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Posted: Mon Aug 27, 2007 9:09 am
I would recomend land speeders if you don't have any yet. use the Heavy bolter and assult cannon variant. They offer massavie ammounts of mobile fire power and make for a great thorn in your enemies side. Plus they're only 80 points a pop. You can get 5 of them for the same price as a 10 man assult terminator squad and they offer many times more power.
It's a little expensive money wise, so I only use 2 in my army. Still very usefull though!
(ah, nevermind you seem to have used up all of your fast attack slots. I'd trade the bikes out for speeder though)
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Posted: Mon Aug 27, 2007 9:36 pm
Errr I'm about to construct a Chapter. All infantry based. No armor. Not even Dreadnaughts. I'll be using drop pods depending on the situation probably only against armies that are sucky at CQC such as Tau and Imperial Guard. Or Eldar. These are my current questions
1.) Should I use Terminators? I have a feeling I'll need some hitting power for my marines but . . .
2.) I love all three of the new Space Marine HQs but I don't know which ones to take. I really want the Librarian and his deathstick that he wields along with great psychic powers. However the Chaplain provides me with some nice hitting power which will go great with an assault squadron. And then there is always the Space Marine Commander who can provide decent Morale to my units.
3.) What would be a good trait for my army? I'm interested in giving my Devastators the infiltrate ability and the ability to give each squad an apothecary (usually I'll make every single save except one. Having an apothecary would give my squadrons better survivability as well).
4.) Should I field some scout squadrons to save up on points?
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Posted: Mon Aug 27, 2007 11:02 pm
Colonel-Commissar Gaunt 1.) Should I use Terminators? I have a feeling I'll need some hitting power for my marines but . . . Terminators are always a save bet to spend your points, since your going to leave armored vehicles behind and dreadnoughts. Gives your oppoment to something to chew on while desperatly trying to mow down your power armoured buddies. But that morely depends on which major/minor disadvandages you choose. I think it the major ones we´re you can´t take termies, dread´s nor relics and another one was armoured units have 0-1 markings on them. :-/Colonel-Commissar Gaunt 2.) I love all three of the new Space Marine HQs but I don't know which ones to take. I really want the Librarian and his deathstick that he wields along with great psychic powers. However the Chaplain provides me with some nice hitting power which will go great with an assault squadron. And then there is always the Space Marine Commander who can provide decent Morale to my units. Everyone of them have their usefullness and you only get to choose one of them. sad Or can you? With the new special rule to command squad is that you can have command squad lead by a commander be joined by a chaplain and librarian. Take a very cheap and small command squad unit, watch them all get shot down and then you can indepentently move your commander, chaplain and librarian. biggrin If you can´t do this, then a Chaplain and a Commander are save places to spend points, giving your whole army the LD of 10 and a chaplain that can really make a squad punch throu an enemy unit. ;3Colonel-Commissar Gaunt 3.) What would be a good trait for my army? I'm interested in giving my Devastators the infiltrate ability and the ability to give each squad an apothecary (usually I'll make every single save except one. Having an apothecary would give my squadrons better survivability as well). Apothecarions for squads is okay, but I would choose the Trust Your Battle Brother. You´ll get True Grit AND Counter-Attack on a single cheap points. This will make you Tactical Squad and Command Squad very nasty when enemies attack it. I mean, a simple math: Command Squad+Commander+Chaplain+Librarian+Furious Charge+Close Combat Weapons+Bolters+Counter Attack= Did something assault us? eek
Honour Your Wargear is a good one to choose, since not only you can give the Infiltration Rule, but you can also choose to buy Tank Hunter skill, giving a Lascannon a new meaning or buy Missile Launcher and wonder how a missile launcher has same punching power as with lascannons. :-/ That and you have enought slots on the Force Organization chart for 6 Devastator Squads, since those that takes Veteran Skills of either Infiltration or Tank Hunter are counted as Elite Choices. surprised Colonel-Commissar Gaunt 4.) Should I field some scout squadrons to save up on points? Few units of scouts are always good idea to take, mostly because of the sniper rifles and that you can place them in infiltration on a cover, annoying your oppoment to spend most of it´s fire power for getting rid of them. 3nodding
But these are just my opinion. Best advice: Try out different options and see which one fits to your tactical preferences.
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Posted: Tue Aug 28, 2007 6:00 am
If you want a shootie army, then definitnatly have devistators with infiltrate. you don't need it for moving closer to the enemy, just use it so that the devestators have to deploy last.
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Posted: Tue Aug 28, 2007 12:24 pm
Im going to agree with Asmondai on Trust in your battle brothers.
