really works in the SM list for this are TH/SS termies or dreadnoughts. I would suggest adding some if you face any assault armies.

I would suggest dropping some troops (you don't need nearly that many) and adding some units that actually do some damage like Speeders, MM Attack Bikes, Dreads, Sterguard, Termies, etc.

Good luck with it!

This message was edited 1 time. Last update was at 2011/02/03 06:22:28


   
Made in us
Stalwart Tribune





Long Beach CA.

I suggest that you bump your SUPER LAS down to an auto las pred, with those points, you can upgrade your other pread to an auto-las. Also, if you really want to take Honour guard, take Kantor and sternguard instead of the enourmous amounts of troops that you have.

Drop tigurius. I love the guy, but he really doesn't do that much for this list.

Aside from that, everything said before is pretty spot on.

This message was edited 1 time. Last update was at 2011/02/03 06:54:49


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OK, made some changes for the better (I hope):

HQ: Captain (Artificer Armor, Power Sword) (Razprback w/ Command Sqd.)- 170 pts (Pts incorporate razorback)
-Command Squad (Adjoined to Captain, Champion,3x Power swords)(Razorback w/ Capt.) -175 pts
HQ: Chief Librarian Karum Auland (Termi Armor)- 130 pts

Elite: Dreadnought (Heavy Flamer, Assault Cannon, Extra Armor) in drop pod - 275 pts
Elite: 10 man Sternguard Veteran Squad - 250 pts

Troops: 10 man tac squad (plasma gun, Missile Launcher) in Rhino - 215 pts
Troops: 10 man tac squad (plasma gun, missile launcher) - 180 pts
-Devide into combat squads (Sarg+Plasma+3 Bolter and Missile+4 Bolter)
Troops: 5 man scout squad (heavy bolter) - 85 pts

Fast: 10 man assault squad (power sword, 2x flamer, and combat shield on sarge) - 225 pts

Heavy: Predator (Lascannon, Las sponsons)-165 pts
Heavy: Predator (Autocannon, Hvy Bolter sponsons)-80 pts

TOTAL: 2000

-I dropped a five man scout squad; One infiltrator is enough
-I combined the assault squads
-Moved Rhino off of second tac squad to command squad/captain as a Razorback
-Turned third tac squad into a Sternguard Veteran squad.
-Dropped Tigurius for a normal Termi Librarian
-Obviously changed CM to a Captain and HG into a Command Squad

Now for reasoning. First of all, I look at my list and see that without the full predator I lack a really powerful AV unit, plus I'd rather have things be super effective at one task than moderately effective at both. The scout squad was a bit much, so I dropped it and used the points to up the tac squad to a Sternguard squad and putting my command squad in a razorback. This not only took care of my "too many troop" problem, but gave me an elite as well.

I didn't give the Sternguard Squad a rhino because, as ranged units, I will likely leave them near the back in cover. They would not benefit from only having two attacks, or the mobility, where my close combat captain and squad would benefit much more from protection and gap-closing ability. I kept the combat shield on the sarge because I had 5 points left over and really didn't know what else to do with them.

That's about the best I can do for now. I dunno if Sternguards suck, but they seem pretty good to me for only a measly (At least at a 2k point value) 70 pts more than a tac squad for at bare minimum (Since they're an exact copy of normal shot except for special rule) 2+ wound on anything, plus AV, AA, and other capabilities, should the situation call for it.

So this is about as refined as it gets. If there's something blatantly obvious I'm missing, feel free to point it out, or just leave feedback on the revised list. Unless it's something that would drastically improve effectiveness without a bunch of new models (I'm pretty broke) then I will keep it in mind for future reference, but probably won't really revise my list much further.

Thanks!

An entire society spanning thousands of light years worships a dead guy in a golden throne by killing alien races with genetically mutated supersoldiers dressed in bright blue and gold armor.

And they call religions today stupid. 
   
Made in gb
Tower of Power






Cannock

Lordraymond wrote:
mercer wrote:Chapter Master isn't that good, take a cheaper normal Captain. Add a relic blade and storm shield and the Captain will rock in combat, oh articier armoru too

Honour Guard = expensive. Take a Command Squad if you want something like that and give them mass specials, plasma guns are cool because that squad has feel no pain.

