lunchboxking wrote:HQ
165 pts - Tigurius
Troops
190 pts - 10 man
tac marines squad
-plasma pistol, grav gun, missle launcher
145 pts- 10 man
tac marine squad
-plasma gun.
500/500
I've only just started playing so I'm not sure what to do with my list. I don't have Tigirius yet but I like him as an
HQ, I'm open to any other
HQ suggestion.
I know I want to add a centurion devastator squad in the future, other than that what should I do vehicle wise?
Should I put the
tac squads in rhinos or drop pod them in? Also for fast attack should i go stormtalon or bike squad?
Super new player looking for some direction and tips in army building, thanks!
First: Welcome to Dakka and the Ultramarines.
HQ + 2xTroops is your basic list. It’s hard to make a take all comers list at 500 points for marines, but unless somone manages to shoehorn a land raider in, you should do fine.
Tigurius, while good, is a lot of points at this level. You could always field him as a normal librarian at lower points if you want to bring more stuff to the table. All of out
HQs can work, which one to use depends a lot on what you like, and what formations you want to take advantage of.
In general, plasma pistols are overpriced, and should be avoided. A general rule of thumb for
tac sarges is either nothing, or a combi weapon matching the special in the squad.
When building a list there are a number of things you need to be able to do:
Get scoring units to objectives, and keep them there alive as long as needed. End of the game for some missions, just a turn for maelstrom.
Kill heavy armor (AV13-14): Melta is the tool of choice here, but there are other options.
Light, Medium armor and transports. Massed mid-srenght fire is good here
Monstrous creatures. Similar to medium armor, grav/
plas is probably your answer
Flyers. A few options, also, can be avoided in certain circumstances
Hordes. Massed bolter fire, templates, large blasts.
Now one of the nice things about marines is that many units can be geared to deal with different things, so there is a lot of wiggle room to take what you like, and still cover all your bases.
Drop pods vs. rhinos is an old question. Drop pods are high risk/high reward. Done right, they ensure your units get the first shot at optimal range, and destroy your opponent. But if you are up against someone who know how to counter them, you might just kill some cheep bubble wrap unit and get blown off the table piecemeal as you arrive. Rhinos are more conservative, but still have some fun tricks. And then there is a mix of the two, which also works. But you are eventually going to want transports for all your
tac squads (and most other things as well). What to pick depends a lot on what you like, and your style of play.
Where would you like your army to be? All of the things you mentioned have places in lists. If you are looking at formations (which is a good idea, but not required) some things are easier to slot in then others. You can always use the
CAD to take things that don’t fit well.
For
HQs, you should look into a captain or chaplain, as you need one for the battle demi company, the core of our specific formation. A captain on a bike is one of the stronger things we can field right now, and chaplains are nice, low cost picks to fill the slot (and boost
CC squads)
Bikes made out quite well in the last few editions, and are worth picking up. They have the additional advantage of filling the
FA slot in the demi-company. Or, if using a
CAD with a
HQ on a bike, they can be troops. That said, the stormtalon is a scrappy little bird, and I enjoy flying mine.
If you like
Dev Cents then by all means take them. They are a solid choice mechanically. Most issues with them come from looks/concept/fluff, not how they act on the table.