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Discussion Starter #1
Whirlwind:
Basically, a Rhino with some decent front armor. Able to lob medium strength ordnance up to four feet, and it doesn't have to see its target to hit it (though I've heard there's something with speeders, where they "spot" for the shot, and reduces scatter... don't remember if it's apocalypse only or not).

Pro: Long range, able to hide fully behind cover, to prevent sniping.

Con: Weak ordnance. Str5 doesn't do much to armor, even with a direct hit.

Vindicator:
Once again, Rhino with good front armor. Can upgrade to have a siege shield, which prevents dangerous terrain from immobiling it. Lobs a high-powered cannon shell a short distance, and packs a whollop.

Pro: Can punch through any tank with one direct hit (or two at worst)

Con: 24" range means you have to get close. The siege shield comes in handy here, though, as you can wiggle through treacherous crap a predator or rhino can't, without risking their treads breaking.
Ok to start this off I am personally far from a veteran space marine player especially since Ive only just got my list together and only have some units. But I am asking people who are experience to list their pro/cons on units in the SM army so that new players can view it. I well do the foot work of organizing it and making it easier to read. Above is a good example posted by Belthazor Aurellius that helped me develop my army list. This is just to help new players get an idea of what to do.
 

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Thunderfire Cannon:
A cannon able to pour out alot of fire within one turn. Has three different shot varients. One with S6 Ap5. One thats S5 AP6 with no cover saves allowed and the final one at S4 Ap- make the unit (or possibly units) makes them move as if they were moving through difficult terrain. (note: Very Good against hordes)

Pros: Quite versitile
If cannon destroyed techmarine can move freely
Pours out four blast markers per turn

Cons: Cannon very weak
Techmarine has to stay with cannon until the cannon is dead
If techmarine dies cannon is gone too
Weak againt most tanks

Hope this helped!
 

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Devastators
Pros:
More survivable than a tank with similar firepower, especially in squad of ten
Versitile
Less of a fire magnet as a tank

Cons:
More vulnerable to massed low str fire
Can't move and shoot
Expensive
 

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LAND SPEEDERS & LAND SPEEDER STORMS

Pros:
Very fast
Can deepstrike
Lot of great gun options, including Typhoon Missile Launchers
Up to 3 in a unit (normal land speeders)
Can transport up to 5 scouts and outflank (land speeder storm)

Cons:
Very vulnerable
Draws a lot of fire
Relatively expensive when given Typhoon Missile Launchers

...

DREADNOUGHTS

Pros:
Quite strong and resilient for a walker
Very versatile (lots of options)
Can take a drop pod
Very difficult or impossible for most enemy infantry to kill
Very strong shooting
High strength and initiative, a rare combination
Can be given upgrades to improve their armor and/or allow rerolls for own damage results

Cons:
Only one dread per unit
Vulnerable to high strength enemy shooting
Assault focused dreads are almost worthless if immobilized or have a weapon destroyed
If they're on their own, they're easily bogged down in close combat
Usually take up an elite slot, which is very valuable for Space marines
Draw a lot of fire if they arrive at the enemy front lines early in the game
 

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Discussion Starter #5 (Edited)
Thanks to everyone who is contributing!

So far:

HQ

none so far

Elites

Dreadnoughts

Pros:
Quite strong and resilient for a walker
Very versatile (lots of options)
Can take a drop pod
Very difficult or impossible for most enemy infantry to kill
Very strong shooting
High strength and initiative, a rare combination
Can be given upgrades to improve their armor and/or allow rerolls for own damage results

Cons:
Only one dread per unit
Vulnerable to high strength enemy shooting
Assault focused dreads are almost worthless if immobilized or have a weapon destroyed
If they're on their own, they're easily bogged down in close combat
Usually take up an elite slot, which is very valuable for Space marines
Draw a lot of fire if they arrive at the enemy front lines early in the game


Troops

none so far

Fast Attack

Land Speeders

Pros:
Very fast
Can deepstrike
Lot of great gun options, including Typhoon Missile Launchers
Up to 3 in a unit (normal land speeders)
Can transport up to 5 scouts and outflank (land speeder storm)

Cons:
Very vulnerable
Draws a lot of fire
Relatively expensive when given Typhoon Missile Launchers


Heavy Support

Devastators

Pros:
More survivable than a tank with similar firepower especially in squad of ten
Versitile
Less of a fire magnet as a tank

Cons:
More vulnerable to massed low str fire
Can't move and shoot
Expensive



Whirlwinds
A Rhino with some decent front armor. Able to lob medium strength ordnance up to four feet, and it doesn't have to see its target to hit it.

Pros:
Long range
able to hide fully behind cover to prevent sniping.

Cons:
Weak ordnance.
Str5 doesn't do much to armor even with a direct hit.



Vindacators
Rhino with good front armor. C. Lobs a high-powered cannon shell a short distance, and packs a whollop. The siege shield comes in handy here, though, as you can wiggle through treacherous crap a predator or rhino can't, without risking their treads breaking.

Pros:
Can punch through any tank with one direct hit (or two at worst)

Cons:
24" range means you have to get close.



