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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
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