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1000 pts Spacemarine Force
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Old 09 Oct 2009, 00:02   #1 (permalink)
Kroot Warrior
 
Join Date: Feb 2007
Posts: 20
Default 1000 pts Spacemarine Force

I have been into warhammer since 3rd edition but have played very few games.
So I am a noob - just one who can understand what you are talking about ;D

Anyways, I am wanting advice on a SM list. I already had some help on an off topic
section of another forum but the sheer volume of knowledge here has drawn me...

Tentative List - drawn from 5th edition SM codex:

2 * Tac Squads
-1 marine with lascannon
-1 marine with melta gun
-1 sergeant with melta bombs/bolter
-7 marines with bolters
-rhino with storm bolter

Assault Squad #1(w/jump packs)
-8 marines
-1 sergeant with power weapon and melta bombs

Assault Squad #2(w/jump packs)
-9 marines
-1 sergeant with power weapon and melta bombs

Chaplain(will be with one of the Assault Squads)
-jump pack/melta bombs/bolt pistol

note: when I say "power weapon" I mean a blade or axe which uses normal initiative.


I will be facing tau on a regular basis but would like to not totally tailor my list to them.
Also a note on the rhinos: I already own them. It was suggested to me to "combat squad"
my tac squads and have half the squad arrive via drop pod. I may do this later but would like to
start playing now.

I also have a couple questions concerning rules entries. Considering these questions pertain to my list I see
no problem in mentioning them:
1-Giving the Chaplain a storm bolter will strip him of his extra attack(in close quarters), hey?
2-The entry concerning rhino cost is unclear to me. Do I need to pay for the storm bolter?


Thanks guys!



-Cheese
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Old 09 Oct 2009, 02:09   #2 (permalink)
Shas'Vre
 
Join Date: Apr 2007
Posts: 1,650
Default Re: 1000 pts Spacemarine Force

Quote:
Originally Posted by Cheesevillage
1-Giving the Chaplain a storm bolter will strip him of his extra attack(in close quarters), hey?
That is correct, he will no longer have a pistol so will loose that bonus attack.

Quote:
Originally Posted by Cheesevillage
2-The entry concerning rhino cost is unclear to me. Do I need to pay for the storm bolter?
It comes with 1 storm bolter and you are able to purchase another one if you so choose.


It's a nice list that you have, I'd suggest combat squading the Tac Squads, leaving the lascannon and 4 others behind and rushing the melta/sergeant and other 3 forward.
lemon-green is offline   Reply With Quote
Old 09 Oct 2009, 04:03   #3 (permalink)
Kroot Warrior
 
Join Date: Feb 2007
Posts: 20
Default Re: 1000 pts Spacemarine Force

Thanks for the reply, man.

Bear with me here. Until I can get some games under my belt
there are some rules/details which I need clarification on.

Specifially, can a combat squaded squad move all its units in the same rhino?
(I assume this to be "yes" considering some land raiders have place for more minatures than any squad can have)

I overpayed for the rhinos - I have accounted for each having two storm bolters.
My question is what to do with my new found wealth.

Should I:
a) keep the two storm bolter per rhino setup
b) add an assault marine to the nine man squad
c) give a sergeant from one of the tactical squads a power blade (and the other squad sergeant gets a combi-melta?)

It would be really nice to find the points somewhere for both tac squad sergeants to get power weapons...

Should lack of bolter fire concern me? This army will have very few bolters...




-Cheese

EDIT: these rule clarifications are alright I hope. There isn't even a GW in my town. I own a legit 5th edition rule book. I don't think there should be an issue with clarification.
Cheesevillage is offline   Reply With Quote
Old 09 Oct 2009, 05:34   #4 (permalink)
Shas'Vre
 
Join Date: Apr 2007
Posts: 1,650
Default Re: 1000 pts Spacemarine Force

Quote:
Originally Posted by Cheesevillage
Specifially, can a combat squaded squad move all its units in the same rhino?
(I assume this to be "yes" considering some land raiders have place for more minatures than any squad can have)
Actually I don't think you can. After being combat squaded the squads are treated as different units for all purposes, and a vehicle can only carry a single unit at a time. So if you combat squad your Tactical marines, only 5 will be able to embark into the Rhino.

However, I'm not sure what happens if the squad is combat squaded but starts inside the Rhino, I'm not sure if you can drive around like that, or just drop of one squad....Does someone else what to clarify that?
I know with Drop Pods combat squads can come down in the same pod but act separetly after landing.

Quote:
Originally Posted by Cheesevillage
Should I:
a) keep the two storm bolter per rhino setup
b) add an assault marine to the nine man squad
c) give a sergeant from one of the tactical squads a power blade (and the other squad sergeant gets a multi-melta?)
Me personally, I'd add the Extra Assault Marine to the squad. Thats another 3 attacks on the charge, and if it's the squad with the Chaplain, re roll to hit to.

If not that, then I'd give the Sergeant a power weapon.
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Old 09 Oct 2009, 23:17   #5 (permalink)
Kroot Warrior
 
Join Date: Feb 2007
Posts: 20
Default Re: 1000 pts Spacemarine Force

Now that this is down to splitting hairs, small changes will be made as I learn.
Updates to follow...




-Cheese
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