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Discussion Starter · #1 ·
Hi everyone. I was just having a read through the SM codex and I was wondering what units everyone thinks are required to create a "perfect" army list. By perfect, I meen competitive, not fluff wise.

I will start us off; I believe that a unit of 3 Land Speeders w/ multi melta + heavy flamer is a must in the list. It offers fast, versatile tank killing/cover denying death.

Thoughts?
 

· Grand Lord Munchkin
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The ability to find the end of the rainbow and shit gold eggs. There is no perfect list. There are, however, a few competitive builds out there.
 

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tactical marines in rhinos and a librarian and i personally like jumppacks and terms
 

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depends what you want your tac marines to do for tank hunting melta gun and combi melta for anti inf flamers whatever suits you really no real solid set up
assault termis with a mix of lightning claws and th/ss usually for a five man squad 2 claws 3 hammers
I like the chaplain to go with those kind of termis works well i think.
jump packs are fun but not really worth it rhino will do just as good :p
Look at the HQs in the book and see what special character you like (if any)
 

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I personally like their powers but in my opion it is all up to what you like doing. Land raiders awsome because of their aroumor and special rules. Crusader is for transporting. Redeemer is for massed enimies. Regular is for anything. Also i like plasma pistols or plasma guns and power weapons.
 

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Discussion Starter · #9 ·
Do I need special characters to be competitive? I ceartainly hope not. I am not a huge fan of Assualt Marines, so thats not an issue. Is running Chaplains worth it? If I put one with a unit of Assualt Terminators in a Land Raider, that is a HUGE amount of points. Would they be better invested in other areas?
 

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i personally love special characters. especially shrike. but you don't like jump infantry so he is out. I also live Calgar
 

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special characters come with special rules which can be useful but you dont have too to be comp.
chaplains are a good investment that squad will be a monster in combat rerolling to hit on the charge and the claws rerolling wounds plus they would be fearless and they are protected by a LR.
but make sure you have other tanks so your LR isnt taking all the heat.
 

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The thing with marine special characters most of them effect your entire army like shrike gives everything fleet and you can infiltrate 1 unit with shrike or vulkan who give re-rolls to meltas, flamers, thunder hammers ect but you have to give up combat tactics that what makes space marines stand out to other space marine armies
 

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I love infiltrating shrike with jump infantry and assulting the first turn. and ussually ripping through them the first turn
 

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Or you could just be a real bastard and take 10 assault terminators with shrike LOL that will rape anything in your face:)
death to all things that fight that squad with out power weapons. Horray for shrike.:suicide:
 

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Try a stelek "best of list" those are about as good as I have seen space marines get.

2000 Pts - Space Marines Roster - Critical Mass

1 Space Marine Librarian @ 100 pts (Power Armour; Null Zone; Vortex of Doom)

1 Dreadnought @ 125 pts (Twin Linked Autocannon x2)

1 Dreadnought @ 125 pts (Twin Linked Autocannon x2)

1 Dreadnought @ 125 pts (Twin Linked Autocannon x2)

4 Tactical Squad @ 175 pts (Bolter x4)
1 Sergeant (Combi-Flamer)
1 Razorback (Lascannon and TL Plasmagun)

4 Tactical Squad @ 175 pts (Bolter x4)
1 Sergeant (Combi-Flamer)
1 Razorback (Lascannon and TL Plasmagun)

4 Tactical Squad @ 175 pts (Bolter x4)
1 Sergeant (Combi-Flamer)
1 Razorback (Lascannon and TL Plasmagun)

5 Inquisitorial Stormtroopers [WH] @ 120 pts (Meltagun x2)
1 Rhino [WH] (Storm Bolter)

5 Inquisitorial Stormtroopers [WH] @ 120 pts (Meltagun x2)
1 Rhino [WH] (Storm Bolter)

2 Land Speeder Squadron @ 180 pts (Heavy Bolter x2; Typhoon Missile Launcher x2)

2 Land Speeder Squadron @ 180 pts (Heavy Bolter x2; Typhoon Missile Launcher x2)

2 Land Speeder Squadron @ 140 pts (Multi-Melta x2; Heavy Flamer x2)

1 Predator @ 85 pts (Searchlight; Smoke Launchers; Autocannon; Heavy Bolter (each side))

1 Predator @ 85 pts (Searchlight; Smoke Launchers; Autocannon; Heavy Bolter (each side))

1 Predator @ 85 pts (Searchlight; Smoke Launchers; Autocannon; Heavy Bolter (each side))

Total Roster Cost: 2000
Everything in the list can kill tanks and infantry. Sure you can't kill big hammer units easily, well what are they going to do to you anyway have full need 6's to hit my vehicles or killing only 1 of my vehicles a turn If i spread out and don't let you multi assault. Everything is fairly close points cost wise so there is no obvious threat or linchpin unit, it simply challenges you to deal with that many tanks before it take apart your mobility and firepower.
 
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