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Discussion Starter · #1 ·
I have been going through the space marine codex for a while now trying to decide what to collect I really like the IF Chapter Tacs and pedros special rules and wanted to make good use of them but I'm not an experienced player at all and would like to know what a more experienced player thinks of what I've came up with.

So here it is:-HQ-Pedro
Troops-10 tacs w/ meltagun,multimelta drop pod

10 tacs w/ flamer, heavy bolter,drop pod
Elites-9 sternguard ( pedro goes here)
10sternguard w/ drop pod
dreadnought w/ multi melta, fist, drop pod

Heavy Support-10devs w/4 lascannons
10 devs w/ 4 lascannons
stormraven (pedro and 9 sg go in here)
 

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I'm not too familiar with the SM codex, do tactical squads need ten guys to unlock the heavy weapon choice?

I think overall the list just doesn't hit hard enough for 1850 points. I like the idea of extra bodies on dev squads to keep the heavy weapon guys safe, but 10 seems a bit extreme. You could save a lot of points taking predator annihilators instead, which is fewer lascannons but two are twin linked. You might even be able to afford three for the price of those two dev squads
 

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Discussion Starter · #3 ·
if there's ten models u get the choice of a special and a heavy weapon but when its five its one or the other. I know what you mean with the devs, I have taken them purely for the seige masters special rule which gives them tank hunters. I will have a look and see what other options I can take for the 400 odd points they're worth. I love the idea of centurions but they just seem too pricey.
 

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Ok, if you're going to play Imperial/Crimson Fists then you need to reconsider a few things on here.
Lose the Dreadnought and Stormraven, move the Drop Pod for the Dreadnought to the nine Sternguard.
My own write up would look like this.

HQ
Kantor

Troops
Tactical Squad: Plasma Gun, Heavy Bolter, Sgt w/Stormbolter
Tactical Squad: Plasma Gun, Heavy Bolter, Sgt w/Stormbolter

Elites
Sternguard: 9 man, Drop Pod
Sternguard: 10 man, 10 Combi, Drop Pod

Heavy
Devastators: 10 man, 4 Lascannon
Devastators: 10 man, 4 Missile Launchers w/Flakk
 

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Do devastators need ten guys to get tank hunters? Great rule though, I can see why you'd go with devs over the predator in that case. Do the units of ten also get to combat squad down to two units of five?

I'm praying the next Chaos codex gives us an equivalent to chapter tactics, similar to the old options in the 3.5 codex.

Is the list above 1850 points?? It doesn't look like there's enough stuff to fill an 1850 list, and if there is it still doesn't look very intimidating to me. I'm not even talking about competing with optimised competitive lists, just general opponents with slightly more focused lists. Will it be able to hang with shooty opponents like tau, guard, eldar? Can it stop fast lists that have powerful CC units? If there's one thing the army does really well (and I think every army at all levels should have at least one thing in that regard) I can't see what it is. I wish I could offer something more constructive but I'm not familiar with the current SM codex
 

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Do devastators need ten guys to get tank hunters? Great rule though, I can see why you'd go with devs over the predator in that case. Do the units of ten also get to combat squad down to two units of five?
No, Devastators do not require a 10 man squad to achieve this, they get Tank Hunter by virtue of the Chapter Tactic.
I wouldn't Combat Squad anything, there is strength in numbers.

Is the list above 1850 points?? It doesn't look like there's enough stuff to fill an 1850 list, and if there is it still doesn't look very intimidating to me. I'm not even talking about competing with optimised competitive lists, just general opponents with slightly more focused lists. Will it be able to hang with shooty opponents like tau, guard, eldar? Can it stop fast lists that have powerful CC units? If there's one thing the army does really well (and I think every army at all levels should have at least one thing in that regard) I can't see what it is. I wish I could offer something more constructive but I'm not familiar with the current SM codex
That list is 1,693. It leaves 157 points open that could fit something like a Predator with Las everything. Personally, with Kantor and his Hold the Line! ability I would consider adding another squad of 5 Sternguard and a Drop Pod to throw two pods out on turn one and have the third (with the 5 Sternguard) Pod in as support on turn 2 or so. In this list, your Tactical Squad and Sternguard have Objective Secured.
Given Bolter Drill as a Chapter Tactic the Tactical Squads and 5 men added to the Devastator Squads can re-roll all failed boltgun, Stormbolter, bolt pistol, and Heavy Bolter roll of 1.
The strength in the list stems from the Sternguard having Objective Secured, through Kantor, and their versatility of Ammo that helps greatly depending on your situation at the moment.
 

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Discussion Starter · #7 ·
good to get some different opinions first of all regarding squires post I do agree with u on the fact the list appears not to hit hard enough but refering to jace's post its built to take advantage of the chapter tactics. Saying that I will be having another browse through the dex and see if I can drop one or two things to accommodate getting more on the board or getting that unit that does the damage in close combat ill lpost later what I've came up with. Comments were very helpful cheers.
 

