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Made in us
Guard Heavy Weapon Crewman



Reno, Nevada

I'm fairly new back into 40k and was planning on building an IG and some sort of SM army. I have been working on the IG and figured why wait for the SM. i went out and got a space marine codex, AoBR box, another 10 man squad and another dread that i put an assault cannon on. i thought my IG was complicated, but for some reason i cant figure out what im doing with this army. i started getting confused when i saw the codex had 1000 hq choices for 100 different chapters all in one book.

i want to do a medieval theme using a mixture of dark angel and black templar models. do i have to get the codex for both of these armies to use those models? i figured that if i decided to run the templars or the DA themselves that i would probably have to keep the vanilla marine dex since on the GW site there is like 5 model options for either one of those armies. i came to the conclusion that i would have to buy regular marines and convert them, or do the other books cover all options for troop choices etc. also is this mixing models allowed/legal to use in tournaments or do i have to have the proper models for the book/s that im using?

i haven't really decided on running just vanilla marines or one of the alternate books as my army of choice. i dont know which one is better to use and how to set up a list for three different armies as one. do i use the mixture of DA, BT and regular marine models with the regular SM codex? or a mixture of 2 or all 3 books? sorry if this sounds ridiculous, buuuut im pretty lost right now so if anyone could point me in the right direction it would be most appreciated. thanks guys!

 
   
Made in us
Regular Dakkanaut




If I was you, I try to stick with one codex, as some people look down on people who do the flavor of the month type of thing. Personally, I wait on the Black Templars and Dark Angels for a new codex. Try codex space marines before looking to BT and DA if you don't like the options given in the codex space marines.

As said, play and test out various lists based on models you have currently. People may mention that Librarian is your best overall HQ to take.
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Don't listen to Myrrodin. The greatest strength of playing marines is that you can take advantage of GW making half their armies marine armies.



I did not take advantage of this when I started, and ended up with three different space marine armies, blood angels, salamanders and space wolves. At some point, you realize how stupid it is to buy twice the number of rhinos because you are going to paint them in two different colors. As such, I am now totally rebuilding all my marines into one SUPERMARINE chapter, which can play as any loyalist marine codex.

It vastly increases your army build options, both within one codex, as your vehicle pool and marine count doesn't have to be split between different armies, and also between codexes.

To keep people from moaning (except for the worst neckbeards, but they always moan anyway), make up your own chaper (like you have), choose a paint scheme that does not belong to one of the major chapters, create a cool theme (like you have) and think through any dual use units carefully. (I have made dual wulfen/death company models, dual grey hunter/assault marine units, and I am in the process of making dual (or is that quadrouple?) purifier/interceptor/strike/sanguinary guard units) No one has complained about them being used as either, as they are well thought through and portray everything they are supposed to.

Magnets are also your friend, the earlier you learn how and when to magnetize, the happier you will be later in your 40k career.

It sounds like you should use a combination of black templar, dark angels and normal marine bits to make your medieval themed marines.

That ends the "get the most from your marines" speech

I would start with using the vanilla space marine codex. The models you have are most useful with that codex. What pts limit are you aiming for? You are likely to need some transports (remember to buy razorbacks, not rhinos - more bits, same price) and a libby will be a great HQ for almost any list.

With those buys, you are looking at a core of:
Libby
2x10 tacticals, transport
2xDreadnought

That should be around 750-800pts, and is a fairly solid core to build upon.

This message was edited 1 time. Last update was at 2012/03/31 10:51:04


   
Made in us
Guard Heavy Weapon Crewman



Reno, Nevada

right now im aiming at 1000-1250 pts, i have played one game as vanilla marines using what i have(i got beat):

captain who i used as chapter master
2x tactical squads with flamer and ML
5 termies
2dreads, 1 MM, 1 assault cannon
and i used a cup as a drop pod

without many upgrades thats around 850(i think). so i didnt figure i would be able to fit many more options for 150-400 pts since everything costs so damn much points wise(not like my IG). im not really sure what a good HQ choice would be for a marine army so i used the AoBR captian as a CM.

 
   
Made in gb
Longtime Dakkanaut




Marines only get started at 1500 pts.
Librarian is a very good standard HQ.
Then transportation and more melta is needed.
   
