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Wuestenfux's Space Marine Guide

Space Marines - Beginner's Guide (5th Edition Update) -

scribed by Wuestenfux

"And They Shall Know No Fear" (ATSKNF)

Space Marines are the most powerful and dreaded of all the human warriors in the 40k universe. Space Marines are genetically modified, psycho-conditioned and well trained warriors. Their task is to protect mankind from perfidious aliens, degenerate traitors, and treacherous rebels. The Space Marines are few in numbers and are organized into small independent armies called Chapters. A Chapter is made of one-thousand Space Marines and is further divided into ten companies each of which one-hundred Marines strong.

When building a Space Marines army, the best place to begin is the respective Codex. It describes all Space Marine units and their special rules. However the Codex does not teach how to efficiently configure Space Marine units. Moreover, it does not teach how to synthesize units to generate a successful Space Marine army. This article deals with building a Space Marine army from basic units. It shows ways to configure units and how to use them on the battle field. Based on the configuration of units, several sample army lists are given. Feel free to play test these lists. Have fun playing 40k. __TOC==

Link to 4th ed. guide: http://www.40konline.com/community/index.php?topic=77888.0

FAQ’s - Frequently Asked Questions

1.1 What Space Marine army should I choose?

There are about 1000 Space Marine chapters in the Warhammer 40000 universe. Ultramarines form the basis of all Chapters. A few Chapters have their own Codex: Black Templars, Blood Angels, Dark Angels, Space Wolves, and 13th Space Wolves Company. Other Chapters diverged less from the Ultramarines and benefit from special rules like Crimson Fists, Imperial Fists, Raven Guard, Salamanders, and White Scars. The Ultramarines chapter is a good starting point. I suggest to collect an Ultramarines army in the first place and then to specialize to a specific Codex-based Chapter later on.

1.2 What is the best squad size of a Space Marine unit?

There are three missions in the 5th edition, two of them require troops as scoring units and one necessitates to accumulate kill points. In kill-point missions, larger squads are better than smaller ones, since they are more durable and have a larger impact. On the other hand, in objective-based missions, the division of squads into combat units is a viable tactic.

1.3 How should I generally equip a Space Marine unit?

Each unit should be given a role and it should stick to this role (close combat, hold a mission object, etc.). As a general rule, keep the unit upgrades low (10-20%).

Head Quarters

Space Marine leaders have high leadership and high weapon skill. Therefore, a Space Marine leader should generally fill a close combat role rather than a shooting role. A lone Independent Character is a dead independent character. Therefore, a Space Marine leader should either lead a commanded squad (i.e. Honour Guard or Command squad) or join a unit. A leader in power armor on foot should be accompanied by a Tactical or Elite (Sternguard) unit, a leader on bike should join a larger Bike squad, and a leader with jump pack should lead an Assault squad.

2.1 Chapter Master

The Chapter Master is a good all-round leader of an army. He can order an orbital strike that requires him to be stationary during the requested turn. In close combat, he should definitely benefit from his higher initiative. There are several ways to configure him:

  • Chapter Master w/ relic blade, combi-melta – 175 pts
  • Chapter Master w/ terminator armor, lightning claw, combi-melta – 175 pts
  • Chapter Master w/ jump pack, lightning claw, combi-melta, melta bombs – 180 pts
  • Chapter Master w/ bike, lightning claw, combi-melta, melta bombs – 190 pts

2.2 Honour Guard

A Chapter Master can lead a Honor Guard consisting of 3 to 10 high-ranked Marine officers. Each Honor Guard wears artificer armor and is equipped with a power weapon. This makes the unit an anti-MEQ unit that excels against Necrons and Tactical squads. The squad should be mounted in a Drop Pod, Razorback or Rhino with extra armor. Here is the basic configuration of a Honor Guard:

  • Honour Guard squad: Champion w/ thunder hammer, 4 Veterans – 200 pts

2.3 Captain

A Space Marine Captain is the leader of a Company. He has the same stats as a Chapter Master but the latter can additionally order an orbital bombardment once per battle. There are several possibilites to field a Captain at the battlefield:

