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Thornea
06-06-2012, 17:55
Im ressurecting my old SM army and building a full SM battle company (Ultramarines 4th Company).

What im asking, is if you had a Battle Company how would your equip them squad to squad including Sargent options?

Looking for versatility for example 2 Assault squads, 1 with twin flamers and 1 with twin plasma pistols to cover most options.

Squad 1 - Tactical -
Special Weapon?
Heavy Weapon?
Sargent options?

Squad 2 - Tactical -

Etc etc

through 6 tactical squads, 2 Devastator and 2 assault squads also a command squad

Cheers in advance.

Kurisu313
06-06-2012, 18:05
Well I have a battle company, so here goes:

Captain Deinon - Pair of Lightning claws
Command Squad Jakyrus - Hammer, Champion, Standard, Meltagun
Tactical Squad Sarutobi - Power Sword, Meltagun, Multi-Melta
Tactical Squad Janten - Power fist, Combi-Flamer, Flamer, Multi-Melta
Tactical Squad Rhoeceus - Combi-Plasma, Plasma Gun, Plasma Cannon
Tactical Squad Radtz - Flamer, Missile Launcher
Tactical Squad Dororo - power Fist, Meltagun, Multi-Melta
Assault Squad Helios - Pair of Lightning CLaws, 2 Flamers
Assault Squad Arus - Hammer, 2 Flamers
Devastator Squad Varus - Combi-Melta, 4 Missile Launchers
Devastator Squad Arakine - 2 Plasma Cannon, 2 Lascannon

Lots of variety!

brightblade
06-06-2012, 18:45
The same way the imperial guard is equipped. Every other veteran has a meltagun and every other guy is a veteran! ;)

My company is quite traditional for maximum flexibility.

Captain has a big sword and a combimelta (Tycho counts as)
Command has 1 plasmagun, 1 meltagun, 1 champion, 1 vet with a pair of claws.
Assault squads have one flamer one meltagun. Handflamers on sergeant.
Tactical squads have a missile launcher and a flamer, melta or plasmagun.
Devastators have 2 las, 1plasmacannon and 1 heavy bolter.
Termies have storm bolters and powerfist.
Assault termies have 3 paired lightning claws and 2 TH/SS.
Scouts; one squad is bolters, powerfist (uncloaked). The other four snipers, 1 heavy bolter, 4 shotguns and a sergeant with a shotgun and fist(cloaked)

Other additions are deathcompany and sanguinary guard who are basic loadouts. Only the banner has a fist. Sanguinary priests have a nice mix.

All sergeants have power swords. Medals (purity seals) are awarded when an individual does well.

The Marshel
06-06-2012, 19:25
I'm thinking of building a battle company actually. I think I'd probably not build it with the intention of fielding the entire thing as a single army though. A battle company most likely wont ever be an effective 40k army, so using it in game would be a case of pure novelty, in which case I'd rather use units and load outs I like then ones that are competitive. Given the investment in terms of money, I'd want my battle company to be well represented often in my table top games, so some units will be reasonably competitively optimised, some will be equipped with load outs i might feel like occasionally trying in less competitive games and some will have poor options for the sake of completeness" in terms of fielding most fluff common configurations.

First, I'd want a captain that is well equipped for actual games. So I'd opt for a storm shield relic blade captain. This is one of the more effective set ups and looks quite cool imo.

next the command squad. I'd be torn here by the competitive load outs, the fun load outs and the fluff options. I don't like company champions in game, but you can't not have one. Same with the banner. My comprise would be to build a unit that serves a roll command squads do well ingame, but have a company champion and banner bearer to be subbed back into the army when on display. If i were ever to field the company all together as a whole, the champ and banner would be part of the army for the fluff reasons.

Now, tactical Squads. You get 6 of these, so you can have a few for competitive load outs and a few for load outs you love. I'd probably got for 2 competitive-esq load outs so i'm covered in a high stakes environment. the next two would be designed for combat squading. I'm not a huge fan of combat squads, but I'd like to try it occasionally. It's also easy to quickly swap a rhino for a razorback by just changing the turret too! The last two would be squads using loadouts I like or think are cool, but don't often use because i find them to specialised or less useful as the first 2 squads (eg, plasma gun plasma cannon squad).

Assault squads next. I'd be very tempted to field them as bike squads. Current fluff states that all assault marines maintain bike training, so for the purpose of a battle company, bikes fill the assault marine squad perfectly well. however, it just wouldnt be right, so I'd take the only assault squad worth using (dual flamers and a power weapon of some sort) and because i'd likely never use two outside of novelty battle company games, the iconic but currently poor 2 plasma pistols squad.

