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Thread: Is It viable to make this

  1. #1

    Is It viable to make this

    I was thinking of coming back into 40k after my long self imposed exile
    So I have developed a certain love for fast moving armies or better say mechanized infantry. And yes I play marines and nope no chapter in particular just vanilla ones cause I think it does say something about you to use the underdogs who are the only ones who play by the rules of the CA

    Soo my idea was something like

    Pedro(for the rules not the flavor)

    A stern guard retinue for him of 5 in a razorback with combi weapons all

    4 units of mechanized tacticals

    I guess a land speeder typhoon for extra plates

    And a thunderfire canon

    I think it comes at 1500 but you see I have two questions first is this an overly weak list, I haven't decided equipment yet so can the right combinations help it( I want you to help me define how to Taylor it for every opponent out there)

    Second, currently I have 4 rhinos and no razor are vehicles any good shall I purchase any more?

  2. #2
    Hello, Any idea?

  3. #3

    Re: Is It viable to make this

    What you give us in there is quite little to go on. Please give us a full list with pointcosts and upgrades and we should be able to assist.

  4. #4
    Chapter Master Russell's teapot's Avatar
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    No, it's not good, with the caveat that we don't really know what the list is.

    SM are not underdogs. Once you get past the very expensive troop choices that have marvellous items in all the other slots, unfortunately you've managed to pick the worst ones in both heavy & fast slots.

    Flesh out your list (I don't know what weapon options you have on the tacs or sterns for example) and we can help more.
    Don't confuse toy soldiers and real life.

  5. #5
    Chapter Master IAMNOTHERE's Avatar
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    Re: Is It viable to make this

    I always liked Thunderfire Cannons and in 6th edition they got a buff - T7 with a 3+ save? No longer destroyed by any glancing hits? Nicer and nicer.

  6. #6
    Quote Originally Posted by Russell's teapot View Post
    No, it's not good, with the caveat that we don't really know what the list is.

    SM are not underdogs. Once you get past the very expensive troop choices that have marvellous items in all the other slots, unfortunately you've managed to pick the worst ones in both heavy & fast slots.

    Flesh out your list (I don't know what weapon options you have on the tacs or sterns for example) and we can help more.
    Thats basically my problem I don't know how to equip my tactical marines which are my favorite choice, neither do I know how to equip my stern guards. I'm aiming for something all round

  7. #7
    Chapter Master IAMNOTHERE's Avatar
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    Well then either go 2 squads Barr bones in razors or 2 full squads with mm/plas in rhinos.

    Keep them as objective holders there not more than 400pts total and there still marines.

    As for Sternguard, take combi weapons I'm everyone you can afford and throw then at your enemy; they should be at 18" all the time and played with balls. Every time your opponent shoots at Sternguard then he's not shooting at tacticals.

  8. #8

    Re: Is It viable to make this

    Ignore me... because I only know marines via reading these forums to help me with the modelling side of what to put in a squad.

    Tactical squad - I'd be really interested in what they should have in them. Nearly every edition starter set goes with the classic missile launcher and flammer. Much of that is to teach templates thou.

    sergeant - in a tactical squad, I'm not sure it's worth doing a power fist in 6th. I'd even debate the vlaue of giving him any special weapons. Personally unless the squad is dedicated anti-armour I'd not bother.

    Special weapon wise, last edition it all seemed to be about meltaguns, but as IAMNOTHERE states, this edition everyone seems to be recommending plasma guns. I'm guessing that is because hull points have changed things? In my trawl around the interwebs I've seen plasma more than I expected. The wall of flame thing I though would have been a reason we'd have seen some flamers being used.

    Heavy Weapon wise, I might lean towards missile launchers. Purely for the possibility a missile could end up with "skyfire" rule if they introduce flakk missiles.Can you still snap fire with a krak missile? I know you can't with frag? IAMNOTHERE says to use a multimelta. Again that might be due to in 6th there being no blast on it so it can snap-fire? From purely a modelling perspective I really like heavy bolters, I'd love to hear there is an arguement for them some how...

    I'll love to hear what to put in a squad, I'm interested because I want to put together a truescale / artscale marine squad as a modelling project, and I'd rather have the model weaponary as good choices, espescially with the new allied rules.

    G'luck

  9. #9
    Chapter Master Russell's teapot's Avatar
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    Re: Is It viable to make this

    Tacticals are odd beasts...

    I tend to think that they are superior to scouts for holding objectives. The trouble is that they aren't very good at killing things without heavies/specials, but one you add those points they're fairly inefficient.

    Thankfully the codex is designed around that concept, as other areas of the codex are costed pretty well to bring the anti-tank/ anti-infantry support that tacticals on their own lack.

    The first thing you need to think about is how many scoring units you need. At 1500 I think you can get away with 4, but you're probably better off getting 5. If you're set on getting Pedro then it's pretty easy to get there so we can at least set out a 'core' army for you & you can build on that.