Besides what he listed, you mentioned using drop pods. True grit will be your friend as youll be relying on short range weaponry the turn you come out. And when some army like nids comes at you, youre fighting back full force despite having leveled a salvo of bolt shells into them.
As for the other trait, I can understand wanting infiltrating devestators, at the same time if youre just interested in the stealth aspect, than perhaps scouts are the way to go. Purity above all or whatever the trait is that allows apothecaries is nice. You could take plenty of plasma weapons while feeling some extra security knowing the apothecary can keep any botched rolls ignored. But it is expensive, 25 points I believe.
Also, you might want to consider cleanse and purify or whatever trait allows 2 special weapons per tactical squad. If you intend to drop pod in, 2 plasma guns, flamers, meltas, whatever will really add a nice punch.
On that note, if youre going to be dropping in, or going the infantry route, why no dreadnoughts? Your maimed veterans should mean a bit more to your chapter, and dreadnoughts are at their best when coming from a drop pod.
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Posted: Wed Aug 29, 2007 8:27 am
Thanks guys. O.O So many good traits to take >.>
The reason I don't want to take Trust your Battle Brothers is cause I already have two squadrons assembled already (From a loooooooooooooooong time ago. Back in third edition.) but then again I don't have to give all my squads true grit so I'm really considering that one. Cleanse and purify seems like a good one as well and I might take it over infiltrating and tank hunters.
And about the dreadnaught thing . . . . my Chapter's fluff will make it so that it has plenty of those, it's more so out of bad experiences I've had with them. My dreadnaught hasn't been doing as well lately mainly because now squad veterans like Nobz, Marine Sergeants, etc tend to take power weapons and the moment my dreadnaught enters combat he usually gets his arse kicked around. He did so much better in third edition for some reason eek
And also, a certain individual close to me, who wasn't careful with my beloved dreadnaught dropped him, and he snapped in two at the leg area. It'll be an easy fix but that really shook me up sweatdrop
Now I'm attempting to work on a name as well. I was thinking of calling them the Marauders Legion o.O Cause it sounds cool . . . hmm lemme look for my codex . . .
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Posted: Wed Aug 29, 2007 8:48 am
Colonel-Commissar Gaunt Thanks guys. O.O So many good traits to take >.> The reason I don't want to take Trust your Battle Brothers is cause I already have two squadrons assembled already (From a loooooooooooooooong time ago. Back in third edition.) but then again I don't have to give all my squads true grit so I'm really considering that one. Cleanse and purify seems like a good one as well and I might take it over infiltrating and tank hunters. And about the dreadnaught thing . . . . my Chapter's fluff will make it so that it has plenty of those, it's more so out of bad experiences I've had with them. My dreadnaught hasn't been doing as well lately mainly because now squad veterans like Nobz, Marine Sergeants, etc tend to take power weapons and the moment my dreadnaught enters combat he usually gets his arse kicked around. He did so much better in third edition for some reason eek And also, a certain individual close to me, who wasn't careful with my beloved dreadnaught dropped him, and he snapped in two at the leg area. It'll be an easy fix but that really shook me up sweatdrop Now I'm attempting to work on a name as well. I was thinking of calling them the Marauders Legion o.O Cause it sounds cool . . . hmm lemme look for my codex . . . Indeed, and just incase you are confusing, it´s true grit AND counter attack. You take both at a single points value. That´s pretty cheap. eek
Dreggys have never been that good againts infrantyes in close combats, exspecially on their own. I would recommend use them to either bolster an already happening close combat (ie: tac squad in cc with orc nob squad and needs back-up) or go knocking at the tanks door with the dreggys CCW. :3
I´ve rearly, REARLY, used a dreggy in close combats, usually giving them a plasma cannon, a lascannon and missile launchers gives the enemies something to hate. xd That and the Venerable skill helps. 3nodding
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Posted: Wed Aug 29, 2007 1:41 pm
Colonel-Commissar Gaunt Thanks guys. O.O So many good traits to take >.> The reason I don't want to take Trust your Battle Brothers is cause I already have two squadrons assembled already (From a loooooooooooooooong time ago. Back in third edition.) but then again I don't have to give all my squads true grit so I'm really considering that one. Cleanse and purify seems like a good one as well and I might take it over infiltrating and tank hunters. And about the dreadnaught thing . . . . my Chapter's fluff will make it so that it has plenty of those, it's more so out of bad experiences I've had with them. My dreadnaught hasn't been doing as well lately mainly because now squad veterans like Nobz, Marine Sergeants, etc tend to take power weapons and the moment my dreadnaught enters combat he usually gets his arse kicked around. He did so much better in third edition for some reason eek And also, a certain individual close to me, who wasn't careful with my beloved dreadnaught dropped him, and he snapped in two at the leg area. It'll be an easy fix but that really shook me up sweatdrop Now I'm attempting to work on a name as well. I was thinking of calling them the Marauders Legion o.O Cause it sounds cool . . . hmm lemme look for my codex . . . Im not sure what having old marines has to do with not using true grit and counterattack. There's no real modeling involved. Maybe add a knife or something here or there, or bayonets, but thats not even mandatory.