Devs now! I like devs a lot! I'd take a squad with 2 ML and 2 LCs and a squad with 2 PC and 2 HBs as my "battle company" squads. In game i'd use 4 missiles and occasionally 4 plasmas (plasma is a lot of fun after all) but in a battle company, fluff would indicated 4 identical weapons are rather unusual. I don't want overlapping roles though, so 2 differ ant weapons of similar function is my compromise. Squads would have a rhino for the purpose of battle company, but razorback parts would be prepared for regular games.

Now, the extras!

Not a huge fan on Chaplins, but they are assigned to specific companies, so I'd take one for fluff. I do actually like some of the non JP models, but the only battle company squads I feels benefits from the chaplin are the command squad and the assault squads. I want my command squad in a rhino for the "full battle company" army to make them stand out from the endless rhinos, so has to be the assault squad, but that means a jump pack. I guess i'd probably magnetise the jump pack so for display i can have him without it.

Dreadnoughts next. dreadnoughts typically remain with the company they served before death. I think the reasonable limit to dreads in a battle company for the average chapter is 3. for this, i'd use a mm drop pod dread, an iconic assualt cannon dread, and the competitively useful rlfeman dread.

Now, a few less standard extras....

given battle companies rarely deploy alone, i'd like to have some other marine elements to sit on either side of my company if i were to display it. For example, A librarian would look good along side a battle company, as would a squad or two of veterans, deployed in support. a pred and vindicator would be deployed along side for armoured support. Some scouts lucking in the background for re-con. A techmarine for in battle maintenance. having all these things in with the battle company adds to the narrative of the battle company. Given a building a battle company is primary and exercise in fluff, why stop at just the battle company when you can add a few more units to give you're battle company more identity as a fighting force rather then an organizational formality. Plus, you can easily include more viable units such as termies, landraiders, speeders etc in this "support" element. Combining these with the battle company gives you a collection of marines big enough to offer you great variety in choice as well as the tools you need should you play competitively.

So yeah, given the number of repeated units in the company itself, I'd equip it in a way that provides me useful ingame units as well as cool fluffy units and build to a narative

Thornea
06-06-2012, 23:07
Just got home from work and heres a bit more info on what I have..

What I want to make sure (as im a VERY casual gamer, more of a miniature collecter) is that if I did play a game im playing with units that are optimal and that im not gonna regret the options I have at the moment and have to rip models apart...

Captain - Power Sword (or I guess relic blade) - Conversion Job of Uriel Ventris I did

Command Squad - Medic (Chainsword and narth), Banner Bearer (Chain Sword), Champion (shield and Power Sword), Vet1 (Pair of lightning claws) and Vet 2 (combi Flamer and chainsword - Pasanius Conversion) - Razor Back with twin Lascannon

Tactical Squad 1 - Plasma Gun, Heavy Bolter, Sargent - Bolt Pistol and Power Fist + Rhino (Storm Bolters)
Tactical Squad 2 - Flamer, Missile Launcher, Sargent - Bolt Pistol and Power Sword + Rhino (Storm Bolters)
Tactical Squad 3 - Melta Gun, Multimelta, Sargent - Power Fist and CombiMelta + Rhino (Storm Bolters)
Tactical Squad 4 - Flamer, Multimelta, Sargent - Power Fist and Bolter + Rhino (Storm Bolters)
Tactical Squad 5 - Melta Gun, Missile Launcher, Sargent - Bolter and Power Fist + Rhino (Storm Bolters)
Tactical Squad 6 - Plasma Gun, Missile Launcher, Sargent - Power Fist and Bolter + Rhino (Storm Bolters)

Devastator Squad 1 - 2X Plasma Cannons, 2X Heavy Bolters, Sargent - Bolter, Power Fist and Signum + Rhino (Hunter Killer Missile)
Devastator Squad 2 - 2X Lascannons, 2X Missile Launchers, Sargent - Bolter, Power Fist and Signum + Rhino (Hunter Killer Missile)

Assault Squad 1 - 2X plasma Pistols, Sargent - Bolt Pistol and Power Fist
Assault Squad 2 - 2X Flamers, Sargent - Bolt Pistol and Lightning Claw

Others..

