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Made in sg
Wondering Why the Emperor Left





Terra

Hello Dakka, so I'm a noob to WH40k with a SM army in mind. This would be my first army ever and I am still relatively new to the rules. I have yet to own a copy of the rule book but I do own the SM codex. Do forgive me if my proposed list isn't a legal one.

Anywho, my list should be assault oriented.

1500pt SM army
HQ (298)
SM captain (133)
-storm bolter
-artificer armor
-lightning claw

•command squad (165)
-standard
-champion
-plasma gun
-2 storm bolter 

Elites (380)

•sternguard veterans (190)
-lightning claw
-multi melta 
-heavy bolter
-add 1 SM
-2 storm bolter

•sternguard veterans (190)
-add 1 SM
-multi melta 
-heavy bolter
-2 storm bolter 

Fast attack (470)

•assault squad (235)
-add 5 SM
-2 flamer
-melta bomb
-Lightning claw
-combat shield

•assault squad (235)
-add 5 SM
-2 flamer
-melta bomb 
-combat shield
-lightning claw

Dedicated transport

•Razorback (90)
-extra armor
-Lascannon
-takes 1 sternguard squad

•Rhino (50)
-extra armor 
-takes command squad, captain & a tactical squad

•Drop pod (35)
-takes a sternguard squad
Troop (100+)

•Tactical squad (?)
-add 1 SM
- ...

•Scout squad (100)
-4 snipers
-rocket launcher
-5 camo cloaks

As you probably hve noticed, my tactical squad is unfinished mainly because I did the thing I wanted in my army first(sternguard, assault marines) and currently am left with only 77 pts left to spend on them.
I'm also pretty sure that there are prob things which I put in my list that aren't to good.
I am also unsure whether a rhino can take both my tac squad and command squad

How I wanted to play my army was that my assault marines would be generally there to slaughter troops and capture ground faster( I'm assuming their jumpacks increases their mobility) an that my sternguards would come in to hold positions and dish out some damage. Tactical marines are just gunna be there coz their scoring units, I'm not sure whether I should put to mush faith in them. And this is my proposed SM army list. Do advise if there's smthing wrong with the list. Any changes etc..

Thanks everyone!




I have been toying about with the idea of 3 10men sternie squad w/combi weapons with Pedro, chappie and a librarian with null zone and done shield all in drop pod 
   
Made in gb
Is 'Eavy Metal Calling?





UK

Senortaco wrote:
Hello Dakka, so I'm a noob to WH40k with a SM army in mind. This would be my first army ever and I am still relatively new to the rules. I have yet to own a copy of the rule book but I do own the SM codex. Do forgive me if my proposed list isn't a legal one.

I don't know if you are aware, but there is a new space marine codex due to be released in a few weeks' time. As such, any advice I am going to give is based on the latest rumours and my knowledge of the DA codex, which should be fairly similar. That said, some areas are a bit of an unknown, but I will do my best.


Anywho, my list should be assault oriented.

1500pt SM army
HQ (298)
SM captain (133)
-storm bolter
-artificer armor
-lightning claw

This can be an OK unit, but I would suggest a JP if you are running a few assaul squads. It would help his mobility and allow him to get into combat faster.


•command squad (165)
-standard
-champion
-plasma gun
-2 storm bolter 

There are generally two ways to run a Command squad, shooty or fighty, and you want to be focusing on one or the other. My reccommended setup would be 4x plasma guns, no standard or champion, and focus them on shooting any MCs, Deep-striking troops or medium vehicles.


Elites (380)

•sternguard veterans (190)
-lightning claw
-multi melta 
-heavy bolter
-add 1 SM
-2 storm bolter

•sternguard veterans (190)
-add 1 SM
-multi melta 
-heavy bolter
-2 storm bolter 


The best facet of the sternguard is their amazing special ammunition, and by taking the storm bolters, MM and HB, you lose out on this. The best way to run them is in a drop pod with combi-weapons (plasma or melta), so you can hit hard when they drop and still have use afterwards. Keep them cheap and go for bigger squads. The LC is also out of place, as you don't want this squad in melee if you can help it.