Not sure what's going on with the troops. No point having Tacticals in 5 man squads really as you get nothing, you only have them in 5 man squads if taking Razorbacks and you're not. Combine them and put them in a tank.

Assault Squads should be 10 man as 5 man squads do not last long.

Predators are ok.


Relic blades are two handed. I suppose I could take a captain, but I want the honor guard. A command squad would take up an HQ slot that I don't have, and with a captain you can't take honor guard.

I guess I will join the five mans together.

Thanks for the advice.


Yes I know relic blades are two handed, check the FAQ as I guess you're referring to the storm shield.

Command Squads do not take HQ slots.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
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Connecticut

Lordraymond wrote:Relic blades are two handed..
Relic blades mean you cannot attack with another CCW. You can still use a storm shield. As your captain already has a iron halo, the SS only gives +1 to the invuln save -- and its something I drop when I'm tight on points.

At 2k points, you will be facing a lot of AV 14. I don't see enough solutions to that problem in your list. Your predators are anti-transport, and they excel at that task (though I would swap one for a rifleman dread, but thats another discussion)

Here are some good anti-AV 14 ideas.
* MM attack bike
* MM speeder
* Vindicator
* Sternguard in drop pod w/combi-meltas
* Dread with MM
* Assault termies
   
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Scyzantine Empire

Lordraymond wrote:I kept the combat shield on the sarge because I had 5 points left over and really didn't know what else to do with them.

That's about the best I can do for now. I dunno if Sternguards suck, but they seem pretty good to me for only a measly (At least at a 2k point value) 70 pts more than a tac squad for at bare minimum (Since they're an exact copy of normal shot except for special rule) 2+ wound on anything, plus AV, AA, and other capabilities, should the situation call for it.


A combi-weapon on one of your sarges or the sternguard would be my choice for 5 points and much more effective than a 6+ invulnerable. Case in point, I play Eldar and love my harlequins, but keep them in cover since their 5++ just doesn't cut it. For an assault squad, go with a combi-flamer. You could put one on the tac squad sarge, but I'd go with a combi-plas, since that's the special weapon your doodz are carrying. Melta is the current meta to counter mech, but if you think you've got enough then simply use the combi- to back what your squad is already packing. I dunno about your area, but locally marines are usually on foot with the occassional razorback or drop pod list, so plas still works pretty good around these parts.

Sternies are one of the best units in the codex, hands down. They're very versatile and points-effective, also very synergistic (sp?) with other units and HQ's. Attach Lysander to them to take advantage of Bolter Drill and to get a real nice CC punch/durability. This will also allow you to purchase your command squad. If you leave them on field, you may want to pick up a heavy weapon or two - ML's would be my choice - for them. Some would say that it's a waste of points, but at least they'd be able to take some pot-shots while the rest of the unit is out of range.

Also, if you're playing objectives, place an objective in area terrain within double-tap range of the the sternies and "allow" your opponent to take the objective. Then use the cover save eliminating rounds to blast them off it before moving in range to take it for yourself.

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Stalwart Tribune





Long Beach CA.

I understand that you want to have a tank that is super effective at killing vehicles. By taking your super las pread it may seem that this is what you're doing, but its not and here's why.

1) Heavy bolters really aren't that good at killing infantry unless you have a LOT. the two sponson HBs even when combined with the auto cannon, just aren't that good. They're okay.. but that's it.

Against MEQ, your dakka pred will garner you a little more than one kill per turn. Against GEQ in the open? You'll do far better with an average of a little more than 4 kills per turn... That still isn't all that much though, again, it is decent, but you already have loads of infantry slaying units, especialy your sternguard, whereas you lack enough anti-tank.

2) 2 Las cannon shots and 1 TL las cannon shot is not as good as 4 las cannon shots.

If you have two Auto-Las preds, you actually have a much higher chance of popping every kind of tank you are going to face.

In addition, the auto cannons are no chumps when it comes to popping av 10 and 11, and can even put hurt on armor 12! Here's the math to show it.