Thunderfire Cannon
A cannon able to pour out alot of fire within one turn. Has three different shot varients. One with S6 Ap5. One thats S5 AP6 with no cover saves allowed and the final one at S4 Ap- make the unit (or possibly units) makes them move as if they were moving through difficult terrain. (note: Very Good against hordes)

Pros:
Quite versitile
If cannon destroyed techmarine can move freely
Pours out four blast markers per turn

Cons:
Cannon very weak
Techmarine has to stay with cannon until the cannon is dead
If techmarine dies cannon is gone too
Weak againt most tanks




Thanks to everyone below for contributing:
mynameisgrax
Lucio
The Thunder of KayVaan
Belthazor Aurellius
 

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No HQ? Then here we go

Libarians
Pros
- Force weapons
- Pyschic power are free
- Pyschic hood interfeeres with other pyschers
- Inexpensive(for a HQ)

Cons
- No Invunrable save(without termintor armour)
- Can only take upto 2 powers
- Easily killed(for a HQ)
- Lacks the combat skills of other HQ's

Whirlwind
Pros
- Large Template and long range
- 2 Types of ammo. S5, Ap4 or S4 Ap 5 with ignores cover saves
- Great agianst horde armys like Orks or Tyranids
- Indirect frie means it doesn't attract alot of attention
- cheap

Cons
- Poor armour
- Has a minimum range. Also larger game will result in it out of range
- Ammo does littl agians non-horde armys
- rarely ever makes it's points back
- Can't deal with tanks and struggles with light armour
 

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SPACE MARINE TACTICAL SQUAD

Pros:

Very versatile, with many different gun, vehicle, and wargear options
Excellent shooting
Resilient and automatically regroup, which is very beneficial for a troop
Can split into combat teams

Cons:

Must take a full 10 man squad in order to take many of their options
Can't take multiple flamers/meltaguns/plasmaguns in the same unit
Few attacks in close combat
Relatively expensive for a troops choice.

...

PREDATOR

Pros:

Great shooting
Many different options
Relatively cheap
Front armor 13

Cons:

Can't move and fire side guns
A heavy support choice, making it compete w/ Vindicators & Devastators
Can't transport units, like a razorback can

(on that note...)


RAZORBACK

Pros:

Excellent shooting for cost
Many different gun options
Can be taken as a dedicated transport

Cons:

No fire points
Can only transport 6 models
11 front armor, making the more expensive guns a bit questionable
 

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Lets have a go at this then. Here are a couple more entries:

Scout Squad

Marines in training

pros:

Relatively cheap (for marines)
Come with a few special rules such as infiltrate, move through cover and scouts
Can be equipped with camo cloaks to survive better in cover
Have unique weapons (sniper rifles, shotguns and hellfire rounds on a heavy bolter)
Benefit from ATSKNF and combat squads

Cons

Have worse armour (only 4+)
Still noob marines so their stats are lower in parts (BS and WS crucial here)
Some unique weapons are not that great (shotguns)
Special abilities make them more expensive for their profiles



Chaplain

A spiritual leader much like a holy man

Pros:

Makes units he joins fearless and able to reroll hits in close combat!
Comes with a good armour save and a invulnerable save thanks to rosarius
Cheap HQ option
Has a large variety of options that allow him to join other squads (termie armour, jumps pack and bike)
Has a power weapon

Cons:

Slow initiative compared to other armies HQ's means he is singled out quickly by others
Still expensive for a HQ
Options such as termie armour and bike are expensive
 

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Discussion Starter #9
Lets keep it coming guys

HQ

Master of the Forge

Pros:
- Allows Dreadnoughts to be taken in the Heavy Support slot as well as Elite, allowing you to balance between the two to free up space for other units
- Conversion Beamer can be a decent weapon given the range
- Bolster Defences is a pretty good ability, Camo Scouts get boosted up to 2+ Cover Saves with it in effect
- Artificer Armour
- Pretty decent for its point cost

Cons:
- Conversion Beamer requires the MotF to be a fair distance away from the target to reach it's full potential


Libarians

Pros:
- Force weapons
- Pyschic powers are free
- Pyschic hood interferes with other pyschers
- Inexpensive(for a HQ)

Cons:
- No Invunrable save(without termintor armour)
- Can only take up to 2 powers
- Easily killed(for a HQ)
- Lacks the combat skills of other HQ's


Chaplain

A spiritual leader much like a holy man

Pros:
- Makes units he joins fearless and able to reroll hits in close combat!
- Comes with a good armour save and a invulnerable save thanks to rosarius
- Cheap HQ option
- Has a large variety of options that allow him to join other squads (termie armour, jumps pack and bike)
- Has a power weapon

Cons:

- Slow initiative compared to other armies HQ's means he is singled out quickly by others
- Still expensive for a HQ
- Options such as termie armour and bike are expensive



Elites

Dreadnoughts

Pros:
- Quite strong and resilient for a walker
- Very versatile (lots of options)
- Can take a drop pod
- Very difficult or impossible for most enemy infantry to kill
- Very strong shooting
- High strength and initiative, a rare combination
- Can be given upgrades to improve their armor and/or allow rerolls for own damage results

