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Made in gb
Regular Dakkanaut




I'm returning to 40k after not playing since early 4th edition, except for a few necron warriors i haven't got anything up to date so I'm starting again and to get back into the game easily was looking to put together an all rounder space marine army for some casual games and friendly tournaments held locally. I'd like something reasonably competitive just so as a relative newbie i don't get stomped and tabled second turn!

I came up with this list as a good starting point, any constructive criticism or comments and suggestions are much appreciated:

HQ: (105)

+Chaplain [Jump Pack] - 105


Troops: (259)

+Scout Squad [4 sniper rifles, missile launcher, flakk missiles, camo cloaks] - 94

+Tactical Squad (combat squads) [+5, flamer, missile launcher, melta bombs] - 165


Elites: (380)

+ Sternguard Veterans - 110

+ Vanguard Veterans [+5, Jump packs, 2 lightning claws on sergeant, 4 power weapons, 1 melta bombs] - 270


Fast Attack: (50)

+ Land Speeder Storm [Multi-melta] - 50

Heavy Support: (200)

+ Centurion Devastator Squad [Sergeant with Lascannons, Missile Launcher and omniscope]

From my understanding i could use black templars chapter tactics to enhance the CC abilities, or, because the argument could be made a templars successor is also an imperials fist successor try using the bolter drill CT to enhance the tactical and sternguard squads.

My current plan was for the scouts to infiltrate in the Land speeder storm and find some decent cover maybe grabbing an objective before sniping away. The land speeder could then try and get close, hopefully to rear armour of enemy vehicles and use the multi melta. The tactical squad would combat squad with the sergeant and flamer getting up close and personal while the missile launcher stays back. The stern guards would use special ammunition to maximum effect in support of the heavy hitters - the vanguards and chaplain.
This large jump squad would get into cc asap and with all the special rules could get 55 attacks plus hammer of wrath on the charge. The sergeant would fight challenges while the chaplain boosts the whole squad as well as hopefully doing some decent damage.
Meanwhile the centurions would deploy as far forward as possible, the sergeants equipment makes him anti-vehicle with split fire so the other two can shoot at infantry and light vehicles.

I am wondering if i should drop the jump packs and one vanguard vet and give them and the chaplain a rhino, similarly dropping the land speeder for either two rhinos for the tactical squad and sternguard or a razorback for the sternguard.

My concerns are a lack of anti vehicle fire-power and i don't know how effective the large and costly CC unit will be ...

Two simple questions:
Should i change the land speeder for an attack bike?
Are Flakk missiles worth it, i felt i was lacking any chance of even hitting a flyer otherwise?

I'm considering a few other armies so you may see them pop up later but i thought Space Marines was the easiest to get back into it!

Cheers guys

Grey Knights - 3500pts
SKitarii - 4000pts
Ad mech - 2000pts
Imperial Knights - 1000pts
Black Templars - 3200pts
Genestealer cults - 1750 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Welcome back.

The structure of your list looks fine, but I’d change a number of things.

Bare-bones chaplain is fine for low points games

Your tac squad wants a transport. They are a lot safer then they were in 4th (IIRC that was the flaming deathtrap edition for transports) and you do not want to be footslogging in the open these days.

For a Son of Dorn, I’d either go with CC scouts (templar) or bolter scouts (fists) in the LSS. Storms are very nice these days, well worth taking. You’ll want to take it as a dedicated transport. It gains Objective Secured that way.

Flack missile are overpriced, and ineffective. Avoid them. If someone is going flyer heavy, focus on the ground game and objectives.

Sternguard really need a transport. Pods are best, but something.

I like 5 man jump squads. I find that 10 men ones can’t hide, and just get shot off the table. If you cut them in half, you can use those points to get rhinos for the tacs/SG. Use them as rolling cover to advance behind.

Dev cents really want grav cannons. They kill all the things that really need to die these days. The things the rest of your army will struggle with. If you want to get nasty, take a loose pod as a FA pick and put them in it.

   
Made in us
Ultramarine Scout with Sniper Rifle




Kansas City

I like a couple of vanguard vets with storm shield and lightning claw mixed in for the 3++
   
 
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