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Discussion Starter #1
Yo guys just need a wee bit of help with mylist.
Here it is -
HQ
Comander 155pts
lighing claw
plasma combi
art armour
iron halo

chaplin 101pts
bolt pistal

librarain epistolary 146pts
vortex of doom
bolt pistal


Elites
vets 205 (5man)
twin lighting claws
power wep
power fist
terminator honours
all with polt pistals

troops all 10 men units
tactical squad1 170pts
melta gun
missile lancher

tactical squad2 170pts
melta
missaile lancher

tactical squad3 161pts
flamer
heavy bolter

tactical squad4 195pts
plasma gun
plasma pistal
missile launcher
termanator honours

tactical sqaud5 161pts
flamer
heavy bolter

fast attack
assault squad 135 pts(5man unit)
tremaator houners
power wepon

Heavy
Devastator sqaud1 155pts(5 man unit)
four missile laubchers

Deavastator sqaud 2 330pts(10 man unit)
2 plasma cannons 2 lascannons
term honours
plasmapistal
power fist

land rader 250pts


what do you guys and gals think i can get to beef it up

ps sorry about spelling
 

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a) if youre worried about spelling, check the codex thoroughly as youre writing, use it as a guide.

b) this isnt so much of an army list as much as a list of models. put together what you think would make an effective 1500pt army, and we can critique it.

c) generally only use 1 HQ at 1500.
 

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then this should be in the apoc section, ill move it there.

and if youre doing that, then you want 60 tac marines, 20 assault, 20 dev, rhinos and backs for each squad, a few preds, a few dreads, a few whirlies, some bikes and speeders.
 

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not to mention a few land raiders. im trying to do the same thing myself plus adding a few reps from the 1st company and a pair of thunderhawks.
 

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Following on from what Torealis said, which I'd pretty much agree with, you don't have to take 20 assault marines. I'm also doing a battle company with support, but I've only taken 10 assault marines - the other assault squad is split between the bikes and speeders. From my reading of the codex, it looks like this is how a company is organised, though of course, others may disagree, and anyway different chapters (and even different companies perhaps) have slightly different organisations...

Hope this helps.

 

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Jac "Baneblade" O'Bite
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In Apoc your going to want transports otherwise your little fellas are going to be getting big pie plates of doom all over the show. Get these guys some wheels!!! It fits in with your theme of a SM Company with support as well as each squad usually has a Transport to go with them.
 

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WTF its 3 hqs at 1.5k points not 1
??

Who mentioned 1,500pts? That looks to be about 2,250pts to me, and the Inquisitor has said it's for Apocalypse and asked what needs to be added. What's the problem?

Anyway, by calling the Vet Squad a Command squad and making at least one of the Librarian and/or Chaplain an attached character, there's no problem anyway, even under a normal FOC (and it frees up elite slots, if that's important - say, for a 2,500pt list).

 

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WTF its 3 hqs at 1.5k points not 1
Only for Space Wolves.



I've built a Battle Company, from which I draw the majority of my 2000 point army. I'd make sure you've got Rhinos for each squad, as has been mentioned. I'd also look into between three and five units from the Armoury-- Predators, Whirlwinds, Vindicators, and the like. You won't need as many armored units as you might think if you've got a Battle Company present-- the squads' heavy weapons and in particular the Devastators can provide more fire support than any number of comparably-priced tanks that you can bring. Once you've got what passes for heavy armor in a Space Marine army sorted out, I'd look into getting some stuff from the 8th Reserve Company (the Assault reserve) in the form of land speeders. Those little devils are worth their weight in gold. The way the formation reads for the Battle Company is to have two full-strength Assault Squads, so any further units that would be crewed by Assault marines would have to be crewed by Reserve Company guys. Kind of a moot point, but it's good to know when you're putting markings on your models. 1st and 10th (Veteran and Scout companies, respectively) are pretty much optional... you honestly don't need 'em.

The first order of the day is to make sure you've got ten-man squads, though. You can't field the formation until you've got a Command Squad, 60 Tactical Marines broken into six squads, 20 Assault Marines in two squads, and 20 Devastators in two squads.
 
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