  • Captain w/ relic blade, combi-melta – 140 pts
  • Captain w/ terminator armor, lightning claw, combi-melta – 150 pts
  • Captain w/ jump pack, lightning claw, combi-melta, melta bombs – 155 pts
  • Captain w/ bike, lightning claw, combi-melta, melta bombs – 165 pts

2.4 Command Squad

The Captain of a Company can lead a squad of high-ranking Space Marine officers in the form of a Command squad. A Command squad is fluffy unit that always consists of five Veterans including an Apothecary. The Apothecary fields a narthecium so that the squad will benefit from Feel No Pain. Notice there are only a few units in the game that can make use of this rule, like Nobz with a Painboy, Plague Marines, and Nurgle Daemons. Although a Command squad can be transported, the best way to benefit from Feel No Pain is to mount the squad onto bikes. They can act (1) as a counter-strike unit if an enemy unit threatens the front ranks or (2) approach the enemy via turbo booster at a flank; giving them storm shields make them more durable in close combat. Such such Command squads may look as follows:

  • Command squad: 4 Veterans w/ bike, power fist (x1), melta (x2), 1 Apothecarius w/ bike – 250 pts
  • Command squad: 4 Veterans w/ bike, power fist (x1), lightning claw (x3), storm shield (x4), 1 Apothecarius w/ bike, lightning claw, storm shield - 365 pts

2.5 Master of the Forge

The Master of the Forge (MotF) is the leading Tech Marine of a Chapter. Tech Marines possess a repair ability that is more a gimmick and thoughts in this direction should be dropped. An army led by a MotF can field more Dreadnoughts than normal. He has access to an arcane weapon, the conversion beamer, an awesome long range anti-tank weapon. But the conversion beamer is a heavy weapon and so it is quite tricky to utilize. First, a MotF with conversion beamer on foot should join a shooty long-range anti-tank Marine unit (Devastor squad). Second, a MotF on bike is highly mobile and able to fire a heavy weapon during movement; since a lone MotF is dead early in the game, he should lead a small Biker squad. Such a squad could zoom around and reposition for sniping during the opening and mid-game, and it could close in and charge in the end-game.

2.6 Librarian

A Librarian provides psychic support to a Space Marine army that can bolster the abilities of an army. Each Librarian can field two psychic powers per battle. Additionally, he is equipped with a force weapon that allows to slay a wounded multi-wound enemy model outright. While a Codicier can cast one power per turn, an Epistolary can cast two. A Librarian can field shooting, close-combat oriented, and defensive powers. A Librarian is not a close-combat monster and so should be equipped with shooting or defensive powers. Avenger is similar to the doom siren, one of the best weapons in the game and thus should be considered. The defensive powers (null zone, gate of infinity, vortex of doom) are also worth considering. While null zone is awesome against Daemons and Seer Councils, gate of infinity allows to pull the Librarian and the unit he joined out of trouble by teleportation. Vortex of doom can be devastating, but in order to protect the Librarian from the perils of warp he should have terminator armor and a storm shield. The best unit to join for a Librarian with one of these defensive powers is a Sternguard Veteran or Terminator squad. Here are two decent configurations:

  • Codicier w/ null zone, gate of infinity – 100 pts
  • Codicier w/ terminator armor, storm shield, avenger, gate of infinity - 140 pts.

2.7 Chaplain

A Chaplain provides spiritual support to an army able to bolster the charge of a Space Marine unit thanks to his Rites of Battle. Remember that a unit transported by a Rhino, Razorback, or Drop Pod cannot charge when the transport has moved during the same turn. Those transported units will hardly get the charge bonus. Therefore, it is advisable to attach the Chaplain to a fast unit that can easily get the charge bonus, like a Biker squadron, an Assault squad, or a Terminator Assault squad riding a Land Raider. Here are the basic configurations:

  • Chaplain w/ bike,combi-melta, melta bombs – 155 pts
  • Chaplain w/ jump pack, melta bombs – 120 pts
  • Chaplain w/ terminator armor, combi-melta – 135 pts

Troops

In the 5th edition two of the three missions require troops as scoring units. This makes troops more important than they were in previous editions.