    Pedro: 175

    Tactical squad: 270
    10 men, seargent with combi-melta, melta gun, lascannon
    Razorback with las/plas
    - split this into 2 combat squads, lascannon in one, everything else in the other. The lascannon stays back field to hold objectives & pew-pew, while the melta squad move forward with the tank shooting to get into midfield & try for forward objectives (note that they can move later in the game if they still have their transport)

    Tactical squad: 175
    5 man, seargeant with combi-melta
    Razorback with las/plas
    - this squad moves forward with the squad above

    Sternguard squad: 380
    10 man, 3 x combi melta, 2 x combi-plasma, 2 x lascannon
    Razorback with las/plas
    - split as per the first tactical squad, both lascannons stay back

    There you are; 1000 points on the nose for 5 scoring units & most of your anti-tank sorted (with 5 separate lascannon squads and 3 melta squads). Pedro can go with any unit, either forward to add some powerfist action, or back as a counter charger.

    With the extra 500 points you can add some more anti-tank if you don't think you have enough, or some anti infantry.

    I'd recommend getting some more vehicles to get some armour saturation. Riflemen dreads (2 x TL autocannon dreadnoughts), or predators (avoid the TL lascannon it's too expensive), or vindicators, or speeders (MM/MM for anti-tank or MM/HF for a mix of AT & anti-infantry, or MM if you run out of points) will all serve you well I think. I think that THSS terminators may even be a good fit for this army to screen the transports as they move forward and add a "do not come near me" buffer.

    Good luck, hope it helps.
    Last edited by Russell's teapot; 22-08-2012 at 07:41.
    Don't confuse toy soldiers and real life.

  10. #10

    Re: Is It viable to make this

    Quote Originally Posted by Utred View Post
    Heavy Weapon wise, I might lean towards missile launchers. Purely for the possibility a missile could end up with "skyfire" rule if they introduce flakk missile.
    they have introduced flakk missiles...str 7 ap 4.

  11. #11

    Re: Is It viable to make this

    Quote Originally Posted by Utred View Post
    Heavy Weapon wise, I might lean towards missile launchers. Purely for the possibility a missile could end up with "skyfire" rule if they introduce flakk missiles.
    they have introduced flakk missiles. its in the apendices. str 7 ap 4

  12. #12
    Chapter Master IAMNOTHERE's Avatar
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    Re: Is It viable to make this

    Yes but its not in any codex yet so no one can buy them.

  13. #13

    Re: Is It viable to make this

    Hi!
    I think Russell's teapot gave you a good basis to work on and some good advices!
    Adding 5 thundernators and 3 dakka preds would bring you to 1455pts, so still 45pts to play around.
    I would also try to fit some flamers/combi-flamers just in case.
    Hope it helps.

  14. #14
    Russells plan doesn't feel at all like mine if I do those modifications would be 25 marines in power armour and I don't have CC termies

    I want a space marine horde 40+ power armored guys supported by some cannons lead by kantor so they can counter attack effectively

    My issues is that I don't know how to equip my tactical squads. Seriously, like do I go for the traditional flamer missile launcher or
    Are there new better combos going around?

  15. #15
    Librarian Perth's Avatar
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    Re: Is It viable to make this

    The problem is that SMs don't do a power armor horde well at all. Space Wolves can run something up your ally FAR better than Vanilla marines. Blood Angels and maybe even Black Templars can also run a decent 3+ horde.

    I'll throw together something quickly and see if you like the look it.


    How's this?

    Wolf Lord w/ Frost Sword, Power Axe, Runic Armor, Saga of the Bear, Belt of Russ, Wolf Tooth Necklace, Melta Bombs - 235

    Nobody is going to want to ever be even remotely close to this guy.



    Rune Priest w/ Runic Armor - 120

    Gives some psychic support either from the front lines or with the Long Fangs



    3x 10 Grey Hunters w/ 2x Plasma Gun, Power Axe, Standard, Rhino - 220
    8 Grey Hunters w/ Melta Gun, Power Axe, Standard, Rhino (extra armor, dozer blade) - 205

    Your main body, last squad is 8 to leave room for both the Wolf Lord and Rune Priest if you want, the "command" Rhino has a bit of kit as well.



    2x 6 Long Fangs w/ 5 Missile Launchers - 140

    Solid versatile fire support, keeps with the theme of putting boots on the ground.


    Total: 1500 points on the nose, 52 bodies and 4 metal boxes.


    Note that this is a rounded list, a shooty list would look different, and might not even be meched.
    Last edited by Perth; 12-09-2012 at 03:24.
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    At the heart of every craftworld likes a terrible crystal dome where an Avatar of the Eldar gods reside. Awoken in times of war it is a terrible psychic juggernaut that dominates the battlefield. At the forefront of every Eldar warhost is the Eldrad. The Eldrad is a powerful symbol of luck to the Eldar, for just by being near it Eldar find they shoot straighter, are more prone to miraculous survival and their enemies are more likely to bumble into oncoming fire.

  16. #16
    Chapter Master Russell's teapot's Avatar
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    It's your list. If you want a load of tacticals running around, that's your perogitive. It doesn't really matter how you set them up because the army as a whole doesn't work very well.

    As Perth stated, if you want a 3+ horde there are better codexes to choose from. The 1000 points I outlined above are about a good as you can base a 3+ 'horde' in the SM codex.

    Hope that helps.
    Don't confuse toy soldiers and real life.

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