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![[Post New]](/s/i/i.gif) 2012/07/11 05:31:17
Subject: Space marine army advice
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Squishy Squig
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I've just started playing WH40K again after a few years, and I need some advice as to what to do with my army. My current army list consists of:
HQ:
Cato Sicarius - 200 pts
Cptn w/ powerfist and combi melta - 135pts
Command Squad w/ Company Champ, Apothecary, Power axe, lightning claw, and meltagun - 173 pts
Elites -
5 AoBR Termies - 200 pts
1 AoBR Dreadnought - 105 pts
Troops -
10 man Tac squad w/ flamer, ML and powerfist - 195 pts
10 man Tac squad w/ flamer, ML and teleport homer- 185 pts
10 man Tac squad w/ plasma gun and lascannon - 180 pts
Fast Attack -
5 man Assault squad w/ flamer and power sword - 125 pts
Heavy Support -
Predator with autocannon, heavy bolter sponsons, and pintle storm bolter - 95 pts
5 man Devastator squad with 2 ML - 120 pts
In which area(s) do I need to expand my army and/or change (my bits bag is quite abundant)? I've been thinking of heading for shooty army with a balance between infantry and vehicles.
Also, right now I have the option of getting one of these three units for my army at around the same price: 5 terminators (w/ heavy flamer and assault cannon), 5 marines w/ heavy weapons (3 LC, 1 HB, and 1 PC), or Marneus Calgar w/ termie armour. Which one would be the best for my army list? Or should I get something else entirely?
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![[Post New]](/s/i/i.gif) 2012/07/11 06:04:21
Subject: Re:Space marine army advice
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Mutilatin' Mad Dok
CRASSUS ARMOURED ASSAULT TRANSPORT!
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Okay, first off, this would be much better suited in the subforum dedicated to posting and reviewing army lists: http://www.dakkadakka.com/dakkaforum/forums/show/14.page
They'll be much more prepared to help out.
second: I wouldn't suggest getting any more special characters yet. I know they're really nice, shiny models, but they can wait, you have one already, and you could afford to beef up your heavy firepower with the devastator squad you mentioned (though you'd need a sergeant in that squad, and only 4 marines get a heavy weapon, assuming the vanilla codex is the same as the BA codex in that regard). I wouldn't go for the termies just yet either, while their special, non- AoBR is very tempting, to use both special wargear you'd need to run it as a squad of 10. That's 400 points, and no transport can carry that. I would never sink that many points into one unit, unless maaaaaybe it was a really high-points game, but even so... that's a lot of points.
(I wouldn't run a devastator if you're only using 2 ML, and make sure you use a the PC, plasma is a very nice thing to have)
Unfortunately, I don't have enough experience in 6th to say much more.
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DR:90S++G++M++B-I++Pwmhd13#++D+A++++/fWD303R+++T(F)DM+
Atma01 wrote:
And that is why you hear people yelling FOR THE EMPEROR rather than FOR LOGICAL AND QUANTIFIABLE BASED DECISIONS FOR THE BETTERMENT OF THE MAJORITY!
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![[Post New]](/s/i/i.gif) 2012/07/11 06:07:55
Subject: Space marine army advice
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Pyromaniac Hellhound Pilot
Australia
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I think you couldn't go wrong with a bit more diversity in your force, although its a pretty solid list. I'd consider some sternguard over more terminators personally, I've had some great success with them!
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4th company
The Screaming Beagles of Helicia V
Hive Fleet Jumanji
I'll die before I surrender Tim! |
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![[Post New]](/s/i/i.gif) 2012/07/11 12:31:07
Subject: Re:Space marine army advice
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Squishy Squig
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Thanks for the help guys! In all honesty, I was kinda leaning towards the termies as they seemed like quite a good buy since there is a lack of AP2 weapons in 6th edition. I think I might as well go for the devs and make one of my extra marines a Sargent.
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![[Post New]](/s/i/i.gif) 2012/07/11 13:00:16
Subject: Space marine army advice
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Rookie Pilot
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Id go for the devastator box set as has been mentioned above it will give you that extra punch your missing, plus there are a lot of spare heavy wepons in the pack that can be used to add cariaty to your tactical squads ( if you buy a few spare marines)
alternativly have you thought about a razor back for the comand squad?