3.1 Tactical Marines

The Tactical squads form the backbone of a Space Marine fighting force. These units are highly flexible due to their equipment so that they can fulfill various roles at the battle field.

First, Rhino squads can perform two roles, either bolstering an assault or occupying a mission objective that was eventually cleared before. The squad may be led by a Sergeant with a combi-weapon and the squad should carry one special weapon and one heavy weapon; meltas and multi-meltas are favorable against MEQ, while flamers and heavy bolters or missile launchers are advisable against hordes.

Second, drop podded Tactical squads can fulfill the same role as Rhino squads at the battle field. Drop pods have the advantage over other transports that they can land on top of an objective.

Third, Razorback squads are defensive units that can considerably contribute to the main line of defense. The squad may be led by a Sergeant with power fist and combi-weapon and the squad should carry a special weapon and a heavy weapon. Against MEQ, the best choice are plasma weapons, while against hordes the best choice are flamers and heavy bolters or missile launchers. The squad may be combat squadded with the heavy weapon in one combat unit and the Sergeant and special weapon in the other unit. The latter combat unit may be transported in the Razorback to intercept an enemy unit threatening the front ranks; for larger impact, several Razorback squads should work in concert.

Finally, Sergeants may take power fists. Power fists are Dreadnought insurance but if the unit is placed in the backfield it will hardly need a power fist. Moreover, ATSKNF and the default combat tactics help a Tactical unit to stay alive even if it looses combat and falls back. Then the enemy can be shot and the Tactical unit eventually regroups.

  • Rhino squad: 9 Marines w/ melta, multimelta, Sergeant w/ combi-melta, Rhino w/ extra armor – 235 pts
  • Drop Pod squad: 9 Marines w/ melta, multimelta, Sergeant w/ combi-melta, Drop Pod w/ deathwind – 240 pts
  • Razorback squad: 9 Marines w/ plasma gun, plasma cannon, Sergeant w/ combi-plasma, Razorback – 235 pts

3.2 Scouts

Scouts form the 10th Company of a Space Marine Chapter. They are ideal for securing objectives or dealing with tougher enemy units. Using their Infiltrate ability they can be deployed right on top an objective or in cover with good line of sight to enemy units. Moreover, Infiltrate is useful to keep away enemy infiltrators from deploying too close to the own front ranks.

A Sniper squad is a special purpose unit. First, sniper rifles can pin troops with low leadership like IG Troopers, Eldar Guardians, or Dark Eldar Warriors; pinning is valuable to silence enemy guns. Second, sniper rifles would on 4+ with rending bonus and so are able to wound Tyranid monstrous creatures, high-toughness models like Wraithlords or Taloi, and tougher models with invulnerable saves like Greater Daemons and C'tans. A Sniper squad should be deployed in the back field wearing camo cloaks for increased survivability and thereby occupying a mission objective if possible. Such a unit should consist of at least six to eight Scouts since they hit with their ballistic skill and no longer at 2+; a heavy bolter with hellfire shells is a nice add-on. Other configurations of Scout units are possible but not really effective at the battle field. Examples are Scout squads transported by a Storm-pattern Land Speeder or assault based Scout squads. Storm Scout units eventually disrupt enemy plans, but are generally too small for serious impact. Assault based Scout squad can enter play from a flank and use Move Through Cover to threaten enemy units, but coming from reserve is too unpredictable to be of great use when the unit is merely footslogging. Here are the basic configurations:

  • Sniper squad: 5 Scouts w/ sniper rifle (x4), heavy bolter, camo cloak (x5), Sergeant w/ sniper rifle, camo cloak – 116 pts
  • Storm Scout squad: 4 Scouts w/ shot gun (x3), heavy bolter, Sergeant w/ power fist, combi-flamer, Landspeeder Storm – 170 pts
  • Close Combat Scout squad: 9 Scouts w/ heavy bolter, Sergeant w/ power fist, combi-flamer – 175 pts

Elites

Elite units fulfill a supporting role in a Space Marine force. One of their main tasks is to clear or contest objectives. This kind of task can only be achieved by larger squads, while smaller units generally do not cut it.