Fast attack (470)

•assault squad (235)
-add 5 SM
-2 flamer
-melta bomb
-Lightning claw
-combat shield

•assault squad (235)
-add 5 SM
-2 flamer
-melta bomb 
-combat shield
-lightning claw

These seem like good setups for ASM, but I'm not sure the combat shield is worth it for a 6+ save.

[quote[
Dedicated transport

•Razorback (90)
-extra armor
-Lascannon
-takes 1 sternguard squad

•Rhino (50)
-extra armor 
-takes command squad, captain & a tactical squad


These seem out of place. The RB is not a good choice for the Sternguard as they need to be as close as possible, as fast as possible to maximise damage. The Rhino can also not transport more than one squad, and taking a single rhino is going to give away victory points for first blood as often or not.


•Drop pod (35)
-takes a sternguard squad

This is good, get one for the other squad if you can.


Troop (100+)

•Tactical squad (?)
-add 1 SM
- ...

•Scout squad (100)
-4 snipers
-rocket launcher
-5 camo cloaks

There is a major problem here with the lack of scoring troops, they are really needed for 5/6 missions, but I have an idea for that:

The Blood Angels codex allows you to take assult marines as troops, and Jump Pack Command squads. The codex is not the most competative codex at the moment, but I'm guessing as you're just starting, you are only playing casually, where they are fine. This frees you from having to spend points on tacticals and scouts, getting another squad of assault marines, and keep the focus on assault that you want. I appreciate this is expensive for buying another book, but it will be cheaper than buying the new SM codex, and if you want, you can still use that in futire for a less-assaulty army to keep things varied.

Hope that helps. Welcome to 40k.


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

As cool as they are, stormbolters are a trap choice. They are only marginally better then a normal bolter these days, and if you have the option to take one, you are probably better off getting a combi weapon or an extra close combat weapon. This is particuarly true for sternguard, who can't fire special ammo through them (but can with combis) Extra armor is also not worth the points in this edition.

I'd probably leave the command squad on the shelf for now, and get you captain a jump pack and join up with the assault marines. Or replace him with a chaplain. Assault marines love chaplains.

Your sternguard are kinda all over the place. I'd suggest forming them up into one 10 man squad in a drop pod. Bolters, even with special ammo, need weight of fire to work. You want 10 guys pumping rounds into things. And think very carefully before taking that bolter out of a sternguard's hands. There are plenty of places to get melta/HBs, sternguard is not the place. Anything a HB can do, special ammo can do as well. A few combi-meltas will threaten tanks just fine, without removing the ammo.

I think 20 assault marines might be a little much at this point scale, but I like how you geared them. I might cut one down to a 5 man squad to save points for more troops.

Troops, you need them. A good rule of thumb is 1 troop pick per 500 points. In a 1,500 point list, I run 2 full tac squads in rhinos, and a scout squad similar to the one you have (I like the HB over the ML) While anyone with boots can contest objectives, only troops can score them (this is oversimplified, but generally correct) Cutting down on upgrades will help you free points for more troops, but you are going to have to drop a squad or two.

   
Made in sg
Wondering Why the Emperor Left





Terra

Hola! It's been a while. Been busy with school etc. so I have scams up with a new list which should be 10 time better then the older one. Anywho, here is it


1500pt SM
(1498pts)

HQ (293)

•Chaplain (118)
-jumppack
-storm bolter

•Pedro Kantor (175)

Elites (445)

•sternguard veterans (310)
-add 5 SM
-6 plasma combi
-2 melta combi
-1 flamer combi
-1 heavy flamer
-melta bombs
-goes with Pedro Kantor 

•Ironclad dreadnought (135)
-chain fist
-hurricane bolter

Fast attack (360)

•assault squad (230)
-add 5 SM
-2 flamer
-melta bomb
-lightning claw 
-goes with chaplain

•assault squad (130)
-flamer
-melta bomb 
-lightning claw

Dedicated transport (130)