I believe marauders may be taken. My advice is look up the marine wiki page, or the lexicanum page on marine chapters. And skim the list for names and see whats not being used.
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Posted: Wed Aug 29, 2007 2:04 pm
King Kento Colonel-Commissar Gaunt Thanks guys. O.O So many good traits to take >.> The reason I don't want to take Trust your Battle Brothers is cause I already have two squadrons assembled already (From a loooooooooooooooong time ago. Back in third edition.) but then again I don't have to give all my squads true grit so I'm really considering that one. Cleanse and purify seems like a good one as well and I might take it over infiltrating and tank hunters. And about the dreadnaught thing . . . . my Chapter's fluff will make it so that it has plenty of those, it's more so out of bad experiences I've had with them. My dreadnaught hasn't been doing as well lately mainly because now squad veterans like Nobz, Marine Sergeants, etc tend to take power weapons and the moment my dreadnaught enters combat he usually gets his arse kicked around. He did so much better in third edition for some reason eek And also, a certain individual close to me, who wasn't careful with my beloved dreadnaught dropped him, and he snapped in two at the leg area. It'll be an easy fix but that really shook me up sweatdrop Now I'm attempting to work on a name as well. I was thinking of calling them the Marauders Legion o.O Cause it sounds cool . . . hmm lemme look for my codex . . . Im not sure what having old marines has to do with not using true grit and counterattack. There's no real modeling involved. Maybe add a knife or something here or there, or bayonets, but thats not even mandatory.
I believe marauders may be taken. My advice is look up the marine wiki page, or the lexicanum page on marine chapters. And skim the list for names and see whats not being used.Modeling "true grit" marines is pretty fun, you can get some sick poses out of em. all you do is take the arms used to hold bolt pistols and use bolters instead (recomend modeling clipers if the pistol is attached to the hand). then put a closecombat weapon in the other hand. I got one marine to hold his knife upside-down, looks kick a**. But before you do that I recomend you play test that true grit stuff. personally I don't think it's worth it. for a ten man squad to have it, it costs 30 points. Now that may not sound like much, but it adds up when you get many tactical squads. for 4 squads to have it, that's 120 points already. I'd rather spend that on a land speeder (which is only 80) or a transport or even drop pods. And what does it really do? you always get 2 attacks in close-combat, and you get to keep the bolter. big deal, most of the things in 40K that are gonna kick your a** in close combat, usually don't care if you have an extra attack. now if you had a land speeder with those points, that somthing that's going to have a use EVERY game, as opposed to SOME games. Like I said, play test it first, and tell me your own expierences with it.
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Posted: Wed Aug 29, 2007 10:38 pm
Nuclearwinter Modeling "true grit" marines is pretty fun, you can get some sick poses out of em. all you do is take the arms used to hold bolt pistols and use bolters instead (recomend modeling clipers if the pistol is attached to the hand). then put a closecombat weapon in the other hand. I got one marine to hold his knife upside-down, looks kick a**. And if combat knifes aren´t enought, I modelled all my 3 tac squads with other types of close combat weapons I could find and spare, like chaos warrior and marauder arms. I even gave one squad shields just for the heck of it. They all look pretty nasty, exspecially the one with chainsword and knife that has stabbed a scarab. surprised Nuclearwinter But before you do that I recomend you play test that true grit stuff. personally I don't think it's worth it. for a ten man squad to have it, it costs 30 points. Now that may not sound like much, but it adds up when you get many tactical squads. for 4 squads to have it, that's 120 points already. I'd rather spend that on a land speeder (which is only 80) or a transport or even drop pods. And what does it really do? you always get 2 attacks in close-combat, and you get to keep the bolter. big deal, most of the things in 40K that are gonna kick your a** in close combat, usually don't care if you have an extra attack. now if you had a land speeder with those points, that somthing that's going to have a use EVERY game, as opposed to SOME games. Like I said, play test it first, and tell me your own expierences with it. True Grit on itself isn´t as impressive as with Grey Knights, but since it also comes with Counter-Attack, it can be very usefull, exspecially on situations like a Veteran Squad with Furious Charge vet.skill or Tac Squad with a Chaplain joined gets assaulted, the unit moves 6" towards the assaulting enemy unit and it will be counted as an assault.