4.1 Sternguard Veterans

The Sternguard Veterans form a new Elite type unit. They carry bolters with special ammunition that can be perfectly adapted to various situations at the battle field. The ammunition is effective against units with low armor saves deployed in cover (dragon fire), high toughness creatures (hell fire), units in carapace armor (kraken), and MEQ (retributor). Additionally, the bolters can be upgraded to combi-weapons; combi-plasma vs heavily armored units or monstrous creatures, combi-meltas vs tanks, and combi-flamers vs hordes.

A Sternguard Veteran squad should be transported similar to a Tactical squad. However, its favorable transport is a Drop Pod since the unit can immediately unleash fire upon landing. Moreover, the unit can be combat squadded after arriving at the battle field and thus can target two enemy squads if necessary.

  • Drop Pod Sternguard squad: 10 Sternguard w/ combi-melta (x10), power fist (x1), Drop Pod w/ deathwind – 375 pts
  • Drop Pod Sternguard squad: 10 Sternguard w/ combi-melta (x5), heavy flamer (x2), power fist (x1), Drop Pod w/ deathwind – 370 pts

A particularly nasty tactics is to let a Librarian with gate of infinity lead a drop podded Sternguard Veteran squad. For this, some Drop Pods should be equipped with locator beacons for safe landing of the Librarian's squad after gating.

4.2 Terminators

Terminators are amongst the greatest heroes of Mankind. These bold warriors wear tactical dreadnought armor and are equipped with terrifying weaponry. A large Terminator squad is certainly a shock and awe unit for the enemy. Whenever possible field a large Terminator squad as one of your main supporting units. Deploy them where the fight is bloodiest and use teleport homers or locator beacons for their safe landing. A maxed-out Terminator squad can field two heavy weapons; cyclone missile launchers are anti-light-tank and anti-horde, assault cannons got nerfed but are still a viable option vs light tanks and MEQs, and heavy flamers are mainly anti-horde. Two typical configurations are as follows:

  • Terminator squad: 5 Terminators w/ assault cannon – 230 pts
  • Terminator squad: 10 Terminators w/ cyclone (x2) – 460 pts

4.3 Assault Terminators

In battle Terminators are deployed where the fighting is certain to be at its bloodiest. For this, larger Terminator squads are preferable. There are two ways to field a Terminator Assault squad, either as a shock and awe unit that deep strikes via a teleport homer or a locator beacon, or as a transported squad that should be led by a Chaplain for increased impact.

  • Terminator Assault squad: 10 Assault Terminators w/ thunder hammer (x7), twin lightning claws (x3) – 400 pts
  • LR Terminator Assault squad: 7 Assault Terminators w/ thunder hammer (x5), twin lightning claws (x2), Land Raider Crusader w/ armor – 545 pts

4.4 Dreadnoughts

Dreadnoughts are powerful war machines that can be as lethal at range as in close combat. Dreadnoughts are more durable in the new edition thanks to the new armor penetration table. Moreover, they are faster than they were before thanks to the universal special rule of Running. Besides the normal and venerable Dreads, the new edition allows to field a new type of Dread, the Ironclad. The normal Dread is particularly useful in a shooting role or as a cheap walker to fill a gap in the combat line. A venerable Dread is harder to destroy and should be mainly used in a close combat role. Moreover, due to its higher ballistic skill it can easily take on tanks when mounted in a Drop Pod and equipped with a multimelta. An Ironclad is the toughest of all Dreads and is purely close combat oriented; it should be sent as fast as possible into the melee. Here are the basic configurations:

  • Dreadnought w/ lascannon, missile launcher – 145 pts
  • Dreadnought w/ twin-linked autocannon x2 - 125 pts
  • Venerable Dreadnought – 165 pts
  • Ironclad Dreadnought w/ heavy flamer, twin linked heavy flamer – 150 pts

Fast Attack

Fast attack units are also supporting units filling gaps in the combat line. They can be used in several roles: harassing the enemy, counter-striking or shooty support.

5.1 Assault Marines

Assault squads are fast and hard hitting units in close combat. They are useful in fast armies consisting of Rhinos and in shooty armies serving as counter-strike units.

  • Assault Marine squad: 9 Marines, Sergeant w/ power fist - 215 pts

The unit may be upgraded with two plasma pistols (vs MEQs) or with two flamers (vs hordes).

