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Made in it
Fresh-Faced New User




Hi guys, last year I got gifted a nice bundle of space marines miniatures from a dear friend. Anyway since a new edition was upcoming I have kept them boxed since the release of 10th. Now it's time to get to work on them
I have near to 0 experience on 40k, but I'm an experienced Warhammer Fantasy player since 6th edition, but you know, you're never too old to learn.
This thread aims to get advices for next acquisitions and in general about the units I already own.

My roster at the moment:

1x Primaris Chaplain on bike
1x Primaris Captain
1x Primaris Lieutenant
1x Captain
1x Lieutenant
30x Intercessors
10x Assault Intercessors
5x Reivers
5x Terminators
5x Vanguard Veterans
2x Redemptor Dreadnought
3x Outriders
1x ATV Invader

To begin I'd like to build a White Scars 1000 points small army to confront with a friend who plays Necron and is also new to the game, but I'm open to suggestions about other chapters.

P.S.: Moderators feel free to move the thread to the army building section if you think it's more appropriate

This message was edited 2 times. Last update was at 2023/07/01 10:58:27


 
   
Made in us
Ancient Ultramarine Venerable Dreadnought





Are they prebuilt? Pre painted? New In Box? Which Box? For example I don't think there actually is a clamshell for the non-Primaris Lieutenant, and different boxes will have different bits/equipment

The Three outriders + Invader can make one unit, and would fit well with White Scars, among others.

30 Intercessors is probably a bit much, but will do well for Painting Experiments and such to get your scheme down.

Your Terminators are probably the Now/Just Recently Made Old ones and will be smaller. Good for now, but you'll want to decide soon if you want to pick up the older smaller ones while you still can, or go with the newer bigger ones or mix and match.

This edition is shaping up pretty well for what are usually called "Phobos" (after their armor pattern" Marines - This will be the Reivers, the Infiltrator Squad (not to be confused with the ability Infiltrarors) Incursor Squad (same box as the Infiltrators, different guns/bits) as well as "first born" Scout Sniper Squads.

Redemptor Dreads appear to be in a pretty decent spot right now, so two will do well for you. Coming soon there will be more Dread options - the Brutalis (has two close combat arms, and two options for the arms) and a couple chest gun options but primarily Close Combat) and the Ballistus (so far has Double Lascannon, and Super Missile Launcher arms) definitely a shooter Dread.

Heavy Intercessors are a nice Battle Line option to mix in. They're the heavier duty Gravis armor.

A regular old Assault Squad is well placed this edition - adding a Jump Chaplain or a Jump Librarian (likely to require conversion) is a common/popular choice here.

Bladeguard Veterans coming out of a Land Raider is a common choice as well.

This Honored of the Chapter kit will have a few different things you'll eventually be interested in: 3 Bladegard Veterans, a foot PRimaris Chaplain, 3 Eradicators, and the Judiciar are all getting some buzz around them. The last model is the Bladeguard Ancient.

Predators, Gladiators, Land Raiders, and Repulsors are getting buzz as well. This edition came with an expansion of the Strength and Toughness statistics - an Infantry/Man Portable Heavy Weapon that can hurt the biggest tanks/Monsters isn't nearly as common so people are expecting to take at least some tanks/Monsters to kill the other guy's Monsters/Tanks.

They just released two "Value Boxes" one called Leviathan, and one called Strike Force Agastus that will have some stuff you'll likely be interested in with a potential "discount" for multiple kits.

You'll likely end up doubling up on the first born captain doing this (unless you convert it) but you may also be interested in the Company Command kit

That should give you some ideas. I tried to stick with generic "looking good this edition" units without telling you you have to get A, B, or C. You can look up those datasheets, and model kits on the website and figure out what you like best.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in us
Impassive Inquisitorial Interrogator






MonkeyD.Dario wrote:
Hi guys, last year I got gifted a nice bundle of space marines miniatures from a dear friend. Anyway since a new edition was upcoming I have kept them boxed since the release of 10th. Now it's time to get to work on them
I have near to 0 experience on 40k, but I'm an experienced Warhammer Fantasy player since 6th edition, but you know, you're never too old to learn.
This thread aims to get advices for next acquisitions and in general about the units I already own.

My roster at the moment:

1x Primaris Chaplain on bike
1x Primaris Captain
1x Primaris Lieutenant
1x Captain
1x Lieutenant
30x Intercessors
10x Assault Intercessors
5x Reivers
5x Terminators
5x Vanguard Veterans
2x Redemptor Dreadnought
3x Outriders
1x ATV Invader

To begin I'd like to build a White Scars 1000 points small army to confront with a friend who plays Necron and is also new to the game, but I'm open to suggestions about other chapters.