Techmarine with full servo Harness, Power Axe and 4 Servators (2 with Heavy Bolters)

Chaplain (Jump pack, Crozius, Bolt Pistol)

Librarian (Power Staff - The model holding a book in his other hand)

2 X Drop Pods ( 1 is forgeworld does this hold 5 or 10 models rules wise??)

4 X dreads (2 standard, 1 Ironclad, 1 venerable - weapon choices not a problem as I have tons of arms all magnetized)

1 X Landraider (standard Twin linked heavy bolter and Lascannons)

1 X Storm Talon (Magnetized weapons) - I loved painting this model yesterday :D

1 X Predator ( Heavy bolters on side and autocannon up top)

Bike Squad (8 Bikers (2 Plasma guns and sargent with power weapon) + Attack Bike with Heavy Bolter)

Land Speeder Squadron (2 Land Speeders with flamer/Melta and 1 Land Speeder Heavy Bolter and Big Missile Launcher pods - I forget name)


Ref Scouts and Vets (Termies, Vanguard, Sternguard etc) its not a problem as my son has a complete 2nd company + half scout company and half the 1st company painted.

As im not a gamer I just wanna make sure my selection is good and covers most viable options.

The Marshel
07-06-2012, 12:17
Ok, so based on what you've said I take it you're looking more to weed out "shoot yourself in the foot" options rather then optimise the army for a tourny.


Captain - Power Sword (or I guess relic blade) - Conversion Job of Uriel Ventris I did power sword captains are at least cheap. count as relic blade is pretty good though given the pistol no longer grants a bonus attack i think it's worth using that weapon slot on something else, be it a combi weapon or stormshield.

Command Squad - Medic (Chainsword and narth), Banner Bearer (Chain Sword), Champion (shield and Power Sword), Vet1 (Pair of lightning claws) and Vet 2 (combi Flamer and chainsword - Pasanius Conversion) - Razor Back with twin Lascannon
Honestly, not hugely competitive, though the captain command squad combination is better off in casual settings anyway. You have 4 special weapon slots here (3 with the champ) i think you should really try and use at least two. If you could swap the chainsword arm on the banner bearer for a meltgun/flamer/plasma gun and maybe trade out the combi flamer for the same I think you'll find this unit far more effective in game play. If you don't want to change the minis, then simply prepar some "alternative" vets to sub in for actual games and keep what you have for displaying the unit

Tactical Squad 1 - Plasma Gun, Heavy Bolter, Sargent - Bolt Pistol and Power Fist + Rhino (Storm Bolters)
Tactical Squad 2 - Flamer, Missile Launcher, Sargent - Bolt Pistol and Power Sword + Rhino (Storm Bolters)
Tactical Squad 3 - Melta Gun, Multimelta, Sargent - Power Fist and CombiMelta + Rhino (Storm Bolters)
Tactical Squad 4 - Flamer, Multimelta, Sargent - Power Fist and Bolter + Rhino (Storm Bolters)
Tactical Squad 5 - Melta Gun, Missile Launcher, Sargent - Bolter and Power Fist + Rhino (Storm Bolters)
Tactical Squad 6 - Plasma Gun, Missile Launcher, Sargent - Power Fist and Bolter + Rhino (Storm Bolters)

realistically you wont use more then 3 tactical squads in the average game, so you only need 3 that are well equipped. Squad 2,3,4,5 are all quite well equipped for gaming. Squad 6 is still good, plasma guns just suffer in the mech dominated environment. 1 has a heavy bolter, which are terrible imo. You could change it, but you have 5 pretty decent tactical squads already, so it hardly matters. Competitively, they've all got a few to many toys in the form of power weapons, but competitive tactical squads are pretty boring. If you must, flamer/meltgun and missile/MM with a combi melta/flamer on the sarg, that's it.

Devastator Squad 1 - 2X Plasma Cannons, 2X Heavy Bolters, Sargent - Bolter, Power Fist and Signum + Rhino (Hunter Killer Missile)
Devastator Squad 2 - 2X Lascannons, 2X Missile Launchers, Sargent - Bolter, Power Fist and Signum + Rhino (Hunter Killer Missile)

4 of the same weapon is better in game, but these mixes are probably the next best option. Plas and heavy bolter squad will struggle in the mech environment, but the las missile squad will be useful for the ranged AT. Powerfist on the sargs aren't a great spend of points though. if you could change the las/ml to something without a power weapon that'd be best for gaming purposes

Assault Squad 1 - 2X plasma Pistols, Sargent - Bolt Pistol and Power Fist
Assault Squad 2 - 2X Flamers, Sargent - Bolt Pistol and Lightning Claw

Swap their sargs around. The flamer unit is far better in game then the pistol unit, but having the s8 attacks helps a lot. single lighting claws are cool but sub optimal, plasma pistols are cool but suboptimal, it's the perfect collectors/casual gamers match!

Others..

Techmarine with full servo Harness, Power Axe and 4 Servators (2 with Heavy Bolters)

not really a unit you can stuff up. techmarines and servitors aren't great no matter how you kit them tbh, but on the other hand, it's hard to make them worse with wargear

Chaplain (Jump pack, Crozius, Bolt Pistol)

don't like chaplains ingame personally, but bare-bones is deff the way to go, and this fills that description well enough

Librarian (Power Staff - The model holding a book in his other hand)

Love this miniature. Libbys are good with no additional equipment.