5.2 Vanguard Veterans

The Vanguard Veterans form a new fast attack type unit. These veterans can be equipped with jump packs. If so, they benefit from the special rule Heroic Invention; this rule allows a deep striking Vanguard unit to charge upon landing. This can be useful against a shooty army like Tau or Imperial Guard, but it bears the risk that the unit is shot down after wiping out the enemy on the charge.

  • Vanguard Veteran squad: 7 Veterans w/ jump pack (x7), Sergeant w/ power fist, jump pack – 275 pts

5.3 Landspeeders

Landspeeders are fun to play. They are fast but fragile. They lost an edge due to the new shooting rules, i.e., firing secondary weapons on the move. A Landspeeder can move 6" and fire all its weapons or move 12" and fire one weapon, but in both cases can get penetrating hits. A squadron fielded in combination with tanks can eventually be positioned so that the tanks provide cover. Landspeeders with multimeltas are usually one-hit wonders, Speeders with assault cannons and heavy bolters can effectively fill gaps in the combat line; squadrons of two or three Speeders are advisable. Today, Landspeeders with multimelta and heavy flamer are rather often seen as they are multipurpose skimmers. Moreover, Tornados staying in the backfield can punch holes into weakly armored units or can target lightly armored tanks.

5.4 Bikes

Bike squadrons are still odd units, since they are rather expensive and have only one basic attack in close combat. On the other hand, Bikes are fast thanks to the turbo boosters. Moreover, Bikers gain a cover save while turbo boosting. Bikers can be mainly used in two ways, shooting or harassing. As a rule, a Bike squadron should either turbo boost or shoot (and charge). A shooty unit should include an Attack Bike for increased impact; the weaponry of Bikers and Attack Bike mainly depends on the enemy. A harassing unit can zoom down a flank threatening a shooty enemy unit or an enemy tank. Finally, close combat oriented Biker squadrons are only advisable in Biker armies.

  • Anti-Armor Biker squadron: 5 Bikers w/ melta (x2), Attack Bike w/ multimelta - 235 pts
  • Anti-Infantry Biker squadron: 5 Bikers w/ flamer (x2), Attack Bike w/ heavy bolter - 215 pts
  • Close-Combat Biker squadron: 5 Bikers w/ plasma gun (x2), 1 Sergeant w/ power fist - 220 pts

5.5 Attack Bike Squadrons

Attack Bike squadrons can be fielded in two configurations. A full squadron with heavy bolters is a good anti-infantry unit, while a unit of two or three Bikes with multimeltas is a decent anti-tank unit. An Attack Bike squadron should always turbo boost unless it is shooting.

5.6 Scout Bikes

Scout Bike squadrons have the Scout ability that allows to make a free move of 12" before the game or to outflank the enemy when coming from reserve. A Scout Biker squadron is a perfect harassing unit, say by zooming down in front of a very shooty unit or a tank. The squadron can field up to three grenade launchers and so provide a mobile fire platform against a horde army.

  • Scout Bike squadron: 5 Bikers, Sergeant w/ power fist, melta bombs - 160 pts

Heavy Support

Heavy support units also fill a supporting role in a Space Marine army. They can be used to weaken enemy ranks, to clear objectives occupied by enemy units or to provide fire support for advancing units.

6.1 Devastators

Devastator squads carry up to four heavy weapons and can be considered as the hard hitters from the backfield. However, they lost an edge with the new edition. The reason is that long-range weapons are less effective than they were in the last edition thanks to the new armor penetration table and the rule of cover saves. A squad should consist of 10 Marines and carry four heavy weapons. This allows to split the unit into two combat squads so that both units carry two heavy weapons and to minimize the casualties of the carriers of the heavy weapons.

  • Anti-Armor Devastator squad: 10 Marines w/ missile launcher (x4) - 230 pts
  • Anti-Light-Infantry Devastator squad: 10 Marines w/ heavy bolters (x4) - 230 pts
  • Anti-Heavy-Armor Devastator squad: 10 Marines w/ plasma cannon (x4) - 270 pts

6.2 Vindicators

Vindicators are very powerful tanks able to destroy heavily armored troops and tanks by one volley. The only downside is their small range. Vindicators can hold a flank or the center of the combat line, or advance with a mechanized army providing fire support.