Bs 4 AC v 10 2(2/3*1/2)= 2/3
v 11 2(2/3*1/3) = 4/9
v 12 2(2/3*1/6)= 2/9

Bs 4 Las v 10 2/3*5/6= 5/9
v 11 2/3*2/3=4/9
v 12 2/3*1/2= 1/3


if twin linked:
Bs 4 AC v 10 2(8/9*1/2)=8/9
v 11 2(8/9*1/3)= 16/27
v 12 2(8/9*1/3)= 8/27

Bs 4 Las v 10 8/9*5/6= 20/27
v 11 8/9*2/3= 16/27
v 12 8/9*2/3= 12/27

I would get rid of the extra armor on the dread and take the assault cannon and downgrade it to a melta. It's cheaper, much better against tanks (at least heavy tanks), and with the heavy flammer and DCCW is actually very versatile.

I would then invest in transport for your sternguard. Sternguard are GOOD. they are VERY VERY GOOD. And everyone knows this. If you place them in your deployment zone hoping that they'll be in range of the things that you want to kill i think you'll find yourself sadly mistaken. People will only walk into your bubble of bolter death when they choose to, which will only be when the casualties that you might inflict upon them will be negligible. Giving them a rhino will prevent this from happening.

I really don't see your assault squad doing all that much... They aren't all that hard hitting, and die as fast as regular marines do, only faster because they will be a reasonable enough threat that your opponent will dedicate a turn or two of fire at them to wipe them off the board. If you can keep them alive though, they will be great as turn 4-5 objective contesters, but I don't see your opponent giving you the chance to do this. Ymmv though, I have seen people use assault marines to great effect in games, but a lot of the time they just die without really contributing anything.

What powers did you give your librarian?

Since you have a semi-death star CC unit, the razorback it is in will draw lots and lots of fire, If you do decide to drop the Assault marines, take an LR.

Finally, your scout squad needs cloaks. Put them in cover, have them go to ground on an objective, and watch them become as durable as terminators at range.

This message was edited 1 time. Last update was at 2011/02/03 17:49:30


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Made in gb
Stealthy Space Wolves Scout



Rynn's World

Make your Preds auto/las,as said,its a very good combo.Also,try to find the points to give your libby a stormshield,he will die far too easily otherwise,powers wise,maybe avenger and nullzone.As another option,drop the libby and the extra armour on the dread.Take Lysander with the Sternguard and some combimeltas/meltaguns and put them in the Drop pod.

: 3000+
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: 2000+
 
   
Made in us
Stalwart Tribune





Long Beach CA.

While Lysander does indeed make sternguard considerably more deadly, consider what you pay for in each squad.

In the sternguard, you pay 25 points for specialist ammunition, a rule that cannot be used in close combat.

With Lysander, you pay 200 points for a close combat beast that has no ranged attacks what so ever. Yes he gives you a buff to bolter attacks, but most of his cost comes from his amazing CC abilities.

This means that no matter what, you are wasting points with this combination. Either you are shooting, utilizing the sternguard and wasting Lysander, or you are in CC, utilizing Lysander and wasting the sternguard.

It's a powerful combination, but it isn't cost efficient.

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(\__/)
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Your HQ lacks any anti-vehicle, I suggest adding a powerfist to someone in your command squad.

Sternguard definitely need some sort of transport. They should take advantage of the rapid fire. You might want to throw in some combi weapons also, so they can take out things with AV 14.
   
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OK NOW I remember why I had the Assault Squads divided. I made a list error and forgot to include melta bombs on the second squad. It might not seem like a good use but I use them as a sort of kamikaze vehicle bombing squad. I have taken out LRs on the first/second turn with them because a strength 8 (7?) 2d6 for armor pen attack is pretty devastating, and they can reach it before any other squad could hit it in 2d6 to pen range. That isn't very effective, but actually they work wonders for tying up enemy ICs in CC while my other forces go about taking objectives or killing other units without having to worry about getting destroyed by super ICs (I'm looking at you, Space Wolves)

EDIT: Also, I dropped the AC off the Dread and put the multi melta on, as well as taking the drop pod off him (He's sort of ranged) and putting on the SG squad. Also, dropped extra armor off the dread, and combat shield off of the assault squad and now the Captain/Command squad have a power fist, as well as the captain and the champion/1 veteran having melta bombs. It definately seems a lot more versatile now, and also decided to make both preds auto/las, and gave the lib a SS.

This message was edited 1 time. Last update was at 2011/02/03 22:23:32


An entire society spanning thousands of light years worships a dead guy in a golden throne by killing alien races with genetically mutated supersoldiers dressed in bright blue and gold armor.

And they call religions today stupid. 
   
