[40K] 1000pt SM list for comment

Erik

Distinguished
Dec 7, 2003
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Archived from groups: rec.games.miniatures.warhammer (More info?)

I haven't played since early 3rd ed but recently found a group of gamers so
am getting some painting done so I can actually play. I want this army to
be general enough to play against any one, although it is pretty shooty
(because I don't have much in the way of assault troops yet). Any
suggestions would be appreciated.

HQ:
Codicer: bp, frag, krak, fury of the ancients

ELITE:
Dreadnought: TL-LC

TROOP:
Tac squad: 10, frag, plasma, HB, vet apothecary
Tac squad: 10, frag, plasma, HB

FA:
Landspeeders: 2, HB

HS:
Dev squad: 10, 2xML, 2xLC, vet w/ auspex, bolter

999pts

The idea is the dread and devs take on armour while the tacs can handle
troops. The speeders, well I guess they are just there to provide a bit of
manuverability. The apothecary is there purely for my chapters fluff (trait
is purity above all and disadvantage is death before dishonour).

So far all I have painted is the 2 tac squads and the librarian so I am open
to suggestions for change. Figure wise I've got 9 bikes (melta, plas,
flamer, vet w/ pw), 1 attack bike, 3 speeders (could probably make 2 with
ACs if the dread AC from spacecrusade looks ok on them), 5 termies (HF), 2
more dreads (both ACs, 1 w/ HF), enough marines for another tac squad with
options of MM, PC, flamer, chaplain, 2 rhinos, land raider., techmarine (I
could probably make a couple of servitors too), standard bearer.

Any advice would be appreciated.

Thanks,

Erik C
 
Archived from groups: rec.games.miniatures.warhammer (More info?)

"Erik" <erikc@iinet.net.au> wrote in message
news:41d37e87$0$11331$5a62ac22@per-qv1-newsreader-01.iinet.net.au...
> I haven't played since early 3rd ed but recently found a group of gamers
so
> am getting some painting done so I can actually play. I want this army to
> be general enough to play against any one, although it is pretty shooty
> (because I don't have much in the way of assault troops yet). Any
> suggestions would be appreciated.
>
> HQ:
> Codicer: bp, frag, krak, fury of the ancients
>
> ELITE:
> Dreadnought: TL-LC
>
> TROOP:
> Tac squad: 10, frag, plasma, HB, vet apothecary
> Tac squad: 10, frag, plasma, HB
>
> FA:
> Landspeeders: 2, HB
>
> HS:
> Dev squad: 10, 2xML, 2xLC, vet w/ auspex, bolter
>
> 999pts
>
> The idea is the dread and devs take on armour while the tacs can handle
> troops. The speeders, well I guess they are just there to provide a bit
of
> manuverability. The apothecary is there purely for my chapters fluff
(trait
> is purity above all and disadvantage is death before dishonour).
>
> So far all I have painted is the 2 tac squads and the librarian so I am
open
> to suggestions for change. Figure wise I've got 9 bikes (melta, plas,
> flamer, vet w/ pw), 1 attack bike, 3 speeders (could probably make 2 with
> ACs if the dread AC from spacecrusade looks ok on them), 5 termies (HF), 2
> more dreads (both ACs, 1 w/ HF), enough marines for another tac squad with
> options of MM, PC, flamer, chaplain, 2 rhinos, land raider., techmarine (I
> could probably make a couple of servitors too), standard bearer.
>
> Any advice would be appreciated.
>
> Thanks,
>
> Erik C
>

ok, if your Librarian is going to be alone, he should get an Iron Halo and
Artificer Armor to help him survive.

Putting the Apothecary in a tac squad like that may be a waste of points (as
I found out tonight). if that squad gets into combat, forget his ability.

No need to really put 10 men in the Dev squad. they are most likely going
to be stationary and while they may take a bit of fire, if you place them
right, they'll last long enough to do what they need to.

I would recommend multi-meltas on the speeders as you have two heavy bolters
in your tac squads (more on this in a moment). the ability to boost 24" in
a turn is priceless, unless they get nailed before you can shoot them off of
course (the other night, I managed to weather a round of ordnance from a
basilisk until my speeders got there and took it out...it was well placed
out of sight of my units so having those speeders were invaluable).

the heavy bolters in the tac squads...I personally am not a fan of putting
heavy weapons into full tac squads that I want to move (and as marines, you
want to be moving). It's a waste of points because if a single model in the
squad moves, then you can not fire that weapon, and if you keep a 10 man
squad in one place, that is a total waste of the other 135 or so points you
spent on the unit just to fire that one weapon. I have seen people do this
time and time again, and they are beaten EVERY time. if you really want 2
stationary heavy bolter tac squads, take 2 five man squads. not AS wasteful
IMHO.

as for the dreadnought, I am REALLY beginning to like the assault cannon.
Heavy 4 RENDING...and for some anti-armor punch, I put a missile launcher on
mine.

Of course, this is all relative as to who you are playing. if you are
playing against marines, I would give the above advice. If you are playing
Eldar, or Tau, the loadouts would be different, but for a general,
all-purpose army, not too bad. couple things I would definitely consider
changing are the 10 man dev squad, putting HB's into both 10 man squads, and
consider the armor upgrade for the HQ. Meltas on the speeders would be a
better choice as well. Then you could put that assault cannon onto the
dread.

hth
 
Archived from groups: rec.games.miniatures.warhammer (More info?)