6.3 Predators

Predators are heavy tanks that can give decent fire support. The Destructor pattern equipped with auto-cannon and heavy bolters is well-suited against light infantry or light tanks, while the Annihilator pattern equipped with three lascannons is decent against heavy tanks and heavy infantry. However, Predators also lost an edge since long-range weapons are less effective than they were before, and they can only shoot one weapon while moving.

6.4 Whirlwinds

Whirlwinds are great tanks against lightly armored units. They carry besides the good old ordnance pie plate another ordnance weapon (castellan) that ignores cover and so is decent against lightly armored units deployed in cover. Two Whirlwinds are suggested against horde armies to make full effect of their armament.

6.5 Land Raiders

Land Raiders are the largest tanks in the game. They benefit from the "power of the machine spirit". This allows them to fire one more weapon than it usually could; that is, two weapons at combat speed or one weapon at cruising speed. Additionally, this extra weapon can be fired at a different unit.

This makes the standard pattern Land Raider a good option for targetting vehicles or heavily armored infantry, the Crusader pattern a good choice against hordes, and the Redeemer pattern a great option against MEQ unit and targetting units in cover.

Land Raiders allow the transported troops to disembark and charge in the same turn. In particular, the Crusader and Redeemer patterns are equipped with frag assault launchers that the allow the transported unit to charge with the normal initiative. Terminators with lightning claws benefit from this equipment.

6.6 Thunderfire Cannons

Thunderfire cannons are long-range artillery-type platforms that are new in the Space Marine arsenal. Each Thunderfire is operated by a single Tech Marine shooting four volleys in each turn and so piercing holes in a horde army. Two or three Thunderfires are suggested to make full effect of their weapons.

Sample Army Lists

This section covers army lists at the 1750 point level. Four kinds of armies will be addressed: mechanized, fast, foot slogging, and stealth. Balanced armies will not be considered as a balanced army can be seen as a jack of all trades but a master of none.

7.1 Red Ravens Army: Dakka Force

Here is a mechanized Space Marine army that is based on Razorback squads, shooty Dreadnoughts, and Vindicators. The Assault Terminator squad led by a Captain forms the counter-strike force.

  • Captain w/ terminator armor, twin lightning claws - 155
  • Dreadnought w/ lascannon, twin autocannon - 145
  • Dreadnought w/ lascannon, twin autocannon - 145
  • Assault Terminator squad: 8 Assault Terminators w/ thunder hammer (x6), lightning claws (x2) - 320
  • Razorback squad: 9 Marines w/ melta, multimelta, Sergeant w/ power fist, combi-melta, Razorback - 250
  • Razorback squad: 9 Marines w/ plasma gun, missile launcher, Sergeant w/ power fist, combi-melta, Razorback - 255
  • Razorback squad: 9 Marines w/ flamer, missile launcher, Sergeant w/ power fist, combi-flamer, Razorback - 245
  • Vindicator - 115
  • Vindicator - 115
  • Total: 1750 pts.

7.2 Red Ravens Army: Master's Forge

Here is a mechanized Space Marine army led by a Master of the Forge. Razorback squads, Dreadnoughts, and a Vindicator form the core, while the Sternguard Veterans are mainly used for counter-strike.

  • Master of the Forge w/ conversion beamer - 120
  • Sternguard Veteran squad: 10 Sternguard w/ combi-melta (x9), powerfist (x1), Rhino w/ extra armor - 375
  • Dreadnought - 105
  • Razorback squad: 9 Marines w/ melta, multimelta, Sergeant w/ power fist, combi-melta, Razorback - 250
  • Razorback squad: 9 Marines w/ melta, missile launcher, Sergeant w/ power fist, combi-melta, Razorback - 250
  • Razorback squad: 9 Marines w/ flamer, missile launcher, Sergeant w/ power fist, combi-flamer, Razorback - 245
  • Dreadnought w/ lascannon, twin autocannon - 145
  • Dreadnought w/ lascannon, twin autocannon - 145
  • Vindicator - 115
  • Total: 1750 pts.