Made in gb
Tower of Power






Cannock

If the Dreadnought is on foot then it won't get into melta range. Needs a Drop Pod which will change the ball game because you need multiples of them.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Ha ha oh wow. A typo almost put me at a 100 point advantage. The base dreadnaught was listed as 205, but it's only 105. With the spare points I gave it back the assault cannon, gave the Sternguard four combi-plasmas, and gave the libby Epistolary, as well as giving misc upgrades to other units.

Updated list incoming:

HQ: Captain (Artificer Armor, Power Sword, Melta Bombs) (Razorback w/ Command Sqd.)- 175 pts
-Command Squad (Adjoined to Captain, Champion,2x Power swords, 1x Power Fist, Champion Melta Bombs)(Razorback w/ Capt.) -195 pts
HQ: Librarian (Termi Armor, SS, Epistolary)- 190 pts

Elite: Dreadnought (Assault Cannon) - 115 pts
Elite: 10 man Sternguard Veteran Squad in drop pod (4x combi-plasma)- 305 pts

Troops: 10 man tac squad (plasma gun, Missile Launcher) in Rhino - 215 pts
Troops: 10 man tac squad (plasma gun, missile launcher, Melta Bombs) - 185 pts
-Devide into combat squads (Sarg+Plasma+3 Bolter and Missile+4 Bolter)
Troops: 5 man scout squad (heavy bolter, camo cloaks) - 100 pts

Fast: 10 man assault squad (power sword, 2x flamer) - 220 pts

Heavy: Predator (Auto/las) - 120 pts
Heavy: Predator (Auto/las) - 120 pts

Transports (Pts included with respective squads)

-Rhino (With tac squad 1)
-Razorback w/ Extra armor (With Captain/Command Squad)

TOTAL: 2000

PREPARE THE RAKE, IT'S TIME FOR MORE LIST RAPING.

An entire society spanning thousands of light years worships a dead guy in a golden throne by killing alien races with genetically mutated supersoldiers dressed in bright blue and gold armor.

And they call religions today stupid. 
   
Made in us
Awesome Autarch






Las Vegas, NV

Well hey, you are definitely improving that list, well done!

A few comments:

Why termie armor on the libby? He can't get into a Rhino or Razorback that way (or are you putting him in the drop pod?). Plus, there is honestly no need to make him an epistolary. You rarely need to use two powers. The best load out is the 100 points basic libby. What powers were you thinking? The way your army is set up, Null Zone and Avenger would be a great combo.

The command squad you have looks cool on paper, but will honestly not perform well in combat against anything other than other MEQ units. Weaker units and units with low armor like Orks, Gants, IG, etc. will die to your attacks with no need for the expensive power weapons. Better assault units will either largely ignore them or swing before you like TH/SS termies, genestealers, any kind of space elf, Daemons, etc. The only time those guys will hit hard will be against other MEQs. You are honestly better off giving them all a special weapon, like plasma guns. They will be infinitely more useful to you in a much wider variety of situations and they still assault fairly well against the kinds of things they would be good against anyway.

Extra armor is not worth the points on a Rhino or Razorback.

The captain with power weapon will underwhelm you every time. He is cheap, which is awesome, but hits like a wet noodle. Give him a relic blade and storm shield and he becomes scary in combat.

That second tac squad should have a trasnport. If you plan on combat squadding them, go with a Razorback. Upgun the ML to a L.Cannon which works much better as a single shot weapon.

Power fist on the assault squad sarge. The power sword just is not that great.

H.Flamer on the dread is a great upgrade.

Don't forget that your sternguard squad can combat squad when their drop pod arrives, so they can shoot two targets. It's best to max out their combi-weapons when you do this as they can drop in and smoke two targets. I like 5 plas, 5 melta for this.

So, if you drop the x-arm on the razor, switch the command squad to all plasma guns and drop the libby's upgrades you free up 115 points or so.

That gets you:

Razorback and l.cannon for the second tac squad.
H.Flamer for the dread
6 more combi weapons for the sternguard
p.fist for the assault squad
And some extra points to get that captain a relic blade

That really tightens up your list a lot.

   
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If you look at the second tac squad, it's more of a stand back and shoot half, with a more support-y vehicle assault unit, with some ability for AI.

