Warhammer 40k Forum and Wargaming Forums banner

1 - 13 of 13 Posts

·
Registered
Joined
·
24 Posts
Discussion Starter · #1 ·
Hi! I'm bulding a new SM army now that 7th edition is reselased, and after re-reading the codex I feel like nothing has changed, or at least not much.
So I wanted to start a new SM army, begining with 1000 pts, then upgrading it until 2000 pts (for example).
I already have a core army with the folowing:

Chapter tactics: Ultramarines

HQ
Chief librarian Tigurius

Troops:
10 man tac squad, flamer, rhino
sergeant: chainsword, combi-flamer, melta bombs

10 man tac squad, flamer, rhino
sergeant: chainsword, combi-melta, melta bombs

FA:
Stormtalon gunship
skyhammer ML

Stormtalon gunship
skyhammer ML

Heavy supp:
8 man devastator squad, lascannon, 3x ML
sergeant: bolt pistol, chainsword

Tacs are here only to keep objectives, tigurius goes with the devastators. Little more.
What should I do to upgrade it? I'm thinking with White Scars for an allied detachment.
Thanks.
 

·
Registered
Space marines ( 13th Legion/ Ultramarines chapter), tyranids, Drukhari, Custodes, SoS,
Joined
·
136 Posts
Firstly, how are you trying to play the game? This is the question I always ask myself whether I know the enemy or not.

All units are now scoring, so you could run a fully mechanised force and still contest those objectives (as long as your list is battle-forged)

Flyers: Stormtalons are a good starting point, but they can prove to be 'flash in the pans' (as I have found out personally) I'd be tempted to include a stormraven gunship alongside this squad (200 points for multiple weapon combinations) can really mix up a game dynamic- all depends on what you are up against.

Close combat: get some assault squads and drop pods! I personally like to deep strike them into an enemy's rearguard, diverting fire away from my heavy support as much as possible and contesting their objectives. Especially with the Maelstrom of War tactical objectives, this can cause games to become static, with firing lines similar to the American Civil War in microcosm.

White scars bike squads as allies are a good idea for the flanking ability they bring to the game. Have them skirt around a land raider under smoke cover, then pop out to take out a high value target with melta and plasma is always a boon, and DONT FORGET THE JINK SAVE! :)

IMO, it all depends on your own tactics you feel confident with. I like to blast upfield with splash damage weaponry, then a suprise assault from their game line. Sure they may die, but a squad's sacrifice can snarl up even the most dominatiing player.

I cant really give you a list or what to buy, as each player is different, but I would consider looking at more heavy support and fast attack units most definately.

Hope this helps :)
 

·
Registered
Joined
·
24 Posts
Discussion Starter · #3 ·
I've revised the core and specialised every unit to a single role (anti-infantry, anti-tank,...) and the result, for 1500 pts is this:

Chapter tactics: Ultramarines

HQ
Chief librarian Tigurius

Troops:
10 man tac squad, flamer, rhino
sergeant: chainsword, combi-flamer

10 man tac squad, flamer, rhino
sergeant: chainsword, combi-flamer

10 man tac squad, meltagun, rhino
sergeant: chainsword, combi-melta

Elite;
5 man Sternguard vet squad, 2x combi-melta, heavy flamer, drop pod
sergeant: power fist, bolt gun

FA:
Stormtalon gunship
skyhammer ML

Stormtalon gunship
skyhammer ML

Heavy supp:
5 man devastator squad, 4x lascannon
sergeant: bolt pistol, chainsword

5 man devastator squad, 4x ML
sergeant: bolt pistol, chainsword

I think it's pretty ok now, with "something for everything". I was thinking on changing the ML dev squad for a Thunderfire cannon, and spend the 30 pts left givin melta bombs to every seargent.
The strategy is: Tiggy goes with the dev squad for support fire. Tacs conquer and keep objectives, with some anti-infantry firepower in two of the squads and anti- tank in one of them. Stormtalons take care of aerial threats and huge or strong enemies (I've use them agains a couple of daemon princes and a hive tyrant, and none resisted the firepower). The sterguard will drop wherever the enemy has the more armored units.
How is it?
I'll start thinking what to include for 2000pts. A 10 man assault squad in a stormraven seems good, with a chaplain, all of them with jumppacks. Opinions?
 