7.3 Red Ravens Army: Sky Wing

Here is a mechanized Space Marine army that is based on Drop Pods. The Tactical squads land upon the objectives that can be well defended, while the remaining forces are used to support the Tacticals or to contest objectives.

  • Captain w/ relic blade, combi-melta - 140
  • Command squad: 3 Veterans w/ bolters (x2), melta (x1), 1 Veteran w/ power fist, combi-melta, 1 Apothecary, Drop Pod - 195
  • Sternguard Veteran squad: 10 Veterans w/ power fist (x1), combi-melta (x10), Drop Pod - 360
  • Ironclad Dreadnought w/ heavy flamer, Drop Pod - 180
  • Ironclad Dreadnought w/ heavy flamer, Drop Pod - 180
  • Tactical squad: 9 Marines w/ flamer, missile launcher, 1 Sergeant w/ power fist, combi-flamer, Drop Pod - 230
  • Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ power fist, combi-flamer, Drop Pod - 230
  • Tactical squad: 9 Marines w/ melta, multimelta, 1 Sergeant w/ power fist, combi-melta, Drop Pod - 235
  • Total: 1750 pts.

7.4 Red Ravens Army: Storm Wind

Here is another mechanized Space Marine army. Rhino squads are accompanied by Assault Marines, while the Attack Bikes and Vindicators provide fire support.

  • Epistolary w/ null zone, gate of infinity - 150
  • Tactical squad: 9 Marines w/ melta, multimelta, 1 Sergeant w/ powerfist, combi-melta, Rhino - 245
  • Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ powerfist, combi-flamer, Rhino - 240
  • Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ powerfist, combi-flama, Rhino - 240
  • Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
  • Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
  • Attack Bike squadron: 2 Attack Bikes - 100
  • Vindicator - 115
  • Vindicator - 115
  • Vindicator - 115
  • Total: 1750 pts.

7.5 Red Ravens Army: Night Wing

Here is a Space Marine force that is mainly based on infantry units. Two Assault squads can approach the enemy along a flank or can be held back for counter-strike.

  • Captain w/ relic blade, combi-melta, jump pack - 165
  • Tactical squad: 9 Marines w/ melta, multimelta, 1 Sergeant w/ power fist, combi-melta - 210
  • Tactical squad: 9 Marines w/ flamer, multimelta, 1 Sergeant w/ power fist, combi-flamer - 205
  • Tactical squad: 9 Marines w/ flamer, missile launcher, 1 Sergeant w/ power fist, combi-flamer - 205
  • Sniper squad: 5 Scouts w/ sniper rifles - 75
  • Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
  • Assault Marine squad: 9 Marines, 1 Sergeant w/ power fist - 215
  • Devastator squad: 10 Marines w/ heavy bolter (x4) - 230
  • Devastator squad: 10 Marines w/ missile launcher (x4) - 230
  • Total: 1750 pts.

7.6 Red Ravens Army: Stealth Force

Finally, here is a Space Marine force that is based on Scouts. Sniper Scouts and Vindicators form a decent shooty core, while the Ironclads are mainly used for counter-strike and the Storm squads are able to harass the enemy.

  • Captain w/ relic blade, bolter, hellfire - 140
  • Ironclad Dreadnought - 135
  • Ironclad Dreadnought - 135
  • Sniper squad: 10 Scouts w/ sniper rifles (x9), heavy bolter, cloaks - 180
  • Sniper squad: 10 Scouts w/ sniper rifles (x9), heavy bolter, cloaks - 180
  • Sniper squad: 10 Scouts w/ sniper rifles (x9), heavy bolter, cloaks - 180
  • Storm squad: 4 Scouts, 1 Sergeant w/ combi-melta - 85
  • Storm squad: 4 Scouts, 1 Sergeant w/ combi-melta - 85
  • Storm squad: 4 Scouts, 1 Sergeant w/ combi-melta - 85
  • Landspeeder Storm - 50
  • Landspeeder Storm - 50
  • Landspeeder Storm - 50
  • Vindicator - 115
  • Vindicator - 115
  • Vindicator - 115
  • Total: 1700 pts.

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