2 X Drop Pods ( 1 is forgeworld does this hold 5 or 10 models rules wise??)

Current rules say 10. the forgeworld pod is still a pod and still represents a pod. if you're using it with the 5th ed marine rules, it holds 12 (unless ur playing BA/Sw, in which case 10)

4 X dreads (2 standard, 1 Ironclad, 1 venerable - weapon choices not a problem as I have tons of arms all magnetized)

Las/missile dreads are pretty bad compared to riflemen and as such shouldn't be used in game (they look cool though). I'd avoid venerable dreads ingame too. too expensive compared to normal dreads. Iron clads aren't as good value as regular dreads, but are an interesting option with the high Av. dual heavy flamers is a fun set up. hurricane bolters shouldn't be used ingame.

1 X Landraider (standard Twin linked heavy bolter and Lascannons)

see if you can dig up a mm for it

1 X Storm Talon (Magnetized weapons) - I loved painting this model yesterday :D

avoid heavy bolters. Skyhammers aren't as good as missile and cost the same points, so they're not really worth taking. Lascannons look the best to me, but having yet to use it, that's all theory

1 X Predator ( Heavy bolters on side and autocannon up top)

cheap and cheerful. Best in pairs 9or 3 if you have the heavy support slots) but given the points cost this can easily find it's way into most armies written on the fly. Personally I prefer autocannon lascannon sponsons for the AT, but "dakka" preds are pretty good

Bike Squad (8 Bikers (2 Plasma guns and sargent with power weapon) + Attack Bike with Heavy Bolter)

HB should be traded for a MM if possible. Ideally plasma guns for meltguns, but that said, for a long time i've used a single plasma gun bike squad in casual games and had a lot of fun with them. Against certain armies (tau and nids in particular) these are very effective.

Land Speeder Squadron (2 Land Speeders with flamer/Melta and 1 Land Speeder Heavy Bolter and Big Missile Launcher pods - I forget name)

Typhoon missile launcher. The two configs you have chosen are easily the best two configs available right now.


Ref Scouts and Vets (Termies, Vanguard, Sternguard etc) its not a problem as my son has a complete 2nd company + half scout company and half the 1st company painted.

As im not a gamer I just wanna make sure my selection is good and covers most viable options.

there are a few minor things i'd change if it were me, but a majority of the units here are perfectly fine in a casual environment and i don't get the impression you'd care much for the highly optimised cut-throat competitive arena anyway.

BrainFireBob
07-06-2012, 19:41
I have two.

My "primary" army is equipped my ideal way: Sarges and HQs are armed with magnets, lots of magnet. Assault weapons and heavies- magnets or multiple figures. 6 of each heavy, 6 of each assault, all weapon options for all characters.

MAGNETS!

Eldartank
07-06-2012, 23:30
Hmmm..... If I could equip a Space Marine Battle Company, it would be like this:

Each Tactical Squad would have 9 Heavy Bolters with suspensors so they can move and still fire. The Sargeants would have a Master Crafted Plasma Gun and a Master Crafted Power Sword (or Power Fist).

The Devastator Squads would have 9 Lascannons in one squad, and either 9 Plasma Cannons or 9 Multi-Meltas in the other squad. The Sargeants would be equipped similar to the Tactical Squad Sargeants.

The 2 Assault Squads would all have Power Swords and Master Crafted Plasma Pistols.

All of the Space Marines would have Artificer Armor. :D

chromedog
08-06-2012, 01:10
I HAVE a battle company. This is how mine are modelled up. This army was completed as of 4th edition, but has been rewritten to comply with 5th.
I also have spare heavy weapon and special weapon models, so changing them out is not an issue if a new edition invalidates any standard options (not that I will be doing this for 6th, 7th or 8th edition. I am no longer playing 40k - I got sick of the slings and outrageous arrows for a fortune).
Captain - Relic blade/Storm bolter/terminator armour.

Command Squad - Have one painted, not used in years. It's still at it's old 10 man strength, too (hence why it isn't used). Then again, haven't used the army itself in an entire edition.

