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Made in ch
Regular Dakkanaut





I've put the following four C:SM armies together based just on excess models from my Dark Angels army. I just want to have some fluffy forces from some of the other chapters, for variety and for my kids to play with. Don't need to be TAC lists, but would appreciate advice on little tweaks I can do to make the armies more suited to their fluff (I'm new to all of these chapters except Salamanders) and to improve their effectiveness. I'd be willing to invest a LITTLE in changes to each of them, but not much. These are really just to give me some variety from painting my other armies (red Tau, Dark Angels).

Imperial Fists

Captain Lysander 230

9 Terminators: assault cannon. 380

5 Tactical Marines: heavy bolter. 80
5 Tactical Marines: heavy bolter. 80

5 Devastator Marines: 4× missile launcher. 130
Predator: twin-linked lascannon. 100

1,000 points


Raven Guard

Shadow Captain Shrike 185
Chaplain: jump pack; melta bombs. 110

10 Vanguard Veterans: 10× power weapon; jump packs. 370

5 Scouts: 4× sniper rifle; missile launcher. 74
5 Scouts: 5× sniper rifle; heavy bolter. 68
5 Scouts: heavy bolter. 63
Land Speeder Storm 45
5 Tactical Marines: plasma cannon. 85

1,000 points


Black Templars

Chaplain Grimaldus 185

5 Vanguard Veterans: Veteran Sergeant (power weapon; melta bombs); bolt pistol; chainsword. 115
Razorback: storm bolter. 60

5 Initiates: Sword Brother (power weapon). 95
5 Neophytes: 3× close combat weapon. 50
Rhino 35
8 Initiates: Sword Brother (power weapon). 137
7 Neophytes: 3× close combat weapon. 70
Land Raider Crusader 250

997 points


Salamanders

Vulkan He'stan 190

5 Assault Terminators: 5× thunder hammer and storm shield. 225
Ironclad Dreadnought: Ironclad assault launchers. 145

10 Tactical Marines: flamer; heavy flamer. 155
Razorback: twin-linked heavy flamer. 55
10 Tactical Marines: meltagun; multi-melta. 160

1 Land Speeder: multi-melta; heavy flamer. 70

1,000 points
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

On the Salamanders list the Ironclad would be best with a Drop Pod. The Raven Guard with less power weapons.

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in ch
Regular Dakkanaut





 Feasible wrote:
On the Salamanders list the Ironclad would be best with a Drop Pod. The Raven Guard with less power weapons.


Why less power weapons for the Raven Guard? I thought you'd want to have an assault squad capable of polishing off anything it hits. What would you do with the extra points? And does it make sense to have so many scouts in an army where everyone gets the Scouts rule anyways? I know it fits the fluff, but it seems to negate one of their bonuses.

What would you take out of the Salamanders for the Drop Pod?
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

Power Weapons are ok, but you're spending so many points on a mediocre unit that dies to plasma like crazy. Vanguard are best when utilized like Assault Marines+1. I'd have no more than 40% Power Weapons. Drown Them in attacks. I'd remove the Ironclad Assault Launcher and one of the Land Speeder Weapons. Also Tactical Squads cannot take Heavy Flamers, only Sternguard can.

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
 
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