P.S.: Moderators feel free to move the thread to the army building section if you think it's more appropriate


Welcome to our corner of the hobby! So, plugging those guys directly in, you have 2,220pt overall, which is about 220ps over the usual max size of a 40k army, lots to work with here!

As for a list, I'm thinking something like this:


To summarize, you'll have a chaplain on bike, and he will "attach" to the Outriders, conferring buffs and his own not insignificant firepower. Combining his ability that infers [Devastating Wounds] (Critical wounds infer extra Mortal Wounds) and the Enhancement "Bolter Discipline"which gives Sustained Hits 1 (Extra shots on a Critical hit) means you'll be putting some serious hurt. Use these guys to take objectives.

Next, you have a Primaris captain attached to a squad of 10 assault intercessors. They're your toolbox unit, use them to deal with a variety of infantry targets, especially thanks to the captain's ability that allows him to be targeted by a stratagem for 0cp once per battle round. The artificer armor bump's your captains Toughness and armor save, bumping his survivability
The Squad of 10 regular intercessors is your objective holder. It costs the same points to split them into two, so no harm in splitting them if you want to.

The Redemptor is your solution to vehicles and particularly hard targets, use it to keep your enemy's harder infantry's' head down.

The Reivers are your disruption unit. You can have them literally para-drop in, and mess with enemy backline scoring and simply being a nuisance. Use them to keep the enemy busy while you take points or eleminate key units.

In terms of specific wargear, it depends on if they're built or not. If they aren't , then you're golden and I can list out some ideas, but if they are, no biggie.

This message was edited 2 times. Last update was at 2023/07/01 12:10:57


 
   
Made in it
Fresh-Faced New User




Wow, that's a lot of info, thanks =D
It's everything boxed except for a few spare intercessors, regular captain and lieutenant (which are mounted with swords but not glued) and terminators.
Reivers come from First strike starter set, then I have the marine half of a recruit and an elite edition starter and the rest inside their retail box.
I think I'll definitely take a look to the value boxes you've suggested, I think my next inclusion will be a transport^^
   
Made in us
Ancient Ultramarine Venerable Dreadnought





MonkeyD.Dario wrote:
Wow, that's a lot of info, thanks =D
It's everything boxed except for a few spare intercessors, regular captain and lieutenant (which are mounted with swords but not glued) and terminators.
Reivers come from First strike starter set, then I have the marine half of a recruit and an elite edition starter and the rest inside their retail box.
I think I'll definitely take a look to the value boxes you've suggested, I think my next inclusion will be a transport^^


If its a shooty unit in aTransport look at Rhino/Razorback/Impulsor/Repulsor/Drop Pod based on the squad size and armor type.
If its a punchy unit look at the Land Raider. Move, Disembark, Charge all on one turn is important for them.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in us
Impassive Inquisitorial Interrogator






MonkeyD.Dario wrote:
Wow, that's a lot of info, thanks =D
It's everything boxed except for a few spare intercessors, regular captain and lieutenant (which are mounted with swords but not glued) and terminators.
Reivers come from First strike starter set, then I have the marine half of a recruit and an elite edition starter and the rest inside their retail box.
I think I'll definitely take a look to the value boxes you've suggested, I think my next inclusion will be a transport^^



Sounds good. Because the Reivers will be unswappable in term so of their gear (since the Reivers in that set only go together one way), i'd actually swap them for an Invader ATV, equipped with the Multi-melta. that will leavy you with 15 extra points, which I would then use to give the Captain "The Honored Vehement", which bumps up his melee abilities by a lot. (also, quick explanation, Enhancements are optional upgrades that you pay points for, to give characters a unique buff. A Character can only have one enhancement, and you can only buy each enhancement once)

In terms of gear for the squads, I'd equip them thus:

Outriders: No wargear options

Invader ATV: Swap Gatling cannon for Multi-Multa (Big double barreled heat weapon)

Assault Intercessors: Swap sarges weapons for a Power Fist (big old hand on the sprue) and a Plasma Pistol (gun that looks like a energy weapon and doesn't have a fuel tank or a magazine in it), these will alow him to act as a mini-captain and pack a punch in melee, and even against very light vehicles.

Intercessors: Give two of their boltguns an underslung grenade launcher (tube on the bottom, and the strap will likely have grenades on it). Swap the sarge's extra Close Combat weapon for either a chainsword or Power sword. These guys are ranged objective holders, kitting them out too much for melee isn't worth the trouble.

Redemptor dreadnought: Go for all the toys. Give it the rocket pod, swap the gun on it's fist for the flamethrower, (as this will allow it to use the Overwatch stratagem card, and ignore the main penalty of only hitting on 6s, as flamethrowers don't need to roll to hit) and swap the big Gatling gun for the giant plasma gun.