Tactical Squad 1 - flamer, Heavy Bolter, Sergeant - Bolt Pistol and Power weapon + Rhino (Storm Bolters)
Tactical Squad 2 - Flamer, Missile Launcher, Sergeant - Bolt Pistol and Power Sword + Rhino (Storm Bolters)
Tactical Squad 3 - Melta Gun, Multimelta, Sergeant - Power Fist and CombiMelta + Rhino (Storm Bolters)
Tactical Squad 4 - Meltagun, Missile launcher, Sergeant - Power weapon and Bolt pistol + Rhino (Storm Bolters)
Tactical Squad 5 - Meltagun, Missile Launcher, Sergeant - Bolt pistol and Power weapon + Rhino (Storm Bolters)
Tactical Squad 6 - Plasma Gun, Plasma cannon, Sergeant - Power sword and Bolt pistol + Rhino (Storm Bolters)

Devastator Squad 1 - 2X Plasma Cannons, 2X Heavy Bolters, Sergent - Bolter, Power Fist and Signum + Rhino (Hunter Killer Missile)
Devastator Squad 2 - 2X Lascannons, 2X Missile Launchers, Sergeant - Bolter, Power Fist and Signum + Rhino (Hunter Killer Missile)

Assault Squad 1 - 2X plasma Pistols, Sergeant - plasma Pistol and Power Fist
Assault Squad 2 - 2X Flamers, Sergeant - Bolt Pistol and power weapon.

S_A_T_S
08-06-2012, 02:31
I think magnets or variants are the way to go here, except possibly for characters, who you can go to town on. I'm stripping/redoing my Blood Angels, which are of course different in some ways ;). I've got 2 2nd ed tactical squads that need stripping, as well as an AoBR squad, so most of my tacticals are flamer/missile (going for a traditional tack here). The assault squads have 1 hand flamer and 1 melta each so that I can mix and match. Next two squads are tactical (flamer/missile with a variant plasma gun model) and assault squad on foot (who will be painted up as and 'called' tacticals) with a variant sergeant depending on how they get combat squaded. I'll probably expand with another foot 'assault' squad and a couple of variant heavy weapon guys using left overs from my old metal devastators, probably plasma as I feel it might be a bit more useful in 6th (not read the leaked ruleset, but with melta spamming and flamers as a back up, they need to do something to push other special weapons...)

Veteran Sergeant
08-06-2012, 04:56
I'd do what I've done with my in-progress Battle Company. Give them everything, lol. All of my special weapons Marines and Sergeants are magnetized. A real Battle Company would kit itself out to deal with the problem at hand. Why should mine be any different? ;)

Magnets are the greatest thing that ever happened to this hobby, heh.

Stonerhino
08-06-2012, 06:24
Buy another one and a few more models so I could have a Great Co.

Cravon
08-06-2012, 10:34
My primary company consist of:
Command Squad - Captain with Lightning Claws, all equiped where possible with power weapons, Medic, Standard Bearer, champion - Razor back twin linked heavy bolters or A permetheus (which ever takes my mood per game and if my opponent is allowing forgeworld stuff)

Tac Squad 1 - flamer, Heavy Bolter, Sergeant - Bolt Pistol and Power weapon + Rhino (Storm Bolters)
Tac Squad 2 - Flamer, Missile Launcher, Sergeant - Bolt Pistol and Power weapon + Rhino (Storm Bolters)
Tac Squad 3 - Melta Gun, Heavy Bolter, Sergeant - Bolt Pistol and Power weapon + Rhino (Storm Bolters)
Tac Squad 4 - Melta Gun, Missile launcher, Sergeant - Bolt Pistol and Power weapon + Rhino (Storm Bolters)
Tac Squad 5 - Plasma Gun, Missile Launcher, Sergeant - Bolt Pistol and Power weapon + Rhino (Storm Bolters)
Tac Squad 6 - Plasma Gun, Heavy Bolter, Sergeant - Bolt Pistol and Power weapon + Rhino (Storm Bolters)

Dev Squad 1 - 4x Heavy Bolters, Sergeant - Bolter, Power Fist + Rhino (Hunter Killer Missile)
Dev Squad 2 - 2X Lascannons, 2X Missile Launchers, Sergeant - Bolter, Power Fist + Rhino (Storm bolters)

Assault Squad 1 - Standard assault weapons, Sergeant - Bolt Pistol and Power weapon - Thunderhawk when game allows
Assault Squad 2 - standard assault weapons, Sergeant - Bolt Pistol and Power weapon - Thunderhawk when game allows

I would point out that is one thunderhawk for both squads i'm not that rich lol!

Thornea
08-06-2012, 14:22
Thanks for the info guys, its a real big help...

So top of the list is a few special weapons for the command squad with Meltas being the best options.
MM for the Land Raider.
Swap HB for MM on attack bike and I will magnetise the Bike squad special weapons.
I do have spare devastator marines and spare special weapons so may break a few models up and magnetise in the Tactical Squads.
My captain im stuck with weapons wise as its a real nice conversion and took me ages, could possibly magnatise 1 arm though.
Add a 2nd Lightning claw for dual claws on my Assault Sargeant.