Erik wrote:
> I haven't played since early 3rd ed but recently found a group of gamers so
> am getting some painting done so I can actually play. I want this army to
> be general enough to play against any one, although it is pretty shooty
> (because I don't have much in the way of assault troops yet). Any
> suggestions would be appreciated.
>
> HQ:
> Codicer: bp, frag, krak, fury of the ancients

Attach a squad to take some wounds for him

> ELITE:
> Dreadnought: TL-LC

I have only now fielded a dreadnought twice in 3rd & 4th ED, never too
impressed with what you get, for the points I would rather have an
attack bike with a multi melta

> TROOP:
> Tac squad: 10, frag, plasma, HB, vet apothecary
> Tac squad: 10, frag, plasma, HB

Nix the apothecary, make 4 5 man squads, 2 w/ heavy bolters & plasma
guns (although if you are going up against marines w/ tanks/apc's you
may want to take a missle launcher as one of them, or against orks or IG
or something else the Missle launcher is good b/c of the blast radius)

The other 2 either with plasma guns or no upgrades, or nix them all
together and save the points.

> FA:
> Landspeeders: 2, HB

IMHO attack bikes are better, liked them more with a 2+ save but now
they have 2 wounds so that is good too, you still get the heavy bolter
shots + you have the TL bolter shots from the bike, still get the turbo
boost rule and the ony thing you give up is ignoring terrain. If you do
the math it is harder to take out an attack bike than a land speeder
(speeders do have that wonderful glancing hit rule but if they are
immobilized they are totally destroyed if moving more than 6")

Don't get me wrong though, Land speeders are great but you might want to
put multi meltas on one or both of them for armor pen.


> HS:
> Dev squad: 10, 2xML, 2xLC, vet w/ auspex, bolter

Devastators cost too much for the heavy weapons, just field more
tactical squads. Scouts w/ heavies are great too if you can find a place
with good cover, they get +1 to thier cover save which totally kicks
ass, means you can have a 3+ save in rubble and they can get really hard
to kill. I never field more than 6 troops in any squad unless it is a
HTH squad.


> 999pts
>
> The idea is the dread and devs take on armour while the tacs can handle
> troops. The speeders, well I guess they are just there to provide a bit of
> manuverability. The apothecary is there purely for my chapters fluff (trait
> is purity above all and disadvantage is death before dishonour).

Problem here is that the dread can be taken out in 1 turn by 1 unit, if
you spread out your armor pen across more units your opponent will have
a harder time getting rid of all your armor pen units.

EX: 1 squad of 6 troops w/ 1 lascannon w/ a razorback w/ TL lascannons
can take out a predator in one turn. The razorback gets them in position
and then they all get thier shots. OR Even better a scout squad with 3
sniper rifles & a missle launcher gets thier infiltrate set up, then
thier scout move of 6" which can put them in 4+ (3+ for them) cover and
it is going to be a pain in the ass to kill them off. All that for
100pts and a 2+ to hit every time.

All that said, besides the 10 man squads sounds like you have a good
handle on everything. I just like to make a point of being able to take
out all of an opponents armor by the second round or maybe third, not
possible if you are only able to fire at 2 units per turn it is
wonderfully demoralizing, even if you are even in the points area at the
end of those rounds your opponent will probably be pretty demoralized
that they lost so much so quickly.

Also, look in to razorbacks and include the storm bolter on them, easily
paid for in one use, they are a GREAT value, and put good firepower on
the table, as well as a good target and decent cover for assault troops
(whom I always strip of thier jump packs) to come in to battle behind.

> So far all I have painted is the 2 tac squads and the librarian so I am open
> to suggestions for change. Figure wise I've got 9 bikes (melta, plas,
> flamer, vet w/ pw), 1 attack bike, 3 speeders (could probably make 2 with
> ACs if the dread AC from spacecrusade looks ok on them), 5 termies (HF), 2
> more dreads (both ACs, 1 w/ HF), enough marines for another tac squad with
> options of MM, PC, flamer, chaplain, 2 rhinos, land raider., techmarine (I
> could probably make a couple of servitors too), standard bearer.
>
> Any advice would be appreciated.
>
> Thanks,
>
> Erik C
>
>
>
>
>
 
Archived from groups: rec.games.miniatures.warhammer (More info?)

All round not a bad army, nicely balanced. Your best bet is to play a
game, decide what worked and what didn't and change it a bit and so on
till your happy - no advice can take into account your prefered style
of play.

My recommendations would be: if you take big tactical squads don't take
the heavy weapon. Tactical marines are possibly the best basic troop
type in the game and 10 guys with bolters can do serious damage. I'd
recommend 1 squad with 10 guys no upgrades (maybe a special if you
want) and then 2 squads of 5 each with heavy weapon and special weapon.
Or if you feel you already have enough heavy weapons elsewhere 20
grunts with bolters will mince certain armies (nids, eldar, guard,
orks...) and won't be bad against marines either.

Assault cannons are good - I'd replace the dreadnoughts weapon with one
as there are nearly always enemy grunts left on the table but if there
are no vehicles this unit will be useless. Its not bad against light
vehicles either with the rending rule. Maybe change one of the speeders
to a multimelta to balance out the loss of an AT weapon and the other
to an assault cannon. Also I believe 4 missile launchers with tank
hunters ability is the prefered devstator kit out - cheaper than
lascannons but just as effective unless you come up against 2+ save
units. Don't downgrade the size of the devastators - devastators need
grunt marines to take kills otherwise some armies (e.g. eldar) will
simply assassinate all your heavy weapons in short order. The other
option is to drop the squad and replace it with as many 5 man tactical
squads as possible. You get less heavy weapons per point but it is
harder to take them out.

Good luck,
Rykk