Cons:
- Only one dread per unit
- Vulnerable to high strength enemy shooting
- Assault focused dreads are almost worthless if immobilized or have a weapon destroyed
- If they're on their own, they're easily bogged down in close combat
- Usually take up an elite slot, which is very valuable for Space marines
- Draw a lot of fire if they arrive at the enemy front lines early in the game


Troops

Tactical Squad

Pros:
- Very versatile, with many different gun, vehicle, and wargear options
- Excellent shooting
- Resilient and automatically regroup, which is very beneficial for a troop
- Can split into combat teams

Cons:
- Must take a full 10 man squad in order to take many of their options
- Can't take multiple flamers/meltaguns/plasmaguns in the same unit
- Few attacks in close combat
- Relatively expensive for a troops choice.

Scout Squad

Marines in training

Pros:
- Relatively cheap (for marines)
- Come with a few special rules such as infiltrate, move through cover and scouts
- Can be equipped with camo cloaks to survive better in cover
- Have unique weapons (sniper rifles, shotguns and hellfire rounds on a heavy bolter)
- Benefit from ATSKNF and combat squads

Cons:
- Have worse armour (only 4+)
- Still noob marines so their stats are lower in parts (BS and WS crucial here)
- Some unique weapons are not that great (shotguns)
- Special abilities make them more expensive for their profiles


Dedicated Transports

Razorback

Pros:
- Excellent shooting for cost
- Many different gun options
- Can be taken as a dedicated transport

Cons:
- No fire points
- Can only transport 6 models
- 11 front armor, making the more expensive guns a bit questionable


Fast Attack

Land Speeders

Pros:
- Very fast
- Can deepstrike
- Lot of great gun options, including Typhoon Missile Launchers
- Up to 3 in a unit (normal land speeders)
- Can transport up to 5 scouts and outflank (land speeder storm)

Cons:
- Very vulnerable
- Draws a lot of fire
- Relatively expensive when given Typhoon Missile Launchers


Vanguard Veteran Squad

Pros:
- Versatile for what you want them to do.
- Can Assault after Deep Striking thanks to Heroic Intervention.
- More options for Dedicated Transports then Assault Marines.

Cons:
- Expensive compared to Assault Marines.
- Deep Striking units always easy target for enemy fire.


Heavy Support

Devastators

Pros:
- More survivable than a tank with similar firepower especially in squad of ten
- Versitile
- Less of a fire magnet as a tank

Cons:
- More vulnerable to massed low str fire
- Can't move and shoot
- Expensive


Whirlwinds
A Rhino with some decent front armor. Able to lob medium strength ordnance up to four feet, and it doesn't have to see its target to hit it.

Pros:
- able to hide fully behind cover to prevent sniping.
- Large Template and long range
- 2 Types of ammo. S5, Ap4 or S4 Ap 5 with ignores cover saves
- Great agianst horde armys like Orks or Tyranids
- Indirect frie means it doesn't attract alot of attention
- cheap

Cons:
- Weak ordnance.
- Str5 doesn't do much to armor even with a direct hit.
- Poor armour
- Has a minimum range. Also larger game will result in it out of range
- Ammo does littl agians non-horde armys
- rarely ever makes it's points back
- Can't deal with tanks and struggles with light armour


Predator

Pros:
- Great shooting
- Many different options
- Relatively cheap
- Front armor 13

Cons:
- Can't move and fire side guns
- A heavy support choice, making it compete w/ Vindicators & Devastators
- Can't transport units, like a razorback can



Vindacators
Rhino with good front armor. Lobs a high-powered cannon shell a short distance, and packs a whollop. The siege shield comes in handy here, though, as you can wiggle through treacherous crap a predator or rhino can't, without risking their treads breaking.

Pros:
- Is good at handling horde armies
- Can draw a decent amount of fire away from other units
- Able to move 6" and throw out the template, giving it a range of 30"
- Siege Shield allows it to move through cover with no difficulty making it easier to get into possition for Obsured Vehicle saves

Cons:
- 24" range means you have to get close.
- Abundance of cover in 5e hurts it
- Can draw a decent amount of fire away from other units


Thunderfire Cannon
A cannon able to pour out alot of fire within one turn. Has three different shot varients. One with S6 Ap5. One thats S5 AP6 with no cover saves allowed and the final one at S4 Ap- make the unit (or possibly units) makes them move as if they were moving through difficult terrain. (note: Very Good against hordes)

Pros:
- Quite versitile
- If cannon destroyed techmarine can move freely
- Pours out four blast markers per turn

Cons:
- Cannon very weak
- Techmarine has to stay with cannon until the cannon is dead
- If techmarine dies cannon is gone too
- Weak againt most tanks




Thanks to everyone below for contributing:
mynameisgrax
Lucio
The Thunder of KayVaan
Belthazor Aurellius
hpred
n0t_u
jaws900
mynameisgrax
Stephen_Newman
 
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