·
Registered
Space marines ( 13th Legion/ Ultramarines chapter), tyranids, Drukhari, Custodes, SoS,
Joined
·
136 Posts
The jump pack assault squad can deep strike, so no worries about getting the squad into position inside the bay of the raven. You could hold a dreadnought within its claws, dropping it in front of a bothersome unit to bog them down.

The sternpod idea is good, great to take out an armour unit to begin with. Hope your opponent does bring a quad gun and end up shooting it out of the sky before it lands :S

How about land speeders to take out anti infantry. Arm them with heavy flamers (both underslung and to replace the heavy bolter) and have a 'scorched earth' policy to wipe out denial units. I worked it out to roughly the same price as a tactical squad. They get jink now and can move up fast (if not in reserve) and deep strike onto a target- great if you have a unit with a homing beacon.

The chaplain does work well. I have taken out a squad of death company with a chaplain armed assault squad- worked wonders also against nchaos troops as well. I am partial to mount him on a bike with a bike squad, or place him and a terminator squad in a land raider and roll them upfield to hold a key location.

This is all conjecture anyhow. One piece of advice though. Dont thin out your forces too much. It is great to have a hybrid force, but if squads become isolated without adequate support your tactica can become undone very quickly.

Do you have a game lined up soon? If so, what kind of army will you be facing?
 

·
Registered
Joined
·
24 Posts
Discussion Starter · #5 ·
Unfortunately I wont be able to play until september (I'm working near full day/week) so for the moment I build the army on paper, I have nearly all the miniatures.
About the stenguard, I better change to 3 combimelta (1 for the serg, with power sword), 1 meltagun, 1 combiflamer. That keeps the points to 1500 and specializes the unit (with small anti-infantry support). I really didn't thought about the special ammo rule, and I wasted most of it. I'll keep only a combi-flamer for anti-infantry and change the heavy flammer for a meltagun. If I want to keep then moving, I lose the fire of the HW.
I've never tried landspeeders. Even with all that firepower, I feel they are a bit weak, most of HW can take them down easy, as it was a simple rhino. But I've never tried.

I think the list, for 1500 pts is pretty clear. Time to move to 2000 pts. I still want a CC unit, and jumpack assault with chap, in a stormraven is my main idea. But I'm also considering a VV (chap an SR included). What are the big differences between one and another?
 

·
Registered
Space marines ( 13th Legion/ Ultramarines chapter), tyranids, Drukhari, Custodes, SoS,
Joined
·
136 Posts
Main difference between VV and an assauly squad is the choice of CC weapons available. With the AS only the Sgt can change his CCW, whereas all of the VV units can change theirs. You can field a full 10-man squad with power weapons if you so desired. Also any model can change their chainsword and/or bolt pistol for a grav or plasma pistol, or both. I belive if this is the case the unit becomes dual wielding and can fire both in the shooting phase (edit: confirmed)

The squad can also undergo a heroic intervention, with the Sgt automatically passing the initiative test if he wishes to make the H. intervention. Add to this ignoring the penalty for disorderly charges it can be quite a nasty unit.

And the downside: the cost. The difference between the two units, with standard bolt pistol/Chainsword layout is 20pts. May not seem like muhc, but if you include your power weapons in the mix it can grow by an estimated 100-150pts extra. If you have these spare then by all means :).

Overall, it depends on how you mean to use them. Will you deep strike them into a group from reserve, or keep them in a SR ready to bring death from the skies, assuming you dont scatter, fail your dangerous terrain test and lose the entire unit.

The chaplain with jump pack can prove useful in a pinch if you are with an assault squad with his 4++, but with the VV he can lose his luster, essentially losing himself to like-wielded individuals.