That should give you a solid start for 1000 pts, though i'm not sure what you'd need in terms of more models. You're well over 2000pts in terms of what you've got. Also, what box sets did I recommend? I didn't think I reccomended any.
   
Made in it
Fresh-Faced New User




 ProfSrlojohn wrote:
MonkeyD.Dario wrote:
Wow, that's a lot of info, thanks =D
It's everything boxed except for a few spare intercessors, regular captain and lieutenant (which are mounted with swords but not glued) and terminators.
Reivers come from First strike starter set, then I have the marine half of a recruit and an elite edition starter and the rest inside their retail box.
I think I'll definitely take a look to the value boxes you've suggested, I think my next inclusion will be a transport^^



Sounds good. Because the Reivers will be unswappable in term so of their gear (since the Reivers in that set only go together one way), i'd actually swap them for an Invader ATV, equipped with the Multi-melta. that will leavy you with 15 extra points, which I would then use to give the Captain "The Honored Vehement", which bumps up his melee abilities by a lot. (also, quick explanation, Enhancements are optional upgrades that you pay points for, to give characters a unique buff. A Character can only have one enhancement, and you can only buy each enhancement once)

In terms of gear for the squads, I'd equip them thus:

Outriders: No wargear options

Invader ATV: Swap Gatling cannon for Multi-Multa (Big double barreled heat weapon)

Assault Intercessors: Swap sarges weapons for a Power Fist (big old hand on the sprue) and a Plasma Pistol (gun that looks like a energy weapon and doesn't have a fuel tank or a magazine in it), these will alow him to act as a mini-captain and pack a punch in melee, and even against very light vehicles.

Intercessors: Give two of their boltguns an underslung grenade launcher (tube on the bottom, and the strap will likely have grenades on it). Swap the sarge's extra Close Combat weapon for either a chainsword or Power sword. These guys are ranged objective holders, kitting them out too much for melee isn't worth the trouble.

Redemptor dreadnought: Go for all the toys. Give it the rocket pod, swap the gun on it's fist for the flamethrower, (as this will allow it to use the Overwatch stratagem card, and ignore the main penalty of only hitting on 6s, as flamethrowers don't need to roll to hit) and swap the big Gatling gun for the giant plasma gun.

That should give you a solid start for 1000 pts, though i'm not sure what you'd need in terms of more models. You're well over 2000pts in terms of what you've got. Also, what box sets did I recommend? I didn't think I reccomended any.


I was referring to the Honoured of the chapter recommended by Breton up above^^

They're all good advices, thanks. I think I'll start working on the Redemptor, I'd like to magnetize weapon arms to try different layouts

   
Made in us
Ancient Ultramarine Venerable Dreadnought





MonkeyD.Dario wrote:


They're all good advices, thanks. I think I'll start working on the Redemptor, I'd like to magnetize weapon arms to try different layouts



The Redemptor doesn't really NEED to be magnetized.

The gun arm is the only thing you'll really "swap" and that's got a post/socket at the elbow you can just slide in and out. Maybe long long long term you want it magnetized, but I don't really see the need.

The Icarus Rocket Pod just drops into a slot, and is held down by gravity - so pick it up out of the recess if you want to remove it.

The two chest Storm Bolters - I haven't yet been tempted to replace the SB for a Fragstorm, but I suppose you could drill a magnet into the turret side, and back the gun face plates with some rubberized steel or tin can lid cuttings. That's what I did with the Impulsor top gun/missile launcher.

My WHFB armies were Bretonians and Tomb Kings. 
   
Made in it
Fresh-Faced New User




I have a few leftovers mini magnets from a previous project, I'll consider to implement them or not once I find the time to ultimately dedicate to this new one and inspect the materials. It may be cool anyway =)
   
Made in us
Ancient Ultramarine Venerable Dreadnought





MonkeyD.Dario wrote:
I have a few leftovers mini magnets from a previous project, I'll consider to implement them or not once I find the time to ultimately dedicate to this new one and inspect the materials. It may be cool anyway =)


Just to be clear these are neodymium or "rare earth" magnets right? Probably are, but I want to make sure and not assume.

And like I mentioned most of the time you're going to pair them up. One magnet on/in each part. Sometimes you want to use rubberized steel or "tin can lid pieces" instead - I suggested that on the chest stormbolter/frag launcher if you want to magnetize that because the front "plate" piece that has the gun barrel or frag launcher details isn't really thick enough to drill a hole for a magnet, so the better option is probably to put some thin piece of magnet-able material on the back and let the one magnet hold it in place. Its small/light enough one rare earth magnet is potentially overkill anyway. I'd imagine most models you want to magnetize will have at least one How-To guide on Youtube with how someone else did it. Watch a few different ones of those and you'll get the concepts.

My WHFB armies were Bretonians and Tomb Kings. 
   
 
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