The only real reason I gave the libby terminator armor was for the Storm Shield, because with only two wounds he will get destroyed (I've played three times without termi armor, all of them saw him die on turn one) so he's better off with it than without it.

However I suppose I could drop epistolary. And really I don't think you have to specifically say what psychic powers to take in the list. Naturally if I'm fighting something like guard I wouldn't want null zone, as I think they have like one non-IC that has an invul.

I dunno about giving the command squad ranged weapons. Since they couldn't rapid fire or else the captain couldn't assault, it might reduce effectiveness. However meltas could work well, dropping the power fist for some extra points.

Sternguard suggestion looks good.

EDIT: OK, here's the updated list. Seems to be in its final stages now!

HQ: Captain (Artificer Armor, Relic Blade, Storm Shield, Melta Bombs, Digital Weapons) (Razorback w/ Command Sqd.)- 200 pts
-Command Squad (Adjoined to Captain, Champion, 3x Melta, Champion Melta Bombs)(Razorback w/ Capt.) -170 pts
HQ: Librarian (Termi Armor, SS,)- 140 pts

Elite: Dreadnought (Assault Cannon, H. Flamer) - 125 pts
Elite: 10 man Sternguard Veteran Squad in drop pod (5x combi-plasma, 5x combi-melta)- 335 pts
-Combat squads, 5x melta/5x plasma

Troops: 10 man tac squad (plasma gun, Missile Launcher) in Rhino - 215 pts
Troops: 10 man tac squad (plasma gun, missile launcher, Melta Bombs) - 185 pts
-Devide into combat squads (Sarg+Plasma+3 Bolter and Missile+4 Bolter)
Troops: 5 man scout squad (heavy bolter, camo cloaks) - 100 pts

Fast: 10 man assault squad (power fist, 2x flamer) - 230 pts

Heavy: Predator (Auto/las) - 120 pts
Heavy: Predator (Auto/las) - 120 pts

Transports (Pts included with respective squads)

-Rhino (With tac squad 1)
-Razorback (With Captain/Command Squad)

TOTAL: 2000

Added the digital weapons to the captain, because I had nothing else to really spend 10 pts on with a fully combi-equipped Sternguard. And hey, since there's such a small chance to fail wounds anyway, digital weapons somehow lose/gain effectiveness at the same time, since having to fail two anything-buts in a row is pretty hard.

Anyway more criticism, soon my list will be perfect*!

*Perfect denotes only that the list doesn't suck horribly. It is no way perfect and never will be.

This message was edited 1 time. Last update was at 2011/02/05 00:28:19


An entire society spanning thousands of light years worships a dead guy in a golden throne by killing alien races with genetically mutated supersoldiers dressed in bright blue and gold armor.

And they call religions today stupid. 
   
Made in us
Stalwart Dark Angels Space Marine





I think utilizing a 5 man terminator assault squad with TH/SS and maybe a 2X LC or 2 would be much more useful than a 10 man assault squad. Terminators are very beefy and can survive much longer than Assault squads.
   
Made in us
Awesome Autarch






Las Vegas, NV

The 5 man squad on foot is going to get smoked bad. Well, at least in my experience marines on foot are dead marines. Put them in a razorback and now they are mobile and have some firepower. It is a much more effective way to run them.

What squad to you attack the libby to? Mine never die because they are in squads, usually in a transport. Do you run him alone? Or with the small tac squad? If so, that is not a wise move.

The command squad with meltas or flamers is a good choice. I like plasma because of the apothecary and because plasma rock. The thing is, that little squad won't do much in assault against anything that doesn't suck in assault. If you run them as a 5 man unit without the captain they can shoot and scoot.

Give the captain a jump pack and put him with the assault squad. That is the better choice, really, I am surprised I didn't think of it earlier. Give the Libby a jump pack too, and now you have a squad that actually will kill some thing in combat. Just make sure to keep the libby away from power fists and such.

But again, Marine assault units just aren't that great. The only truly competitive assault units they have are terminators and dreadnoughts.

   
Made in us
Drop Trooper with Demo Charge





Hmmm well I could work it so that I drop the libby into the razorback with the command squad, taking the razorback from the captain and running him with the assault squad, thus giving survivability to the command squad and letting the captain run with his own element. The tac squad I'm not sure about. They are kinda leftovers, but by dropping the termi armor and letting the libby sit and shoot from the razorback, I could take another razorback for them.

