This list is moderately competitive. Its not very competitive.
What models do you have available at your command?
hiveof_chimera wrote:made a
SM list
how competetive is it , as it needs to be extremely competetive
if so what should i take, what do i need on them, what upgrades?
Captain, Primarchs Wrath, artificer 135
Crusader squad, Melta gun, Multi-Melta 125
- Rhino
Crusader squad, Melta gun, Multi-Melta 125
- Rhino
Crusader squad, plasma gun, Plasma Cannon 135
- Rhino
Crusader squad, plasma gun, Plasma Cannon 135
- Rhino
Predator, auto-cannon, heavy bolter, storm bolter 100
Predator, auto-cannon, heavy bolter, storm bolter 100
Vindicator, siege shield 125
thanks

There are a few builds and tools that provide competitive builds.
Bike Armies
These are the new hotness of the C:
SM codex, and I'm not going to lie -- they are good. A chapter master on a bike with the shield eternal and power fist/hammer is just brutal. I've used mine to tangle up riptides and kill wraithknights before.
Grav guns have synergy with bikes are are hell on wheels vs most targets. Bikes got cheaper, and are now 21 points per model with no surcharge to start the squad. (Remember in the last codes it was 90 points for 3, then 25 after. That was a surcharge of 15 points to start the squad)
Bad matchups are daemon cavalry -- where your grav guns are less effective and your stuck in assault on round 2.
Drop Pods
Drop pod spam is alive and well. You can bring a tremendous amount of bodies down on the board quickly making it hard for your opponent to deal.
You can even take 3 drop pods for your
TFCs, which will start on the board -- but give you 3 more pods for your drop pod assault. This means if your taking 5
TAC squads + 3 sternguard squads + 3
TFC drop pods you can drop 11 pods, or 6 on the first turn.
What makes this more feasible is the fact that most marine models got cheaper. 14 points for a base marine and 22 for a base sternguard make for very affordable infantry units.
Alternatively you can run with Khan, put all 80+ bodies in rhinos then scout them up on turn 1 making for an incredible 'in your face' unit.
MEQ Spam
Provided that you bring the tools to deal with wave serpents, you can field tons of
MEQ for cheap.
BT are perfect for this role. The idea is your just throwing down tons of bodies that will make it hard for your opponent to deal with.
BT are good because they run more quickly and can take 20 man blobs in crusader squads. Some people might not like this style of play -- as it leads to a lot of sitting around and getting shot. However, this is a build that can win.
Its important to note that you must have something to kill wave serpents. A serpent spam player can kill 20 marines a turn if left unmolested. Molest them. You will lose 20 on the first turn, 15 on second turn, 10 on third turn, etc... Its a war of attrition that you want to be able to win.
Skies of Death
This is a build I started with this weekend. Its got a steep learning curve, but from my test games has been very strong. The idea is you bring 3 stormravens, 3 stormtalon, tigerious to reroll reserves and your troops in drop pods.
It has a ton of firepower and is hard to hurt. The drawback is that you wont find many people who want to play with you (its not fun to play vs 6 flyers) and has a steep learning curve -- ie, when do you go into hover mode -- how do you manage 6 flyers that cover the entire board, etc...
Key Units
Some of they key units have been mentioned above and how to take advantage of them.
Tigerious is now money. He is one of the best support characters, and is a hard counter for a lot of armies since he has a very strong chance to get misfortune.
TFCs are good now. You can force your opponent to spread out, and can deliver tons of damage to anything that is clumped together. Combined with their ability to cause pinning tests, snipe targets and bolster defences they are very strong.
Centurians can deliver a lot of punch but have expensive price tags. Don't go overboard on them. Don't forget their hurricane bolters. I've even made a case for assault cents using just hurricane bolters and melta guns.
Honor guard are pretty good for their cost. In every game I've used them I've been impressed with them. They work best with Iron Hands or White Scars.
LSS can now be dedicated transports. Blind against specific Tau targets is lots of fun. Nothing like lowering a riptide to BS1.
LotD got a lot better. They are excellent at dropping down and killing units. They fit best with ultramarines or Vulcan. They are your go-to for deep striking melta/grav now.
Sternguard got cheaper, but fill a different role. They are 22 points a pop, and now are better used for their special ammo. For the deep striking suicide squad, take
LotD.