If I had to make a choice Id put him with a termie assault squad and teleport into the rearguard and remove a high priority unit (only in games >1750 points mind)
 

·
Registered
Joined
·
24 Posts
Discussion Starter · #7 ·
Mmm not sure if it's worth the cost...I'll better focus on maximizing the VV cc damage. So the questions are: 5 man or more? Wich weapons to have some balance? How to equip the Stormraven? I insist on using it for it's assault vehicle rule and the firepower it brings.
Maybe I can add a dread with the remaining points.
 

·
Registered
Space marines ( 13th Legion/ Ultramarines chapter), tyranids, Drukhari, Custodes, SoS,
Joined
·
136 Posts
I have found that the dread can snarl up a squad of annoying units in a pinch if deployed correctly and deny an objective at least. If you want point effectiveness Id go for 5 man VV squad with power weapons. for efficient firepower against tanks the T/L Multi Melta and T/L lascannons work well. Anti infantry then the T/L assault cannon and HB or MM at front. I rarely use the T/L plasma cannon with the SR as the Assault cannon/ Lascannon works fine with me.

For the ten man squad and all stated, shouldn't cost more than 500 points. Definately worth a look if you want to strike at a certain target(s) and dont mind a T2/3 action. Just place your other forces strategically and fool your enemy into moving into an open area. That way you wont have to worry about deployment mishaps and losing your squad (unless you are incredibly unlucky with your rolls).

How would you kit out your dread? Consider an ironclad for storming defensive positions? link with your VV squad and it could get nasty :)
 

·
Registered
Joined
·
24 Posts
Discussion Starter · #9 ·
I've meditated it a bit, an the SM would be with tl LC and tl HB. I feel it's a good combination agains all kind of enemies, including the stormstrike missiles.
If I include a VV I can't include a dread, too much points, and I don't know how to reduce them. The VV squad would be 3 pairs of LC and 2 TH/SS. I think that equipment gives a good amount of attacks, capable of destroying 9-12 miniatures only with the claws.
 

·
Registered
Space marines ( 13th Legion/ Ultramarines chapter), tyranids, Drukhari, Custodes, SoS,
Joined
·
136 Posts
Well if you did take say 5 VV troops, you should be able to accomodate the dreadnought. Depends if you want it to be a CC fortress on legs or a gun platform.

The paired LC do work, I wouldnt just take one however. I do place one on my AS Sgt though to deal with armoured opponents. Has worked in the past, but not as effective as when paired up.

I assume you mean the Stormraven when you put SM yes?
 

·
Registered
Joined
·
24 Posts
Discussion Starter · #11 ·
For the moment I'll stick with 1500 pts, with the following list. Once I finish to paint all the miniatures, It will be september xD
Then I'll focus on a 200 pts.

Chapter tactics: Ultramarines

HQ
Chief librarian Tigurius

Troops:
10 man tac squad, flamer, rhino
sergeant: chainsword, combi-flamer

10 man tac squad, flamer, rhino
sergeant: chainsword, combi-flamer

10 man tac squad, meltagun, rhino
sergeant: chainsword, combi-melta

Elite;
5 man Sternguard vet squad, 2x combi-melta, 1x combi-flamer, 1x meltagun drop pod
sergeant: combi-melta, power sword

FA:
Stormtalon gunship
skyhammer ML

Stormtalon gunship
skyhammer ML

Heavy supp:
5 man devastator squad, 4x lascannon
sergeant: bolt pistol, chainsword

5 man devastator squad, 4x ML
sergeant: bolt pistol, chainsword

Perhaps I'll add an allied detachment of WS as initially planned, we'll see.
Thanks fot your help Friar76 :D
 

·
Registered
Space marines ( 13th Legion/ Ultramarines chapter), tyranids, Drukhari, Custodes, SoS,
Joined
·
136 Posts
Looks like a good list. Id add a couple heavy weapons to my tac squads and combat squad them, one to secure rear line objectives, others move up in a rhino to secure forward positions and harrass enemy movement at alkl possible, but my opinion :)

You'll have to post your newly painted army when you have finished them. Look forward to hearing how this list fares :good:
 
1 - 13 of 13 Posts
Top