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Made in gb
Ultramarine Scout with Sniper Rifle





Hey I've just started my space marine army and I was looking for abit of advise on what to get next. I currently have my force commander, two tactical squads, a scout squad, 3 space marine bikes and a rhino.. Anyone have any recommendations on what too get next and roughly how many points my army is at the moment (Beginner over here)

 
   
Made in ca
Nasty Nob






Scouts are fun, so are dreads (if a little weak now). A predetator would let you have a heavy tank and can double as a rhino if you put it together right.

ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in us
Shunting Grey Knight Interceptor





Titan

Make sure you get the codex. And then maybe assault terminators or an assault squad

Grey Knight Phoenix Company 3000
|Wins:11| |Losses:6| |Draws:0|

"*Sparten stabs marine through heart "Finally you're dead!" "Nu-uh beetch" *Rips sparten's head
off"- Grey Templar

"so manly, it has a fething banner saying how huge it's balls used to be before they left to settle down in a tropical island with a loving wife and kids."-Shrike

"I wouldn't murder her. Just cripple her for life."- Angel of Ecstacy
 
   
Made in fi
Roaring Reaver Rider




My personal secret lair

I vote for the predator... and maybe another transport for the tacs.

I shall rule the world someday utilizing my cuteness. And I already have one minion to help me do it!

Hollowman wrote:

Of course it makes sense. When there are a bunch of BDSM clowns doing Olympic gymnast routines throughout your unit, while also cutting off heads, you tend to get a bit distracted.

 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

You're missing any Elite units, which is where most codices excel.

I went for Sternguard, which work well with drop pods.
You can convert them from Tacticals, but the combi-weapons they often use are difficult to get hold of.

Terminators are good, too, what with a save of 2+ getting a (indirect) boost in the current rules.

Librarians work well, and can help out almost any unit you have.

This message was edited 1 time. Last update was at 2013/01/03 09:44:07


6000 pts - Harlies: 1000 pts - 4000 pts - 1000 pts - 1000 pts DS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK https://discord.gg/6Gk7Xyh5Bf 
   
Made in nl
Stalwart Space Marine






get the codex, read i through, get some games done and see what you like:

shooty
close combat

if shooty, you're good, just buy thunderfire cannons, landspeeders, devastators, sternguards and most important razorbacks(few extra buck but can be used as rhino AND as razorback+razorbacks are dang good for their price)

if close combat, please get another codex and save yourself the gak i've been through: i have 10 cc termies, 5 assault marines and more assault oriented troops because i sucked in CC, so my thought was to get more cc units - truth is, vanilla sucks at CC, so play BA or SW

but, most of all, get a feel for your army, get some games done, and you'll see what you miss

and, when you haven't got too much upgrades, you should be somewhere around 700/800 points - if max upgraded you'll be more around 1000 points or so (not 100% sure)

2500 pt of deathwatch
1250 pt nidz
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

There are so many different way you can go. That's one of the perks of the basic codex. So what part of the game do you like? I usually suggest getting something from every slot of the force org chart, to build a balanced force. You need an elite and a heavy support pick.

My go-to recommendation for a new player is a devastator box. While the Devs themselves are a little weak, having all the weapon options available to your army helps out a lot. I'd guess that your tacs are running MLs, as that's what they come with. Trade those to the Devs, and run your tac squad in a rhino with a MM, and the one without a LC or PC. Then run a ML heavy dev squad. All of the HS picks have their place. Hard to go wrong with picking the one that looks the best to you.

I'd say that all our elite picks work fine, and to just pick one you like, but there are some lemons in there. LotD look cool, but are overpriced, and the basic techmarine is a lot of points for a single wound model. Venerable dreads lost out in the new 6th vehicle rules and aren't worth the premium points you spend compared to a basic dreadnought. Sternguard are awesome, both types of terminators are rock solid, and 2/3 of the dreads are quite nice. While the sternguard can have all combi weapons, they do fine without them. The special ammo works wonders on it's own. I'd not run assault terminators without a LR, but that's just me. I like my tactical termis 5 man, with an assault cannon and single chainfist in the squad. Makes for a very useful troubleshooter unit.

Other things to consider is another HQ pick. The captain is not the best one, unfortunately. You might also want to grab an attack bike to join the bike squad.