•Rhino (60)
-extra armor 
-storm bolter 
-takes tactical squad

•Drop pod (35)
-takes a sternguard squad and Pedro Kantor 

•Drop pod (35)
-takes ironclad dreadnought 

Troop (270)

•Tactical squad (170)
-add 5 SM
-chainsword
-missile launcher
-flamer

•Scout squad (100)
-4 snipers
-missile launcher
-5 camo cloaks

My army is basically a variant of the drop pod army list. The sternguard will come in, combat squad and their priority targets will be vehicles,heavies or anything that can cause serious damage to them. The ironclad will come in and have similar targets as the sternguard. Snipers will just sit on home objectives and snipe away. Assault marines and chappie target non CC units or anything equivalent. The other assault squad will play a support role. Tac squad and rhino are just there for support

My sternguard has a heavy flamer so as to discourage CC units from messing with them with their overwatch and coz its a heavy flamer. I'm not sure whether I should have replaced my heavy flamer with a hurricane bolter on the ironclad. It it gets swarmed, it's gonna need the flamer but I don't think the ironclad would survive more then two turns unless it manage to caused enough damage. Or should I do some math hammer and get the assault launchers. I plan to deal with CC with my sternguard, ironclad(from range) snipers etc. I'm pretty sure my army is anti tank enough.Oh and I'm also assuming my opponent has no flyers with this list. Although if someone could helpathhammer me a flyer in that would be great. And I'm also wondering whether a thunder fire cannon is worth replacing the ironclad

Thanks for reading, cheers dakka

I have been toying about with the idea of 3 10men sternie squad w/combi weapons with Pedro, chappie and a librarian with null zone and done shield all in drop pod 
   
Made in gb
Long-Range Land Speeder Pilot





Bristol

If you could write you list so it's easier to read (put the details in horizontally, not vertically) that'd be great (and might get more feedback. Also put the dedicated transports with the unit using them, it just gets irritating otherwise

HQ
•Chaplain (JP, SB)(118)
•Pedro Kantor (175)

Pedro is an excellent choice with sternguard and is all round very nice. His +1 attack bubble combined with re-rolls from a chaplain will be brutal. I would probably give the chaplain TDA and put him in a drop pod with the assault marines. He loses an attack by taking a storm bolter (replaces bolt pistol, so no bonus from 2 CCW), however the terminator chaplain model is amazing!

Elites (445)

•Sternguard (10)( 6 plasma combi, 2 melta combi, 1 flamer combi, 1 heavy flamer, melta bombs) + Drop Pod 345pts
•Ironclad dreadnought (chain fist, hurricane bolter) + Drop Pod 170pts

The Sternguard loadout is okay, keeps them fairly flexible. The seismic hammer includes a melta-gun and effectively makes your dread hit with ap1, you're STR10 already, do you really need that 2d6 armour penetration? Also you have plenty of bolters already in your army, your dreadnought needs as many attacks as it can get (including Pedro's bubble) the hurricane bolters are a very bad choice.

Troop (270)

•Tactical squad (10)(Chainsword, flamer, ML) + Drop Pod (205)
•Scout squad (100)(Camo Cloaks, ML)

I've swapped the rhino to a drop pod to fit with the rest of the army. The rhino doesn't need that many upgrades if you do run one by the way, you've nearly doubled it's cost and not really gained yourself anything. I would also think about running a loadout such as combi-melta, melta-gun, multi-melta, so combo'd with the sternguard you have potential to slag some tanks first turn.

Fast attack (360)

•assault squad (10)(2 flamers, LC, melta-bombs), replace JP with Drop Pod (230)
•assault squad (Flamer, LC, melta-bombs) replace JP with Drop Pod(130)

I would run the chaplain with larger squad (he can tank saves on his 2+ hopefully).. You're lacking long range fire power (I recommend predators or TFCs) but you have alot of bodies, I personally don't really rate assault marines, but combining pedros attack bubble + re-rolls from the chaplain could be quite nice. You have 5 drop pods so you can bring in 3 first turn. One idea (though expensive) is to run PF/LC on the assault marine sgts, I run this on my biker captain and it gives the +1 attack bonus and you can pick which is preferable depending on the opponent.