Im currently converting up a squad of 10 Sternguard. Whats best loadout for these guys? I was leaning towards Combi Meltas but can
these still make use of the special ammunition sternguards get? And whats best for the Sargeant?

brightblade
08-06-2012, 16:29
My sternguard loadout is minimal. You are already paying the points for the different ammo type (which are excellent)so why pay more to upgrade the guns to combis? Having said that I do have two heavy flamers in my ten man squad.

Combis still use the ammo. My sergeant has a fist as a deterrent but a bolter as the main strength of the squad is shooting so why compromise it?

The Marshel
08-06-2012, 23:40
My sternguard loadout is minimal. You are already paying the points for the different ammo type (which are excellent)so why pay more to upgrade the guns to combis? Having said that I do have two heavy flamers in my ten man squad.

I'll have to disagree with you there. The bolter rounds can cover many siutaions well, but fall short in a few, which combies can patch up. A few combi meltas lets you really scare tanks, which is an important attribute for units to have right now. 3 combi meltas is usually enough to reliably bring down a tank, which is only 15 points. A good deal imo. Combi plasmas may seem redundant when you have ap3 ammo, but consider that termies still get their save and most MC are t5+, not to mention units till have fnp. You risk gets hot wounds for far less damage output then a few combi plasmas. Combi flamers are the least useful here (dragonfire rounds are great and you can take heavy flamers) but are still a reasonably solid option given you can generate a stupid number of hits from 4or so flamer templates.

The big thing about sternguard is how many different units they can seriously threaten with their special ammunition. Combi weapons add to the number of units they can deal with. Sternguard should always have at least 3 combi weapons of some type for this reason alone.

I've used sternguard extensively in a casual environment. Granted, i use them with pedro, who improves their cc ability and makes them scoring, but my set up's shooting element isn't really effected by this much anyway.

I tend to run a single heavy flamer. This is mainly because over 2-3 units i'd rather have the 20-30 points elsewhere. You see, i've found a single heavy flamer and dragon fire rounds will waste anything that relys on cover well enough, so the 10 points i pay for the heavy flamer first time around isnt as good a deal the second time. You also have to consider that every special/heavy weapon you take is one less special ammunition/ combi bolter you could have. Against certain units you really have to force saves (hellfire rounds into most MCs for example) so those extra 2 shots are important. That said, 2 heavy flamer templates hits like a truck, so don't rule it out. A lot depends on the rest of the army and what the points spent on the 2nd flamer could otherwise be used on.

CC weapon on the sarg is reasonably optional. 2 attacks base makes them better at cc then tacts, and 3 base granted by kantor makes them quite good at it, but they still aren't a stellar CC unit compared to what else is out there. Again, this is something you ought to try before deciding yourself, but I'd favour weapons that don't benefit from pistols. Take a lightning claw or powerfist over a powersword, as that way you can use a bolter/ combi bolter for more special ammunition.

Combi weapons depends on what you want to do with the squad. Drop pod sternguard usually put combi meltas on all available men and if at 10 man split into two 5 man squads upon landing with the hope of killing 2 tanks. Similar is done with flamers, but targeting infantry. I'm not that huge on this strategy myself, too suicidal.

Mine are set up as general "head hunters". They're equipped as to handle as many threats as possible equally well and based on my regular opponents a little bit. I'll often take a cc weapon of some type (because i have pedro to buff it), a single heavy flamer (already explained), 3 combi meltas and 3 combi plasmas. The meltas allow me to reliably bring a tank down. I figure i only need enough for one as i run two units and you'll have AT elsewhere. The Plasmas are for elite infantry. basically, crisis suits, termies, other marine squads that are very important to my opponents army, Trygons etc. They're typically combined with meltgun fire if need be, but between them and special ammunition i can put a lot of damage on single targets. replacing the plasma guns for meltguns would halvethe damage output against such targets but gain a tank kill. I favour the extra damage on hard targets, but in your local area, meltas might be more useful. Competitively meltas are the only ones worth considering given the whole "supa mech" thing.

Last way to run sternguard is as MSU "psudo" devestator marines. Though they can only take 2 per squad, sternguard get their heavy weapons at a far better cost then the devs do. Combine 2 heavy weapons of choice (often lascannons) in a 5 man squad with a razorback to help pump out shots and it's not a bad little unit. Better with pedro to make it scoring though

Thornea
09-06-2012, 10:55
At the moment for my 10 Man Sternguard Squad I have converted 4 Bolters (Drilled out barrel, added scope and storm Bolter ammo Feed) and 4 Combi Flamers using really old Hand Flamers I have, Also I have ordered 4 Death Company Infernus Pistols to convert into 4 Combi Meltas. Im gonna magnetise each weapon so I can choose what I want.

