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Discussion Starter · #1 ·
Morning everyone
Resently dusted of my marines and got the new codex. Reading though the options and so far i'm happy with the way the force is coming along.
I play most armys so i'm trying to keep it balenced.
I dont play tornaments just social.
Comments and critism please.

HQ
Captain
• Storm Shield
• Relic Blade
• Artificer Armour
• Jump Pack
Total: 185pts

Librarian
• Force Weapon
• Epistolary
• Psychic power : The Avenger
• Psychic power: Might of the Ancients
• Storm Bolter
Total 153pts

ELITES
Terminator Squad
• Assault Cannon
Total: 230pts

TROOP
Tactical Squad
• 5 extra Marines
• Plasma Gun
• Plasma Cannon
Total: 185

Tactical Squad
• 5 extra Marines
• Melta Gun
• Multi Melta
Total: 175

FAST ATTACK
Assault Squad
• Flamer
• Plasma pistol
Total: 125pts

HEAVY SUPPORT
Devastator Squad
• 1 extra marine
• 3 Missile Launchers
Total: 151pts
Predator
• Heavy Bolters
• Storm Bolter
Total: 95pts

Army Total: 1299
 

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Discussion Starter · #2 ·
I am tosing up between, sternguard, dreadnought or a second Devastator squad for anti tank.

What do you guys think i should add?
 

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Captain
• Storm Shield
• Relic Blade
• Artificer Armour
• Jump Pack
Total: 185pts
:victory:

Librarian
• Force Weapon
• Epistolary
• Psychic power : The Avenger
• Psychic power: Might of the Ancients
• Storm Bolter
Total 153pts
Why wasting high-strength force weapon attack for the sake of several bolter shots? I think he'll benefit more from having plain bolt pistol (thanks to +1A).

Terminator Squad
• Assault Cannon
Total: 230pts
Lack of delivery method and long range for early killing unsettles me, but just a little.

Tactical Squad
• 5 extra Marines
• Plasma Gun
• Plasma Cannon
Total: 185

Tactical Squad
• 5 extra Marines
• Melta Gun
• Multi Melta
Total: 175
With melta squad being extremely close range, why not a single Rhino here?

Assault Squad
• Flamer
• Plasma pistol
Total: 125pts
Yep, they've got killer-captain, but why no power weapon on sarge? Much more deadly than a single plasma shot (which he'd probably manage to make once or twice during the game).

Devastator Squad
• 1 extra marine
• 3 Missile Launchers
Total: 151pts
Missile launchers have got extra wound already. Do you really need two bolter marines here?

Predator
• Heavy Bolters
• Storm Bolter
Total: 95pts
I'm afraid AC/HB/SB ranges are way too different.

I am tosing up between, sternguard, dreadnought or a second Devastator squad for anti tank.

What do you guys think i should add?
Devs+TLLC or Las/Plas Razorback (won't fit in 200pts, but you may shave one or two dozen points for them). Lots of dakka there.

Hope this helps.
 

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Where are you planning on running the Lib at? I think a pistol would be better to allow the extra attack. Add a JP and send him with the commander in the assault squad?

As for your termies on foot I would go with the cyclone missile launcher to give them range to counter thier mobility.

I would place rhinos or razorbacks in your tac squads. Then add a squad of scouts and that will give you a thrid troop choice and bring you close to 1500 points.

I think the Assault marine sgt would do better with a power weapon over the plasma pistol.

If you have any more points left I would add a ML to your Dev squad and any more bodies to them.

I like the Dakka pred.

I think over all your army is great. These are just the changies I would make.
 

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Captain is pretty spot on.

Libby should have bolt pistol for +1 attack and throw with assault squad.

Terminators need a land raider or should be dropped.

Plasma marines are ok so are melta but both need rhinos.

Double the assault squad as one will get hammered quickly and multiple threat units are better. Power fist is a much better choice than power weapon.

Anti troop predators I have found to be wishy washy. I like the autocannon and lascannon combo works great for anti armour and monstrous creatures.

As a rule of thumb devs need one body bag per heavy so you only need a squad of 8.
 
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