This message was edited 1 time. Last update was at 2013/08/21 23:17:17


Armies: Crimson Fists, Orks, Eldar 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

While I disagree with putting the assault marines in drop pods, I agree with the rest of this advice.

   
Made in gb
Long-Range Land Speeder Pilot





Bristol

 Nevelon wrote:
While I disagree with putting the assault marines in drop pods, I agree with the rest of this advice.


I personally don't rate assault marines, however in a drop pod they kinda work with the rest of the list, providing lots of bodies and important places.

I think OP would be much better off with some Attack Bikes, Storm Talons or Hyperios launchers (or a Lucius for his ironclad), but I don't know what models he has/was trying not to change the list too much.

Armies: Crimson Fists, Orks, Eldar 
   
Made in sg
Wondering Why the Emperor Left





Terra

The mainstay of my force would have to be the sternguard, scouts, dread. I actually realized my list is actually a bit of everything so I've decided to change that, considering this is a crimson fists list, I have gone for the classic drop pod army list, so here's a new proposed list.

Hq
•Pedro(175)
•chaplain w/SB (103)

Elites
•10 men stern w/ 4 c-plas,1 c-flamer, HF with Pedro
In DP w/ locator beacon(330)
•10 men stern w/ 3 c-plas,3 c-melta,Melta bombs with chaplain
In DP w/ locator beacon(330)
•ironclad dreadnought in DP W/locator beacon (180)

Heavy support
•TDF in DP(135)

Troops
•7 men tac squad w/ chainsword
In DP(157)
•scout squad w/ snipers and camo cloaks(90)

And this all comes up to 1499 pts, my tac squad is basically there to allow me to drop more pods first turn and as a support.
My main plan is to drop both sterns and dread first turn and to concentrate the sterns with meltas on tank hunting and the other sternies to kill units, my ironclad will be overkill here coz it will be tasked with tank hunting too.

I suppose it is pretty straightforward though, my scouts controlling home bases and sniping, dread and sternies dishing out damage like nobody business with Pedro and Chappie. The thunder fire and tac squad will be dropped second wave to support and hold areas, the tac squad tasked with tar fighting anything that tries to kill the thunder fire or just general tar fighting.

As always, feedback and any advise is welcome. Thanks for reading!

This message was edited 1 time. Last update was at 2013/08/23 15:47:35


I have been toying about with the idea of 3 10men sternie squad w/combi weapons with Pedro, chappie and a librarian with null zone and done shield all in drop pod 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I've found that drop pods are accurate enough without worrying about locator beacons. Drop them and save some points.

SB on chaplains are paying points to make him worse. The +1A for just sticking with the BP is better then 2 bolter shots.

I'd like to see the tac squad at a full 10 men. Free guns and nice. Plus the bodies to get the job done.

Don't forget you can drop pods empty, and deploy the units on the table. This might be best for the TFC. While you in general want an odd number of pods, I've never been a fan of paying a pod tax to get to that number. I might just run 4. YMMV.

Your scouts would like a HB/ML if you can shake the points free.

   
Made in sg
Wondering Why the Emperor Left





Terra

Should I drop the TFC(keep it's DP though) for full tac squad,ML for scouts and more combi weapons for the sternies?

I have been toying about with the idea of 3 10men sternie squad w/combi weapons with Pedro, chappie and a librarian with null zone and done shield all in drop pod 
   
Made in us
Neophyte Undergoing Surgeries




I'd keep the TFC and lose its DP- reason being if you're running snipers, you can put them in a ruin, throw your TFC on the top level (if you can) for more of a birds-eye LOS, and use the Techmarine to bolster the defenses on that ruin- that way with camo cloaks, you're giving your snipers 2+ cover and your TFC's getting a 3+, which is going to give you a better than 50/50 chance of survival. I do that whenever I run SM, and I find that more often than not, it's those snipers and the TFC that are surviving the longest.
   