   
Made in us
Librarian with Freaky Familiar






Go with a set of assault terminators. Out of all the models i have painted so far terms were the most fun out of all of them! Predators would be my second choice, but thats because i have already painted 3 rhino pattern vehicles.


You can run the assault terms with out a LR just give one of the tac squads a beacon and you will be fine.

As for your HQ pick im not a fan of the commander, he is just to....plain. a good pick if you are running bikes is the white scare guy, cant remember his bloody name right now. If you are running a gunline army for sure pick up a MotF, conversion beamer=ZOMGWTFBBQ pwn at range.

Or if you are rocking the meltas and flamers vulkan is your man. toss him with some assault terms in a LR and roll out.

What with the buffs to phykers a lib is never a bad choice in any situation.

If you are going for melee though a chaplain is your best bet

To many unpainted models to count. 
   
Made in pt
Stalwart Space Marine




Cardiff

Please , never take a chaplain instead of a captain if you are going for melee the chaplain is mediocre , its standard equipment are a little better that the captain but never the less if your are going into melee you need good updates and good stats (the Capitan has better WS and BS )for challenges or to kill your points worth , so there is where the Capitan rocks , you can customize it in almost any way you wish for ,my "standard" is Artifice armours and Relic Blade , just 10 more point that a Chaplain in TDA with a SB and much more efficient.

Blood ravens 4th 6000+
Iron Warriors 3000
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

GarretAsh wrote:
Please , never take a chaplain instead of a captain if you are going for melee the chaplain is mediocre , its standard equipment are a little better that the captain but never the less if your are going into melee you need good updates and good stats (the Capitan has better WS and BS )for challenges or to kill your points worth , so there is where the Capitan rocks , you can customize it in almost any way you wish for ,my "standard" is Artifice armours and Relic Blade , just 10 more point that a Chaplain in TDA with a SB and much more efficient.


I strongly disagree with this. If you are going to assault, the chaplain is your go-to HQ. A free power weapon is more then "a little better" equipment. The captain does have better stats, and a wide option of war gear, but he has to pay for everything. That can turn into quite the point sink.

But the real strength of the chaplain over the captain is what he does for the squad. The captain is simply a beat-stick. He kills things, but that's it. The chaplain is not slouch at killing, but in addition to his personal kills, he gives his whole squad re-rolls on the charge. This kind of force multiplication is something that captains just can't do. Captains are personally awesome, but offer no synergy with the rest of the army. All the other HQs do. This is why captains (and chapter masters) are generally regarded as the weakest choice when comparing HQs, even though they have the best stats.

   
Made in us
Fresh-Faced New User




Motor City, U.S.A.

You might want to look at trying to score an army from either starter (AOBR or DV). They would give you lots of stuff to work with. They are also easy to assemble and can be modified to work as almost any other units you might want to build. The AOBR starter army would give you more tactical marines, a dread, and another commander.

The DV starter army would give you a commander, librarian, terminators, tacticals, and more bikes. Based on what you have right now, the DV starter army might be a better call. It would beef up your bike squad, give you more HQ options, and give you some termies (which you will enjoy having, for sure).

I don't know what you would pay for that set in the UK, but on Ebay in the US, you can get the DV marine army for around $40 (which I think is about 25 pounds sterling). I would hope that you'd have a comparable price point for that set on Ebay or similar sites in the UK.

This message was edited 1 time. Last update was at 2013/01/04 13:39:44


 
   
Made in us
Long-Range Land Speeder Pilot





 Kevin48220 wrote:

The DV starter army would give you a commander, librarian, terminators, tacticals, and more bikes. Based on what you have right now, the DV starter army might be a better call. It would beef up your bike squad, give you more HQ options, and give you some termies (which you will enjoy having, for sure).


With an assault cannon, no less.

Make sure the devastator squad, if you decide to get one, is all armed with similar purpose weaponry with similar ranges (2 heavy bolter, 2 plasma cannon).

Space Marines, Orks, Imperial Guard, Chaos, Tau, Necrons, Germans (LW), Protectorate of Menoth

 
   
Made in pt
Stalwart Space Marine




Cardiff

 Nevelon wrote:
GarretAsh wrote:
Please , never take a chaplain instead of a captain if you are going for melee the chaplain is mediocre , its standard equipment are a little better that the captain but never the less if your are going into melee you need good updates and good stats (the Capitan has better WS and BS )for challenges or to kill your points worth , so there is where the Capitan rocks , you can customize it in almost any way you wish for ,my "standard" is Artifice armours and Relic Blade , just 10 more point that a Chaplain in TDA with a SB and much more efficient.