Hey, it works!

So now I dropped two assault marines to give the captain a jump pack, as well as giving two more veterans melta bombs. I used the points from dropping termi armor on the libby to fund a razorback for the combat squad, and now everyone is happy.

Right?

This message was edited 1 time. Last update was at 2011/02/05 01:49:55


An entire society spanning thousands of light years worships a dead guy in a golden throne by killing alien races with genetically mutated supersoldiers dressed in bright blue and gold armor.

And they call religions today stupid. 
   
Made in us
Stalwart Dark Angels Space Marine





Lordraymond wrote:Hmmm well I could work it so that I drop the libby into the razorback with the command squad, taking the razorback from the captain and running him with the assault squad, thus giving survivability to the command squad and letting the captain run with his own element. The tac squad I'm not sure about. They are kinda leftovers, but by dropping the termi armor and letting the libby sit and shoot from the razorback, I could take another razorback for them.

Hey, it works!


Running the libby w/ the command squad is a great idea because if you take plasma weapons, your sure to kill terminators with ease. Not only would they be pretty sturdy w/ FnP, terminators would have to re-roll their invul saves if they make the 5+, and that's a pretty easy invul save to fail. Great idea on your part.
   
Made in us
Drop Trooper with Demo Charge





Well actually the command squad has meltas, but they ARE still AP enough to pwn termies. Also since the libby is in a transport, I free up a power slot from not having to bring Gates of Infinity. Perhaps I'll run a combat librarian, with Avatar and Smite...

An entire society spanning thousands of light years worships a dead guy in a golden throne by killing alien races with genetically mutated supersoldiers dressed in bright blue and gold armor.

And they call religions today stupid. 
   
Made in us
Stalwart Dark Angels Space Marine





Honestly, Null Zone is pretty much a must for libbys. Melta guns are not a bad idea but I would attack transports with them instead of terminators, if you get close enough to terminators to shoot them with a meltagun, theyre going to go nom nom nom nom nom on you later. You might want to reconsider and put the libby with them, that way you might have a chance against them in CC. Reason I would take Plasmas over Meltas is FnP rule the apothecary gives. It also has 2X the range of a meltagun. That and you get 2X the shots as a melta gun if ur at the same distance due to rapid fire. They're still hitting on 3s wounding on 2s but you get 2 times the fire power. Really depends on whether you think your command squad will be up against horades or enemies or tank hunting.
   
Made in us
Drop Trooper with Demo Charge





Hmmm I suppose I will take plasma then.

But then I need to drop 15 points somewhere else.

EDIT: Since without meltas they aren't very good AV, I just dropped their melta bombs as well. This list might have a bit of trouble against mech armies, but they should be at least able to hold their own.

This message was edited 1 time. Last update was at 2011/02/05 07:11:13


An entire society spanning thousands of light years worships a dead guy in a golden throne by killing alien races with genetically mutated supersoldiers dressed in bright blue and gold armor.

And they call religions today stupid. 
   
Made in us
Stalwart Dark Angels Space Marine





You could throw the meltas onto your tactical squad instead of using plasma weapons.

You should give your command squad a transport also, maybe roll around with the libby in the razorback. Stratgey for this would to be move, disembark within 12 inches of an enemy, then unload rapid fire into a hoarde. If they have invul saves use Null Zone to make them re-roll sucessful invul saves.

I think you should utilize rhinos on the tactical squads and take advange of special and heavy weapons that you can fire out of the fire port.

I don't really understand the role in your captain, who are you going to have him run with?

I highly suggest dropping that 1 Assault squad, it really won't do anything for you. Could be spending 200ish points on something more suitable for your army.
   
Made in us
Drop Trooper with Demo Charge





They ARE in the razorback with the libby, just wasn't descriptive enough.

Played a game with them finally. But, it was dawn of war deployment so it kind of murdered my strategy. And it was against necrons who promptly murdered my libby and all my troops. In objective. On the first turn. It wasn't a good game.

But it seems like they have a potential. I will keep the assault squad till I get more models, since this is all I actually have right now >_>

An entire society spanning thousands of light years worships a dead guy in a golden throne by killing alien races with genetically mutated supersoldiers dressed in bright blue and gold armor.

And they call religions today stupid. 
   
 
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