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Made in us
Been Around the Block





I'm recently returned to 40k after a long absence and am still rusty on some of the basics. I'm building up some armies more for small, casual games at home with friends and family than larger shop games. So I'm aiming at a 750 point starter Codex Space Marine list, preferably with flexible units that could be built out to 1000 or 1250 in a few different ways to get a variety of playstyles. (I'm magnetizing special weapons, vehicles, etc. to allow for changes there as well.) Playing with fun, thematic units is more important than having the most efficient possible army, but we're mostly veterans of various strategy and war board games here, so I'd like to at least have armies with sensible tactical options. Here's my current plan... I'm just finishing up painting my first Tac squad, so suggestions are appreciated before I go and buy more models...

HQ - Librarian (no upgrades, just the usual force weapon + bolt pistol) - 100 pts
Tactical Squad Alpha - 10 men w/Razorback (no upgrades); Flamer, Missile Launcher; Sergeant with Bolt Pistol and Combi-Melta - 220 pts
Tactical Squad Beta - 10 men w/Rhino (no upgrades); Flamer, Missile Launcher; Sergeant with Power Weapon, Bolt Pistol, and Melta Bombs - 225 pts
Dreadnought - 2x twin-linked autocannon - 125 pts
Land Speeder - Heavy Flamer and Multi-Melta - 70 pts

740 points - 10 remaining

The Dreadnought is there mostly because I think it's cool, but the autocannon build seems like it should provide useful fire support at this point level. The basic plan is pretty straightforward - split Alpha Squad, keeping the ML back in a shooty role and sending the rest ahead in the Razorback with the Librarian. Beta probably sticks together in most situations. The Dread stays back for fire support, and the Speeder can hopefully pop a vehicle and toast some guys worth more than its own 70 points. Again, I'm new and largely theorizing here based on what I've read, so I may be overlooking obvious problems.

I'm not sure where the last 10 points goes - probably somewhere in Alpha Squad's loadout? Maybe take a Lascannon instead of the ML since the plan is for it to sit back and shoot? Upgrade the Razorback? Not sure...

Thanks for any suggestions.
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

In terms of the free heavy weapons you can grab for the tac squads, my preference is for the heavy bolter. Frag missles are rather underwhelming against infantry and krak missiles are underwhelming against vehicles, the main benefit of it is that at least it can do both. The HB will keep them focused on infantry (or the lightest of vehicles), but at least it is very... well 'whelming against them.

With the spare 10pts and that Landspeeder, I would loose it and take 2 MM attack bikes. You'll need 20pts more which I'd get from the power sword and combi melta. Then this gives you 2 anti heavy tank shots. Combined with the dread for lighter vehicles I'd say you have most bases covered. Until flyers enter the fray that is...

I'd just razor both of the tac units.


If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
 
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