Made in sg
Wondering Why the Emperor Left





Terra

Hello Dakka

I have reviewed my old list and did some math hammer and got a new list. The new list has gotten the dread replaced by another TFC so that I could fit in another DP,rounding up to 3 DP first turn.

HQ

•Chaplain

•Pedro Kantor

Elites

•stern vets-10 men w/4 plas-combi,1 melta combi,1 flamer combi,1 HF
goes with Pedro Kantor in DP

•stern vets-10 men w/4 plas-combi,3 melta combi,MB
goes with chaplain in DP

Heavy Support

TFC in DP

TFC

Dedicated transport

DP which will not be carrying anything

Troop

Tac squad-10 men w/flamer,MM,chainsword
Goes in a DP

•Scout squad-6 men w/snipers,CC

So the tactic for this list is that first turn, all sternies drop with a TFC, the TFC being dropped midboard close to an objective and the sternies on top of my opponents units

The other TFC and scouts will be chilling on my home objectives

Second wave,tac squad drops either where I dropped the TFC first turn, kill of a unit(if I can), support sternies although they're most likely gunna be supporting the TFC(tar fighting). The empty DP will be used to block opponents LOS to cover my sternies a**es while they either fall back to cover if they survive or to channel enemy units into kill zones.

My tactic is somewhat reliant on the sternies to devestate their lines first turn(2 vehicles and a squad maybe??) with the TFC and scouts to pick off any survivors. But my tactic is too heavily reliant on hitting fast and hard first turn and if I fail to do so , it's gunna be a downhill battle for me so I do need some advice on this.

Thank you for reading and all comments and suggestions will be accepted.

THANKS!!




Automatically Appended Next Post:
And in another note somewhat related, I have been toying about with the idea of 3 10men sternie squad w/combi weapons with Pedro, chappie and a librarian with null zone and done shield all in a drop pod

This message was edited 3 times. Last update was at 2013/08/29 13:53:27


I have been toying about with the idea of 3 10men sternie squad w/combi weapons with Pedro, chappie and a librarian with null zone and done shield all in drop pod 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I'm not a fan of buying pods just to drop empty (they also need to be bought by a unit, but you have a spare anyway). I'd just run 3, 2 for the sternguard, one for the tac. It's kinda nice for them to drop late, less time getting shot up. TFCs have nice range, just set them up in a good spot.

I'd not think too far ahead, we should be getting a new codex in a week or so. Preliminary rumors say pods going to a 10 man capacity and no picking powers, so you might have to re-evaluate things. I think Pedro sternguard drop will still be viable, but there will be some tweaking needed to points and gear.

   
Made in us
Neophyte Undergoing Surgeries




For the last little while I've been doing something kinda similar- my Emperor's Triangle strategy. Two DPs with 10-man Sternguard (1 with Kantor, 1 with a libby with GoI and Force) and one with a Dread. Spend a few extra points on some LBs and you've got an easy 30-inch port each turn for the libby squad.

Great strategy, but with this new dex coming it's going to change things. Running Pedro and Sterns in a pod will still work, but you won't be able to take a 10-man. You'll have to drop one, which means no combat squadding. Same if you're going to add a libby (and hope you roll the power you're looking for, since we're not going to be able to pick from the codex anymore).

The idea of camping your TFC and sniper squad on the home objective is a smart move.Snipers are tougher to hit if you're bolstering that ruin and you have camos on the scouts, TFC's tough enough to kill at T7 and a pair of wounds.
   
Made in us
Stubborn Dark Angels Veteran Sergeant





Illinois

Seriously just wait the week and a half. Spend this time researching the different chapters out there find the one that you fall in love with and play that chapter. Regardless of how they play n my experiance it doesn't matter if you love that armyyou will play them over and over even when you get you ass handed to you regularly. feth the army list right now just ick a chapter read some fluff maybe even a novel???

RoperPG wrote:
Blimey, it's very salty in here...
Any more vegans want to put forth their opinions on bacon?
 
   
 
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