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4th company 3000pts
3rd Navy drop Command 3000pts air cavalry
117th tank company 5500pts
2000pts |
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![[Post New]](/s/i/i.gif) 2012/07/11 14:07:55
Subject: Space marine army advice
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Ultramarine Master with Gauntlets of Macragge
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You need 2 more missile launchers for your Devastator squad. Also, two captains is completely redundant. Drop one captain and use the points to flesh out your assault Marines into a 10 man squad, or drop Sicarius to do the same and give your tactical squads Rhinos. Marines need the mobility that Rhinos provide to get from point A to point B, or get in rapid fire range.
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Check out my Youtube channel!
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![[Post New]](/s/i/i.gif) 2012/07/11 14:45:40
Subject: Re:Space marine army advice
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Chalice-Wielding Sanguinary High Priest
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Two Captains IS a little redundant in a single army - but, in an overall collection, it's good to have two to choose from. Just don't worry about taking both to a game.
For a 2nd HQ choice you can't go too far wrong with a Librarian, especially with the new powers to choose from. Alternatively a jump-pack Chaplain would be good for the Assault Marines, especially if you boost them up to 10 strong.
Otherwise - if you want a balance between infantry and vehicles - you've only got one Predator and one Dreadnought at the moment, so you'll need more vehicles...! A second Predator would add some redundancy for when one gets shot down early, the same with the Dreadnought. Alternatively you've got some shooty options in the Fast Attack slot with Bikes (particularly Attack Bikes) and Land Speeders.
My biggest piece of advice at this stage would be - concentrate on playing games and try to pick up on what you're missing. Getting outmaneouvred? Go for those Fast Attack options. Assault squad getting chopped up too quickly? Get that Chaplain. And so on and so on.
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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![[Post New]](/s/i/i.gif) 2012/07/11 15:49:28
Subject: Space marine army advice
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Mutilatin' Mad Dok
CRASSUS ARMOURED ASSAULT TRANSPORT!
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Technically his current Devastators are valid (they have the options of taking 4 heavy weapons, but are not required to do so)
But it'd be a waste to not go for their full capacity, so I'd suggest getting moe heavy weapons.
I agree with Super Ready's suggestions regarding the HQ and vehicles, with the growth in vehicle vulnerability in 6th, it's a good idea to pack redundancies.
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DR:90S++G++M++B-I++Pwmhd13#++D+A++++/fWD303R+++T(F)DM+
Atma01 wrote:
And that is why you hear people yelling FOR THE EMPEROR rather than FOR LOGICAL AND QUANTIFIABLE BASED DECISIONS FOR THE BETTERMENT OF THE MAJORITY!
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![[Post New]](/s/i/i.gif) 2012/07/11 21:52:22
Subject: Re:Space marine army advice
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Squishy Squig
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Thanks for all of the advice, it's really helped. However, I do have one question regarding my current situation. I typically play small games (less than 1000pts) against horde armies (a friends tyranids, and my own green tide ork collection). I am sometimes able to beat the orks, but I've always lost (save one draw) against the tyranids. My friend runs a tervigon spam list with zoanthrope and hive guard support, and of course a group of outflanking genestealers. How do I defeat this kind of army? In this situation which would be more useful, the terminators or the devastators? Or more assault marines?
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![[Post New]](/s/i/i.gif) 2012/07/12 08:34:58
Subject: Re:Space marine army advice
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Chalice-Wielding Sanguinary High Priest
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Tactical terminators are useful thanks to the extra firepower at range from their storm bolters, compared to normal bolters - against hordes I'd suggest an assault cannon to go with. However, they are a bit more vulnerable to massed attacks from hordes simply because the odds of rolling that 1 goes up. I would try to keep them at range, possibly as a counter-attack unit if something gets a bit too close to your devastators.
More assault marines along with a Chaplain would do well on the charge against the basic big mobs - Ork boyz, Termagants etc. However you need to be wary because if you don't win that combat quickly, they will get stuck there, lose most of their effectiveness and eventually be overwhelmed. That said - a cheap, simple 5 man squad could be an effective way of holding up the horde for a turn or two while your fire support picks on other units.
The devastators would work well if deployed effectively, that is somewhere with a wide field of attack, and here I think they're your best option. I would advise taking a mix of missile launchers and heavy bolters against hordes. That way you have krak missiles if they need to take out something hefty.
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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