Now picture this situation with a exspencive command group with bumbed up command squad, commander, chaplain and librarian, all of them having furious charge skills.... Hell, it´s more scarier group then Khorne´s Berzerkers or Howling Banshees. @.@
But indeed, your advice is as good as mine: try out rules. That´s how I buildet the current army that I have, no bionics or melta weapons. You should see my luck with meltas. gonk emo
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Posted: Thu Aug 30, 2007 12:45 am
Nuclearwinter Modeling "true grit" marines is pretty fun, you can get some sick poses out of em. all you do is take the arms used to hold bolt pistols and use bolters instead (recomend modeling clipers if the pistol is attached to the hand). then put a closecombat weapon in the other hand. I got one marine to hold his knife upside-down, looks kick a**. But before you do that I recomend you play test that true grit stuff. personally I don't think it's worth it. for a ten man squad to have it, it costs 30 points. Now that may not sound like much, but it adds up when you get many tactical squads. for 4 squads to have it, that's 120 points already. I'd rather spend that on a land speeder (which is only 80) or a transport or even drop pods. And what does it really do? you always get 2 attacks in close-combat, and you get to keep the bolter. big deal, most of the things in 40K that are gonna kick your a** in close combat, usually don't care if you have an extra attack. now if you had a land speeder with those points, that somthing that's going to have a use EVERY game, as opposed to SOME games. Like I said, play test it first, and tell me your own expierences with it. Im all for modeling it, but the person wondering about their marines was using the modeling as a reason not to do it. So I brought up that its not really necessary or hard.
As for its use, its amazingly helpful in close range shooty armies or those using drop pods. You pile out right in front of a bunch of nids guns blazing, they run into you, and boom its like you charged. Thats the use of true grit and counter attack. Otherwise when they hit you, youd be at one attack, and possibly some of the squad out of range to hit back.
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Posted: Thu Aug 30, 2007 11:03 am
great sprue for converting true grit marines are Space Wolf Grey Hunters (hey they have true grit themselves ^^)
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Posted: Fri Aug 31, 2007 4:28 am
King Kento Nuclearwinter Modeling "true grit" marines is pretty fun, you can get some sick poses out of em. all you do is take the arms used to hold bolt pistols and use bolters instead (recomend modeling clipers if the pistol is attached to the hand). then put a closecombat weapon in the other hand. I got one marine to hold his knife upside-down, looks kick a**. But before you do that I recomend you play test that true grit stuff. personally I don't think it's worth it. for a ten man squad to have it, it costs 30 points. Now that may not sound like much, but it adds up when you get many tactical squads. for 4 squads to have it, that's 120 points already. I'd rather spend that on a land speeder (which is only 80) or a transport or even drop pods. And what does it really do? you always get 2 attacks in close-combat, and you get to keep the bolter. big deal, most of the things in 40K that are gonna kick your a** in close combat, usually don't care if you have an extra attack. now if you had a land speeder with those points, that somthing that's going to have a use EVERY game, as opposed to SOME games. Like I said, play test it first, and tell me your own expierences with it. Im all for modeling it, but the person wondering about their marines was using the modeling as a reason not to do it. So I brought up that its not really necessary or hard.
As for its use, its amazingly helpful in close range shooty armies or those using drop pods. You pile out right in front of a bunch of nids guns blazing, they run into you, and boom its like you charged. Thats the use of true grit and counter attack. Otherwise when they hit you, youd be at one attack, and possibly some of the squad out of range to hit back.I can see what you mean with fighing nids and stuff, but in anycase where i've used true grit, i've gotten no really good results. Yeah I'll kill a few more gaunts here and there, but as long as ONE gaunt survives then they lock me in combat and I get torn to pieces by the inveitable genestealers. and as for the counter attack part of the deal, if there are so few nids that I have to worry about some of my marines not getting attacks, then I don't think the extra attack will even be nessicary.
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Posted: Fri Aug 31, 2007 10:21 am
Land Speeders are way too easy to down. Usually a good krak missile can take take it out in one shot. It doesn't help that immobilized counts a skimmer as destroyed. (Errr thats right, right? Immobilized speeders count as destroyed?) And Kento, what I meant by that was, that I already had marines assembled. Could I still give'em true grit? Cause that was another thing about making a new Chapter, I wanted to model/paint them according to the traits I give'em.
I will soon begin ordering after I play a few test games with my brother. Of course they'll have to be small since his tyranid army only consists of a few gaunts and genestealers.
I hate living out here -.- There's no one to play.
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Posted: Fri Aug 31, 2007 7:34 pm
well, but you can score only glancing hits on fast moving land speeder, this helps much ml vs rhino = 1/2 penetration, 1/4 destroyed (+1/36 destroyed from glancing) ml vs ls = 2/3 glancing, 2/9 destroyed so as you can see this ain't as bad
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