Made in us
Guard Heavy Weapon Crewman



Reno, Nevada

what about heavy support? just preds, or a mix with raiders? devastators? i thought about vanguard vets with a chap and jump pack......but that was a lot of points.

 
   
Made in ph
Bounding Assault Marine






I personally think preds/vindicators are nice and useful for 1500 pt games especially using a vindicator to camp objs and staying in deep cover terrain( as the siege shield automatically passes ALL dangerous terrain tests) as for preds they come at 60points with just an assault cannon.

I suggest using a twin linked LC with heavy bolter sponson which makes for 70 points.
As for the vindicator use the siege shield and extra armour because the will be a prime target as they are ordnance weapons.Do not buy the storm bolter upgrade as you wont be using it anyways since shooting ordnance guns, you cannot move or shoot any other wepons.

Devastators are also nice but add em up until full. Try to make the sergeant as cheap as possible as you wont be assaulting anyone with those guns.(eg power fist,melta bombs,other CCW)

Landraiders aren't cheap so only use them when you go for 1750pt games or 1500pt if you have any points to spare(like 200 if you dont include fast attacks)

I agree with what the others said start with the transport now you got them and trade the orks for more tactical guys.


1850 points (buying new stuff)
Canceled, waiting for new dex
A battleforce, some guardians, a DA box, 2 banshee boxes,1 warp spider box,2 swooping hawk boxes, Found new love for the guys, debating on whether i should start or not  
   
Made in us
Guard Heavy Weapon Crewman



Reno, Nevada

if i go with the libby, what powers should i use? ive never used a psyker before and wouldnt know where to start with the powers and how to use them.

does anyone have advice on termies? ive played 3 games now and they have gotten their a$$ kicked each time....im starting to rethink that 200+ pts to use somewhere else.

 
   
Made in ph
Utilizing Careful Highlighting





Manila, Philippines

I have a similar theme/experience. You can stick with Codex Space Marines, pick a list that you want and make your own chapter! Also consider thinking about your chapter's fluff: remember that you can be both fluffy and competitive at the same time, contrary to popular belief.

Check my gallery: I am making a medieval-themed crusader army using mostly BT bits, and I'm using C:SM rules (it's a Vulkan list). I'm planning on adding DA bits later on for my Sternguard squad.

On the modelling side, a little bit of research goes a long way. If you want a medieval knight theme, study heraldry and icons!


Automatically Appended Next Post:
lordsolarkodiak wrote:if i go with the libby, what powers should i use? ive never used a psyker before and wouldnt know where to start with the powers and how to use them.


Standard internet answer for that is Null Zone + any power you fancy (usually Gate of Infinity or Avenger). Null Zone is especially useful when your deathstar is battling other deathstars.


does anyone have advice on termies? ive played 3 games now and they have gotten their a$$ kicked each time....im starting to rethink that 200+ pts to use somewhere else.


Tactical Termies or Assault ones? Assault termies, especially the TH/SS variety are awesome. Problem is they are pretty useless on foot unless you use them as bubblewrap, so you need a way of transporting them on your opponent's face, usually via LR. DSing is pretty risky without locator beacons.

I have no experience with tactical termies.

This message was edited 1 time. Last update was at 2012/04/04 09:16:59



 
   
Made in gb
Regular Dakkanaut



England

lordsolarkodiak wrote: and i used a cup as a drop pod


awesome.

try a few tea bag boxes as rhinos/razorbacks on those tactical squads.




   
Made in us
Guard Heavy Weapon Crewman



Reno, Nevada

Ajroo wrote:
lordsolarkodiak wrote: and i used a cup as a drop pod


awesome.

try a few tea bag boxes as rhinos/razorbacks on those tactical squads.






i dont know if youre being sarcastic, or serious about that. but thats a good idea lol

 
   
Made in gb
Regular Dakkanaut



England

lordsolarkodiak wrote:
Ajroo wrote:
lordsolarkodiak wrote: and i used a cup as a drop pod


awesome.

try a few tea bag boxes as rhinos/razorbacks on those tactical squads.






i dont know if youre being sarcastic, or serious about that. but thats a good idea lol


its that or spend the money and change you mind and never use it
if your able to proxy, do it
   
 
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