Sargeant has a Power Fist.

Also gonna order 2 Terminator Heavy Flamers (But these will probably not be magnetised) to act as the 2 standard Heavy Flamers.

Using original "Lead" Death company models as the basis for my sternguard as they are covered with detail above and beyond a normal Tactical Marine.

boogle
09-06-2012, 12:47
I also have a Battle Company
Captain Power Weapon, Plasma Pistol
Chaplain
Command Squad - Power fist, flamer
Tac Squad 1 Power Fist, Meltagun, Multi-Melta
Tac Squad 2 Combi-Plasma Plasma Gun, Plasma Cannon
Tac squad 3 and 4 Missile Launcher, Flamer
Tac Squad 5 Power Weapon, Plasma gun, Missile Launcher
Tac Squad 6 Flamer, Heavy Bolter
Assault Squad 1 Combat Shield, Power Fist
Assault Squad 2 3 Plasma Pistols
Devastator Squad 1 - Power Weapon, 4 Lascannons
Devastator Squad 2 - Storm Bolter, 2 Heavy bolters, 2 Missile Launchers

marv335
09-06-2012, 17:22
I have a couple.
Every tactical sgt has a power fist and a plasma pistol. Two tactical squads have plasma guns, two have meltaguns, two have flamers, all have missile launchers.

Assault squad sgts both have power fists and plasma pistols. One squad has plasma pistols one has flamers.

Both dev sgts have power fist and stormbolter. One squad has four lascannons, the other four heavy bolsters.

It's a crimson fist army. Hence the massed use of power fists, I use it as a badge of office.

Askari
09-06-2012, 20:30
When used as a Loyalist Battle Company (they're a Renegade Chapter), mine is just a mix of what looks cool, although there's a competitive core in there.

Captain
Thunder Hammer, Plasma Pistol
Command Squad
Standard Bearer, Company Champion, Lightning Claw, Apothecary, Power Fist Sgt

Tactical Squad 1 - Meltagun, Missile Launcher, Power Fist Sgt, Rhino
Tactical Squad 2 - Meltagun, Missile Launcher, Power Fist Sgt, Rhino
Tactical Squad 3 - Meltagun, Multimelta, Power Fist Sgt, Rhino
Tactical Squad 4 - Plasma Gun, Plasma Cannon, Power Weapon Sgt, Rhino
Tactical Squad 5 - Plasma Gun, Lascannon, Power Weapon Sgt, Razorback
Tactical Squad 6 - Flamer, Heavy Bolter, Power Weapon Sgt, Drop Pod

Assault Squad 1 - Power Fist Sgt, 2 Flamers
Assault Squad 2 - Power Fist Sgt, 2 Meltaguns Yeah I know vanilla Marines can't have them. Chaos can though.

Devastator Squad 1 - 4 Missile Launchers
Devastator Squad 2 - 2 Lascannons, 2 Heavy Bolters

And then there's also the First Company and attendant staff...

brightblade
09-06-2012, 22:48
I'll have to disagree with you there. ....

Combi weapons depends on what you want to do with the squad.

Fair enough. We can only offer advice given our experience. Nothing is absolute. Personally, my anti-tank exists in other parts of my army. My sternguard are there to offer extra punch vs infantry and monstrous creatures (ie; high T, low save beasties). Something they have done with aplomb in the past. I am not particularly a fan of combi's but that is just my experience. What I want to do with the squad is close fire support for tacs against those tricky monsters or to offer those extra wounds in weight of dice situations. Heavy flamers aid this.

We all play differently (well, some of us!) Wouldn't it be dull if we all played the same way?

Balerion
09-06-2012, 23:00
I would equip them with a Buy-it-now option on ebay and buy an army that doesn't make me soulsick to think about. :p

Sinisterfence
10-06-2012, 22:00
I'm just over halfway through building a battle company myself. I take each squad with a different loadout so I can switch out squads depending on what I want them to do, generally giving the squad an overall role and splitting them into combat squads so I get a 5 man unit with a sergeant with power weapon/ fist and special weapon for short ranged fire, taking positions and countering assaults, and a 5 man unit to sit back a bit and support with a heavy weapon. I have a unit with a heavy bolter to follow up the first half and support them, one with a lascannon to pick off enemy vehicles, and one with a plasma cannon to take out my opponent's more elite units/ support the other combat squads. Being a Blood Angels player I'm toying with the idea of painting up a couple of Rhino-bound assault marines as tacticals for position taking/ taking out weaker units in combat.. Squads of 10 Space Marines with chainswords is oddly intimidating!