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Discussion Starter · #8 ·
thought it would have took alot longer lol

HQ- Kantor

TROOPS-5 Scouts w/ ML and Landspeeder w/ multimelta X2

ELITES-9 sternguardw/ lightning claws Sgt, drop pod
10 sternguard w/ drop pod
5 sternguard w/ 5 combimeltas, drop pod

FAST ATTACK-5 Bikes w/ Thunder Hammer, 2 X gravguns w/ attack bike with heavy bolter

HEAVY-10 devs w/ 4 lascannons
thunderfire cannon
vindicator
 

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thought it would have took alot longer lol

HQ- Kantor

TROOPS-5 Scouts w/ ML and Landspeeder w/ multimelta X2

ELITES-9 sternguardw/ lightning claws Sgt, drop pod
10 sternguard w/ drop pod
5 sternguard w/ 5 combimeltas, drop pod

FAST ATTACK-5 Bikes w/ Thunder Hammer, 2 X gravguns w/ attack bike with heavy bolter

HEAVY-10 devs w/ 4 lascannons
thunderfire cannon
vindicator
This is way opposite of your first list. Ok, the scout probably don't need the Landspeeder Storm, as they can usually camp and set up before any turn. Now, with the points used for the Storm, which is 55 (Srsly?), you can give your Scouts something better which are Sniper Rifles and Camo Cloaks. This unit is going to support your Sternguard down field from them by assassinating enemy character/infantry threats.
The one Sternguard sergeant with the Lighting Claw doesn't need it as he is apart of a gun unit, shooting is his trick and he does it well. Close Combat weapons are better suited to Vanguard, not Sternguard. They can take them, but, its a waste on a shooting unit.
The bike unit is good for running into the side/rear of enemy armour just do not get them in Combat and make the Bike Sergeant a Veteran for an extra attack. The Thunder Hammer is nice, but, you get the same effect with a powerfist and could add Melta Bombs, if you like. Really, a Power Axe wouldn't be bad and would give you an extra attack with the Sergeant instead of denying it via Specialists Weapon that the TH and PF have. This coupled with bombs is ace.
The Vindicator is Awesome Sauce, don't change it. The Thunder Cannon and the +5 bodies in the Devastator Squad could go and buy you 5 Devastators with ML and Flakk to handle fliers.
Honestly, the Scouts should probably have Flakk too.
 

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Discussion Starter · #10 ·
the idea with the scouts would be to use them as late game ObSec with there speed. keep them in reserve. As for the LC Sgt that is the squad with kantor with his plus 1 attack special rule the aternguard have 3 attacks standard and the Sgt having 5 on the charge with the LC's should be enough to wipe most troopchoices from an objective. I'll have a look at dropping the thunderfire cannon and speeders to weigh up alternatives and post it up.
 

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I've never really understood keeping things in Reserve for late-game grabs, and I've been known to play 100% Reserve lists. That shit needs to be in-game killing stuff or the rest of your army will fold against someone who isn't running a lot of Reserves as well- not to mention you have to roll for them and they could just come in T2 and ruin your plan. I'm pretty sure there's a scene in one of the first HH novels where a BA commander is trickling in his troops planet-side too slowly to make a difference, and they're getting killed off as they arrive. This shit happens.
 

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I've never really understood keeping things in Reserve for late-game grabs, and I've been known to play 100% Reserve lists. That shit needs to be in-game killing stuff or the rest of your army will fold against someone who isn't running a lot of Reserves as well- not to mention you have to roll for them and they could just come in T2 and ruin your plan. I'm pretty sure there's a scene in one of the first HH novels where a BA commander is trickling in his troops planet-side too slowly to make a difference, and they're getting killed off as they arrive. This shit happens.
This makes a point I need not type, thanks Ntaw.
The scouts really aren't a late game changer for securing an objective by bringing them on from Reserve. The set up of Sniper Rifles and the ML with Flakk is so they can dig in before any turns are taken and support the Sternguard who Pod down on turn one. Also they can hit infantry/armour/fliers with the ML since it is a Swiss Army Knife of sorts.
 

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For whoever's information, my 100% reserve lists combine Deathwing Terminators and Blood Angel Drop Pods for much awesomeness.

I would hesitate to give anyone outside of Devastator squads using Imperial Fist Chapter Tactics Flakk missiles. S7 just isn't enough of a threat for one shot at BS3 from the Scouts, specially at 25 points per. If you're going to put 50 points into S7 anti air spend a bit more and get either a Stalker or an Aegis Defense Line with Quad Gun, but even more suiting of a response to fliers is one of your own. Straight up though, I've been ignoring fliers since 7th hit. In my last couple games (at 2,800 points) I've run dual Stormravens, but they were actually more for anti armour on the ground than taking down Heldrakes...which of course they did with style.

I guess my point is, if you're going to take anything to kill flying beasts/machines take something that will let you kill it and get on with the game or ignore them fliers completely and focus on destroying your enemy's ground forces.
 
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