This is my 2000pys marine army that im currently using: Space Marine 2000pts Chapter Master 125 Artificer Armour 15 = 171pts Bolt pistol 1 Thunder Hammer 30 Librarian 100 Epistolary 50 Terminator armour 30 =180 & storm bolter Tactical squad 90 +5 marines 80 Flamer 0 = 205pts Missle launcher 0 Drop pod 35 Tactical squad 90 +5 marines 80 Melta gun 5 = 250pts Missle launcher 0 Sergeant has power fist 25 Rhino 35 Extra armour 15 Tactical squad 90 +5 marines 80 =185pts Plasma gun 10 Missle launcher 0 Sergeant = power weapon 15 Tactical squad 90 +5 marines 80 Melta gun 5 = 255pts Multi melta 0 Sergeant= Plasma pistol 15 Power weapon 15 Rhino 35 Extra armour 15 4 Scouts and sergeant 75 =100pts Heavy bolter 10 Camo cloaks 15 5 Sternguard & Sergeant 150 Combi-melta 5 Sergeant= Power fist 25 = 235pts Razor back 40 Extra armour 15 Dreadnought 105 Twin-lascannon 30 = 160pts Heavy flamer 10 Extra armour 15 4 Devastators & Sergeant 90 2 Plasma cannons 50 = 195pts 2 Heavy bolters 30 Sergeant= power fist 25 Vindicator 115 Extra armour 15 =140pts Siege shield 10 Thunderfire Cannon 100 = 100pts = 1996pts _____________________________________ its quite capable of taking on most comes, being able to take a defensive stance against hord armys like tyranids with the 4 tacticalsquads holding the line suported by the thunderfirecannon, but also being able to atack static armys, like tau firewarrior/hammehead gunlines by rhino and droppod rushing them. The sternguard are just awsome though, their my ace in the hole a it were, combined with the chapter master they can either sit in an objective and bast things to high hevon using their specialist shells(watch ure tau opponants face when ure sternguard hit back firewarriors at 30inchs with no armour save) and the chaptermasters orbital strike, or take the fight to the enemy in their razor back(rapid fireing bolters that can have ap3 or wound on 2s tends to deal with anything), any comments are welcome please!!! On another note about the befy SM characters BA are hard characters wise, but logargrimnar is just so broken now the new Sm codex has come out, as SW still get their armoury from the marine codex. watch him and just 4 wolf guard dish out no less than 40 attacks between then, with power weapons and powerfists, he's no push over him self with his power/frost axe that can hit as frostblade or powerfist, at weapon skill 7!!!!!!!!!(watch him eat an gazgul thraka alive lol :))
This is the 1000pts space marine army I am planning: (You may have seen the commander already in the tread 'space marine commander conversion') HQ Chapter Master 125 Artificier Armour 15 Thunder Hammer 30 Storm Bolter 3 Melta Bombs 5 178pts Troops Tactical Squad 170 missile launcher 0 flamer 0 170pts Tactical Squad 170 Heavy Bolter 0 Meltagun 5 175pts Drop pod 35 locator beacon 10 45pts Elites 5 terminators 200pts 5 terminators 200 assault cannon 30 230pts 998pts total
Ok, after the last... only One week?(And changing from 5 tac squads to 2 and 2 Terminator squads) here's a greatly revised list:
HQ:Lord Terminator Chaplain Akhad[rest of titles edited before this takes up 5 pages](still 125, and if my squads run away, they get 11 or 12 on the rolls usually anyway.)
Elites: Death Company(4 without jump packs, so 0 points)
Terminator squads Infernum and Annihilatum(225 each, chainfists and Heavy Flamers... formerly assault cannons but those did not work well against the Orks. Sergeants names:Octavius, and Caliban.)
Venerable Dreadnought Ezekiel(160, Extra armour, Venerable. Ezekiel because he's the one who died most out of the Space Hulk squad.)
Troops: Tactical squads... Squads Executioner(115, they did well enough to stay. Sergeant Nathaniel commanding.) and Vindicare(Also 115). simply because the squad has the most heavily upgraded bolters... The only thing that doesn't fit is their dual power axe-wielding sergeant, Adonai.
Heavy Support: Land Raider Invigilus.(285, fully armed and armoured.)
It varies from battle to battle which squad(If any) is in the land raider... usually it's just used as a mobile gun emplacement.