Orthodox
10-06-2012, 23:32
Bike Squad (8 Bikers (2 Plasma guns and sargent with power weapon) + Attack Bike with Heavy Bolter)

Land Speeder Squadron (2 Land Speeders with flamer/Melta and 1 Land Speeder Heavy Bolter and Big Missile Launcher pods - I forget name)

This is your first assault squad. A squad of two land speeders and a squad of five bikes plus an attack bike makes one assault squad. Then you have a slot left over for a flamer assault squad.

If you want to believe that your characters are real people and have to confront the problems at hand in a pragmatic way, it helps to let them act that way. It is more dignified than insisting that your rule books say that there are ten guys with swords so those ten guys always have to have swords and stuff'em if that gets them killed or makes them fail.

If you are fielding a battle company only, you have no other place to get land speeders. I mean, it is too bad about the sergeant's power weapon and the mismatched guns, but they are better than trying to find something for those jump packers to do.

I tried to do a full Seventh Company, and I'm like seriously, can I get some variety up ins?


the next two would be designed for combat squading. I'm not a huge fan of combat squads, but I'd like to try it occasionally.

Combat squads win games, all games. They also remind me to pick out the squad leader with an iron halo decoration.

The Marshel
11-06-2012, 02:13
Combat squads win games, all games. They also remind me to pick out the squad leader with an iron halo decoration.

And i find them terribly fragile, expensive if you give them razorbacks (assuming you've taken a 10 man squad and used combat squads rather then just taking a 5 man squad), and unnecessary given i have an easy enough time without them.

Either way, it works best when you plan out your unit with combat squadding in mind, and tactical squads that plan on using combat squads are typically quite wasteful if they don't do so. it makes more sense to have 2 squads set up for dedicated combat squad usage given you'll rarely use more then 2 tactical squads in most games. use 2 more for the better 10 man squad builds and have the last two for the wargear you like more.

Also, while I agree with your point on the company having to re-equip and adapted to situations as they happen rather then always use the same equipment, most people collect battle companies specifically to collect that 6 tact, 2 dev, 2 assualt battle company that marines are famous for. It's not really a gaming thing. Your point is very realistic and very valid but not hugely relevant given the reasons people are making battleforces in the first place. If that were the driving logic, you'd just make a normal marine army and be done with it.

Orthodox
11-06-2012, 03:36
given you'll rarely use more then 2 tactical squads in most games.

If you mean me, personally, I play seventh company Ultramarines and use exclusively* tactical squads, land speeders, tanks crewed by tactical squad members, a captain, a chaplain, and dreadnoughts. Mostly I use tactical squads though. If you mean "you" in the general sense, the WAAC blogs all describe using five or six tactical squads designed to combat-squad with rhino, missile/multi-melta, meltagun, and combi-melta.



Also, while I agree with your point on the company having to re-equip and adapted to situations as they happen rather then always use the same equipment, most people collect battle companies specifically to collect that 6 tact, 2 dev, 2 assualt battle company that marines are famous for. It's not really a gaming thing. Your point is very realistic and very valid but not hugely relevant given the reasons people are making battleforces in the first place. If that were the driving logic, you'd just make a normal marine army and be done with it.

That is not a battle company; that is a piece of paper with the words "battle company;" that is a pile of colorful plastic.

On seeing a marine piloting a land speeder and marked as an assault squad member, I can realize that he, at other times, wears a jump pack, and sometimes rides a bike. I infer that he has a life and career before and after the instant I see him on the tabletop.

Conversely, two rows of ten marines with jump packs lined up with 80+ other models do not imply anything other than that I am looking at marketing material.

In fact, by using bikes or speeders to account for the assault squads, and vehicle crew to account for some tactical squads, while remaining within 100 marines, a person collects an actual, living battle company. I infer, by their restriction to a single company and not "a normal marine army," that they are brothers sharing an identity, that some of them are newer to the company than others, that some are more loyal to the company standard and traditions than to the captain and some the other way around, or that one sergeant is the most senior and commands detachments, or that the gunner of a mkI razorback is actually a sergeant commanding not just his combat squad but two neighboring predators crewed by the other half of his squad. I get that I am looking at a group of individuals as they may have looked in a specific time in place.

It is information-dense, which is good. Other people may have problems with information or empathy, but search me as to why.

The alternative to that is allowing myself to be victimized by the media and paying hundreds of dollars for a piece of paper that reads "battle company."

*I do stuff like scouts in land raiders too, 'cause I like building DIY scouts. It is a change from spamming melta with tactical squads.