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· Mad as a sack of Squigs
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It really depends on what you're wanting. Are there any chapters/models that you like the look of? Have a browse of the lists in this forum as there is a lot of good advice to be found.
 

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the best advice i can give you..from sombody who owns a store...is the strike force...its is a really good deal that will give you a good amount of models and a really great base to start from. once you have had a few games and can see the direction you wish to go in..then its only a matter of picking up the models that you need.
 

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Honestly, I think that when it comes to this sort of situation where you're starting an army, you should determine if you prefer Ranged Weapons -OR- Close Combat. Honestly, Marines make for good shooting armies, they're not exactly close combat centric. Can they hold their own in Close Combat? Yes. But, you're usually better off stating back and at range with your weapons. In this sense, movement is key.
I agree with Mantis about the Strike Force, its a good buy and very flexible for what it has, which is everything you need for starting an army.
 

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Ok, after considering your request for a 1,000 point list and the previously mentioned "good buy" using the Strike Force, I've come up with the following as an example of something to build. After examining the box contents and checking the Codex, I'm going to recommend the following.

HQ 335
Captain w/ Power Fist and Lightning Claw
Command Squad w/ Champion, Apothecary, and Razorback w/ Las Cannons

Troops 404
Tactical Squad w/ Plasmagun and Sgt w/Combi Plasma
Tactical Squad w/ Plasmagun and Sgt w/Combi Plasma
Scouts w/ 4 Sniper Rifles and Missile Launcher

Elite 146
Dreadnought with Plasma Cannon and Drop Pod

Fast 115
Assault Squad w/ Plasma Pistol & Power Axe on Sgt

This is able to be built with all the kits included in the Strike Force and does not require bitz from any other kits.

I realize the Captain has two Close Combat weapons, but, that's intentional as both are Specialists Weapons and can let him strike at a couple of different initiatives (depending on the situation) and two different profiles too.

The Command Squad is there to support the Captain. The Champion is a beatstick and can accept challenges you want to keep the Captain out of. The Apothecary gives your unit (and the Captain) Feel No Pain. The Razorback is best equipped with the Twin Linked Lascannons as the Heavy Bolter is not that useful by comparison.

The Scouts will deploy at the start of the games you play, pick a good spot for them and unleash their potential.

The Tactical Squads are your gun lines and the plasma weapons in them have the same 24"range as the Bolters, plus they also have rapid fire. This prevents you from having a weapon with an odd range forcing you to get close for things like Melta or Flamers. The Combi Plasma on the Sergeant can Rapid Fire too, FYI.

The Dreadnought is going to play havoc with your opponent and should be difficult to deal with, barring their die rolls. Don't forget to shoot the Stormbolter on the Drop Pod, its not a big thing, bit can help.

The Assault Squad will throw some static in the opponent's line. However, I would have them support the Captain and Command Squad.

Hope that helps.


Someone toss in some C&C.
 

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The Assault Squad will throw some static in the opponent's line. However, I would have them support the Captain and Command Squad.
Most specifically, I would use the Assault squad in this instance to charge the enemy unit with the best shooting potential in range of the Captain/Command squad combo the turn they disembark from the Razorback. Close combat units disembarking from anything other than an Assault Vehicle can take a real beating the first turn they're out in the open.
 

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Most specifically, I would use the Assault squad in this instance to charge the enemy unit with the best shooting potential in range of the Captain/Command squad combo the turn they disembark from the Razorback. Close combat units disembarking from anything other than an Assault Vehicle can take a real beating the first turn they're out in the open.
Very true, this is one of the reasons I recommended running them with the Cap&Command combo.
 

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Hey guys, I am new to the Warhammer 40k tabletop game and I am going to soon buy the space marine codex.

I am wondering if someone would help me build a 1,000pt starter army list?
Never buy Rhino models separately: buy Razorbacks. The Razorback is a Rhino, but with extra bits. Aside from that you'll likely want two tactical squads. And the best Dreads are likely Riflemen, which you can pick up the parts for on Forgeworld (2x twin-linked ACs per Dread). Also you can pick up TLPlas/LC turrents for Razorbacks on Forgeworld: those are very good.

A solid core for a Space Marine force would be more-or-less that: 3x Rifleman dreads, 2x Tacs with Razorbacks, probably a Librarian for HQ (in normal armour). You might want to add 5x TH/SS terminators, but I think before I did that I would go 2x Preds or perhaps some IG allies. Melta-vets in Chimmies for instance. In the air, you might try 2x Vendetta. Or you might pick up an Aegis line for the AA gun. You may want a VSM assault squad. Or a Thunderfire cannon.
 
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