One annoyance for me though: Getting told terminators armour is ignored by ork rokkits, by one of the shop staff... last time i checked in 40k, strength being double your toughness only affected Instant Death... not armour. as it's AP3... Sorry. Just a bit annoyed still. More so as i've been allowed the armour save against it in the past without comment.
Well, Chaos Terminators, no sure if the rules are the same for the normal kind, have their 2+ Terminator Armour save but also a 5+ invulnerable save.
So even though the Ork Rokkit might have taken you out on the normal armour save you still should have had the choice to take your invulnerable save.
I would have thought that even with the AP being 3 you would still have had your 2+ save? I'm only a noobie at the moment though and haven't played a really hardcore battle yet. Well, not since 2nd ed. anyway.
With the terminator armour, 2+ Armour and 5+ invunerable is standard i think. I got the invulnerable, and almost ironically got a 5. But still, finding my 5 in 6 chance of survival is reduced to 1 in 3 annoyed me.
As the ork rokkits don't have any wierd rules i cannot think why, but as the local games club IS the games workshop store, and their word is effectively the highest authority for 40k, what can i do? And as i do trust them, why would i do it anyway?
Anyway, enough of that, Astartes ordered Chapter Forces Index:
HQ choices available: 12 Counting the formerly trusted inquisitor, and the still trusted Grey Knight Grand Master(And former Chapter Master... long story.) and his Bodyguards. 1 honor guard squad is prepared for battle.
Elites:at maximum? 8 i believe are available. 2 Terminator squads(3 When i get round to assembling the rest of old Akhad's squad), a Venerable Dreadnought, and 5 squads of angry guys with chainswords(A.K.A. Veterans). Including the Assault squads. 9 if you count the Death Company.
Troops: At maximum, 9. 5 Combat Tactical squads and 4 Combat Assault squads.
Heavy Support:6. 3 Land Raiders, a Baal Predator, a Whirlwind and a Devestator squad.
Fast Attack: Just 2 Land Speeders.
Points: Unknown as the equipment loadout does vary greatly. This being the Apocalypse maximum forces it is not totally essential to know...
The Land raider command tank sometimes gains the Terminus Ultra upgrades for example (Yes, i did mail order it), The Terminators change between flamer or assault cannon(Currently the missile launcher is unassembled too.)
And the Devastators change a lot... Some battles it's all missiles, others the Heavy Bolter and Plasma Cannon replace 2 of the launchers. Tactical squads... 2 meltas and a flamer split over 5 squads, and 2 more flamers ready if needed...
Various sergeants with and without power weapons and melta bombs, And customised sergeants and squad markings for most squads... Takes a lot longer sorting them out otherwise.
Grimskull44;4777152With the terminator armour, 2+ Armour and 5+ invunerable is standard i think. I got the invulnerable, and almost ironically got a 5. But still, finding my 5 in 6 chance of survival is reduced to 1 in 3 annoyed me.
If you got a save why are you moaning then ;)
If you disagree with what the guy in the store said I'm sure that if you politely asked him to check he would have been fine with it. They always seem to be over helpful, unless it was his orks :)
Honestly, i was just a bit annoyed. Both then and now it did and still does not matter really, but sometimes the whole "Having won 3 games in the last year" thing means i start moaning for little to no reason...(Yes, that year i did play every week.)
Too used to Real-time strategy to be any good at turn based.
The only times i have won other than those 3 are in apocalypse... where, considering there's about 5-8 people on each side usually, i can't take much of the credit. Except twice...
First time Death Co. Commander Vs. Brass Scorpion, Single Combat, and DC won.(After charging across no mans land... started as about 6 of them.)
Second was Land Speeder vs. stompa... though in that case it's just because it was the shot that finished it off. I think the Mek designed that to make a big blast though.
...I only really get lucky with dice rolls when it's near-impossible... and only for a short time.
Hence for example 6 Termies(Including captain) Vs. Warboss and his guard of Nobz ending up beating all but the Warboss. That being the ultra upgraded would be strength 12 if that were possible type... Might've beaten the boss, if that pathetic captain hadn't run away.
And of course, the Commander Vs. Entire Ork mob surviving 3 turns.
You can probably see why the cowardly Captain Akhad has changed to Chaplain.
(Remembering that not one of my tactical squads has retreated yet, and only when he was the last guy left did the Devestator... You can probably understand why i consider him a coward. Well, him and Blue assault squad with their running away, regrouping, getting shot at, and running away again routine.)