Fresh-Faced New User
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I am new to 40k, I have gone out and purchased several boxes and assembled my very first army. I am new to the rules but I have studied the codex and the rule book and I built my very first 1500 point list to play tonight. The list is down below. However as I am new to the game the various game types are throwing me for a loop as well as all the different rules and unit types lol. I was hoping I could get some feedback on the list I have made and some tips (nothing too advanced new player here) on how to learn and be successful at 40k. This list is all that I have, currently at least. It is now fully assembled and ready to go (painting will come later - I have an excellent painter willing to help tutor me on the paint job and I am following his instructions). So I can't switch anything out and the list is what I am stuck with. Can any of you take a look at it and let me know the best ways to use it if possible? I would really appreciate any feedback and help. Thank you in advance!
1500 Pts - Space Marines: Codex Army
Unit Name ## WS BS St To Wo In At Ld Save Cost
Space Marine Captain (HQ) 1 6 5 4/6* 4 3 5 3* 10 3+/4++ 155
ATSKNF; Combat Tactics; Independent Character;
#Iron Halo; Hellfire Rounds; Power Armour;
Bolter; Relic Blade; Auxilliary Grenade Launcher;
Frag Grenades; Krak Grenades
Ironclad Dreadnought (Elites) 1 WS: 4 BS: 4 S: 6/10 I: 4 A: 2/3 Front: 13 Side 135
Vehicle (Walker); #Smoke Launchers; #Searchlight;
#Extra Armour; Move Through Cover; Dread. CC
Weapon; Storm Bolter; Seismic Hammer; Meltagun
Terminator Squad (Elites) 9 4 4 4/8 4 1 4/1 2 9 2+/5++ 465
ATSKNF; Combat Tactics; Combat Squads; Terminator
Armour; Chainfist (x1); Power Fist (x8); Storm
Bolter (x8); Assault Cannon (x1); Cyclone Missile
Ln. (x1)
Terminator Sergeant 1 4 4 4 4 1 4 2 9 2+/5++ [40]
Terminator Armour; Power Weapon; Storm Bolter
Devastator Squad (Heavy Suppor 4 4 4 4 4 1 4 1 8 3+ 225
ATSKNF; Combat Tactics; Power Armour; Bolt Pistol
(x4); Heavy Bolter (x1); Lascannon (x1);
Multi-Melta (x1); Plasma Cannon (x1); Frag
Grenades; Krak Grenades
Space Marine Sergeant 1 4 4 4/8 4 1 4/1 2 9 3+ [71]
#Signum; Power Armour; Frag Grenades; Krak
Grenades; Melta Bombs; Plasma Pistol (x1); Power
Fist
Scout Squad (Troops) 4 3 3 4 4 1 4 1 8 4+ 105
ATSKNF; Combat Tactics; Infiltrate; Move Through
Cover; Scouts; Scout Armour; Bolt Pistol (x4);
Sniper Rifle (x3); Missile Launcher (x1); Frag
Grenades; Krak Grenades; Camo Cloaks; Stealth
Scout Sergeant 1 4 4 4 4 1 4 2 9 4+ [31]
Scout Armour; Sniper Rifle; Frag Grenades; Krak
Grenades; Melta Bombs; Bolt Pistol; Camo Cloaks;
Stealth
Tactical Squad (Troops) 9 4 4 4 4 1 4 1 8 3+ 205
ATSKNF; Combat Tactics; Combat Squads; Power
Armour; Bolt Pistol (x9); Bolter (x7); Plasma
Cannon (x1); Flamer; Frag Grenades; Krak Grenades
Space Marine Sergeant 1 4 4 4/8 4 1 4/1 2 9 3+ [56]
Power Armour; Frag Grenades; Krak Grenades; Melta
Bombs; Power Fist; Bolter
Tactical Squad (Troops) 9 4 4 4 4 1 4 1 8 3+ 210
ATSKNF; Combat Tactics; Combat Squads; Power
Armour; Bolt Pistol (x9); Bolter (x7); Missile
Launcher (x1); Meltagun (x1); Frag Grenades; Krak
Grenades
Space Marine Sergeant 1 4 4 4 4 1 4 2/3 9 3+ [61]
Power Armour; Frag Grenades; Krak Grenades; Melta
Bombs; Plasma Pistol (x1); Power Weapon (x1)
Option Footnotes:
Assault Cannon 24"R, S6, AP4, Heavy 4, Rending.
Auxilliary Grenade Launcher 12"R, S3, AP6, Assault 1, Blast or 12"R, S6, AP4,
Assault 1.
Bolt Pistol 12"R, S4, AP5, Pistol.
Bolter 24"R, S4, AP5, Rapid Fire.
Chainfist No armour save. Strikes at I1. AP 8+2d6.
Combat Squads See Codex: Space Marines, pg. 51.
Cyclone Missile Launcher 48" R, (S8, AP3, Heavy 2) OR (S4, AP6, Heavy 2,
Blast). The Cyclone Missile Launcher is mounted
on the back of the model.
Dreadnought CC Weapon No armour save. If destroyed, use S and A before
the /.
Extra Armour Count 'Crew Stunned' results as 'Crew Shaken'.
Flamer Template, S4, AP5, Assault 1.
Frag Grenades Attackers suffer no initiative penalty, when
attacking models in cover.
Heavy Bolter 36"R, S5, AP4, Heavy 3.
Hellfire Rounds Bolters can fire with 24"R, S1, AP5, Rapid Fire,
Poisoned (2+).
Krak Grenades When assaulting vehicles or walkers, a model may
make 1 attack with an AP of 6+1D6.
Lascannon 48"R, S9, AP2, Heavy 1.
Melta Bombs When assaulting vehicles or immobile
Dreadnoughts, model may make 1 attack with an AP
of 8+2D6.
Meltagun 12"R, S8, AP1, Assault 1, Melta.
Missile Launcher 48" R, (S8, AP3, Heavy 1) OR (S4, AP6, Heavy 1,
Blast).
Multi-Melta 24"R, S8, AP1, Heavy 1, Melta.
Plasma Cannon 36"R, S7, AP2, Heavy 1 Blast. Overheats- if you
roll a '1' to hit, make a save or take a wound.
Plasma Pistol 12" R, S7, AP2, Pistol. Overheats- if you roll a
'1' to hit, make a save or take a wound.
Power Fist Strikes at I1. No armour save. Doubles strength.
Power Weapon No armour save in close combat.
Relic Blade Two-handed Power Weapon (no armour save) giving
+2S.
Searchlight Allows one enemy unit spotted using Night Fight
to be fired at by any friendly unit in range and
with line of sight.
Seismic Hammer Dreadnought CCW, +1 on vehicle damage chart.
Signum If the model with the Signum does not fire, one
other model in the squad may fire with BS5.
Smoke Launchers For one turn, vehicle cannot shoot & gains a 4+
cover save.
Sniper Rifle 36"R, SX, AP6. Heavy 1, Sniper.
Storm Bolter 24"R, S4, AP5, Assault 2.
Total Army Cost: 1500
Notes:
Special Rules (see C:SM, pg. 51):
ATSKNF = And They Shall Know No Fear, Combat Tactics
If the Army has more than one Chapter Tactics rule, choose one per battle.
Modified for Codex: Space Marines (2008) and 5th Ed. by Homer S v 1.6d
Models in Army: 42
Validation Results:
Roster satisfies all enforced validation rules
Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.
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