I strongly disagree with this. If you are going to assault, the chaplain is your go-to HQ. A free power weapon is more then "a little better" equipment. The captain does have better stats, and a wide option of war gear, but he has to pay for everything. That can turn into quite the point sink.

But the real strength of the chaplain over the captain is what he does for the squad. The captain is simply a beat-stick. He kills things, but that's it. The chaplain is not slouch at killing, but in addition to his personal kills, he gives his whole squad re-rolls on the charge. This kind of force multiplication is something that captains just can't do. Captains are personally awesome, but offer no synergy with the rest of the army. All the other HQs do. This is why captains (and chapter masters) are generally regarded as the weakest choice when comparing HQs, even though they have the best stats.


The bonus the Chaplain gives its circumstantial, as much as we would like we can not get the charge every time , the Fearless is good but not essential , i must admit that the Power Maul give a good Str Bonus but the Ap4 is a bit lacking in my opinion , i play with and against SM/CSM and last time my Chaplain got squashed by a PF Sargent because he could not bypass the Sargent Armour ,and if we are going to look at Synergy we have the Librarian (same stats pus force weapon, same price).
But all this is situational , for me the chaplain can only make a Assault Squad a little better (i an not counting the TH/SS terminators , the do not really need much help) and they are not really worth the point( which is a shame since i really like them), the Capitan can make then more acceptable (as a fast moving 5 wounds shield ).

My HQ choice is normally a Library or a named character but if i needed a generic Melee HQ i would go with the Capitan , of course this is only my opinion , pick the one you think is better for your army and go along with it.

Blood ravens 4th 6000+
Iron Warriors 3000
 
   
Made in us
Long-Range Land Speeder Pilot





GarretAsh wrote:
 Nevelon wrote:
GarretAsh wrote:
Please , never take a chaplain instead of a captain if you are going for melee the chaplain is mediocre , its standard equipment are a little better that the captain but never the less if your are going into melee you need good updates and good stats (the Capitan has better WS and BS )for challenges or to kill your points worth , so there is where the Capitan rocks , you can customize it in almost any way you wish for ,my "standard" is Artifice armours and Relic Blade , just 10 more point that a Chaplain in TDA with a SB and much more efficient.


I strongly disagree with this. If you are going to assault, the chaplain is your go-to HQ. A free power weapon is more then "a little better" equipment. The captain does have better stats, and a wide option of war gear, but he has to pay for everything. That can turn into quite the point sink.

But the real strength of the chaplain over the captain is what he does for the squad. The captain is simply a beat-stick. He kills things, but that's it. The chaplain is not slouch at killing, but in addition to his personal kills, he gives his whole squad re-rolls on the charge. This kind of force multiplication is something that captains just can't do. Captains are personally awesome, but offer no synergy with the rest of the army. All the other HQs do. This is why captains (and chapter masters) are generally regarded as the weakest choice when comparing HQs, even though they have the best stats.


The bonus the Chaplain gives its circumstantial, as much as we would like we can not get the charge every time , the Fearless is good but not essential , i must admit that the Power Maul give a good Str Bonus but the Ap4 is a bit lacking in my opinion , i play with and against SM/CSM and last time my Chaplain got squashed by a PF Sargent because he could not bypass the Sargent Armour ,and if we are going to look at Synergy we have the Librarian (same stats pus force weapon, same price).
But all this is situational , for me the chaplain can only make a Assault Squad a little better (i an not counting the TH/SS terminators , the do not really need much help) and they are not really worth the point( which is a shame since i really like them), the Capitan can make then more acceptable (as a fast moving 5 wounds shield ).

My HQ choice is normally a Library or a named character but if i needed a generic Melee HQ i would go with the Capitan , of course this is only my opinion , pick the one you think is better for your army and go along with it.


Don't forget the hatred of the first turn (I know, big woop). If you've ever played WHFB empire, a chaplain is basically a warrior priest that GW decided to put in power armor. On the othe hand, a librarian is more of a threat depending on the powers that he gets (not to mention the type of force weapon).

Space Marines, Orks, Imperial Guard, Chaos, Tau, Necrons, Germans (LW), Protectorate of Menoth

 
   
 
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