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Getting Back into Hobby First List


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16 replies to this topic

#1
corlinjewell

corlinjewell

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Hey, I am trying to get back into the warhammer 40k hobby after about five years. I have been scouring the forums and have tried to put together a semi-competitive list. I know the captain isn't the best HQ choice and will eventually get a Librarian, but I like the story behind the captains too much. The assault squad was also not my first choice, but came with the box. Any suggestions would be welcome.

HQ:

Captain
-relic blade
-combi-plasma
-artificer armor

TROOPS:

Tac Squad (x10)
-meltagun
-ML
-plasma
pistol
-power axe
-melta-bombs
-Rhino

Tac Squad (x10)
-Flamer
-ML
-combi-melta
-power fist

Scout Squad (x5)
-4 w/shotguns
-combi-flamer
-power fist
-meltabombs

Fast Attack:

Landspeeder Storm

Assault Squad (x5)
-flamer
-power weapon
-plasma pistol
-melta-bombs

HEAVY SUPPORT:

Predator
-Autocannon
-SS Heavy Bolters

Total:1000 even

#2
Squirrel

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not really anywhere for you captain to go. i suggest a jump chaplain instead.

both tact squads need a rhino. (suggest dropping powerfist, and taking a power maul on your other sgt (or dropping it as well), generally a bad idea to strike last when challenged).

the assault squad id drop the plas pstl (pretty overpriced), and take a power maul again.

scout squad, personally i would run with combi melta, and drop either fist or melta bombs, dont need both. i would also recomend using a multi-melta on the storm.

#3
Rik Lightstar

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I'm not sure I'd worry TOO much about a second Rhino, however the things I would try to squeeze in are:

-Jump Pack for your Captain (as you've said you want a Captain)
-Swap his Combi-Plasma for an Aux. Launcher (as it's an assault weapon)
-Try to get a Storm Shield in for your Assault Sergeant (as he can then soak up challenges while your Captain butchers squads)

Once you've got those you could also consider:

-Powerfist or Thunder Hammer for the Assault Sergeant (assuming he has the Storm Shield)
-Multi-Melta for the Landspeeder Storm.

Things you can consider dropping as they aren't adding too much to your list:

-Plasma Pistol from Tactical Squad 1
-Combi-Melta from Tactical Squad 2
-Powerfist from Scout Squad (Melta-Bombs do the same job really)
-Combi-Flamer from Scout Squad
-Plasma Pistol from Assault Squad (Plasma Pistols rarely get to fire more than twice in Assault Squads, often just once, so they're pricey on that basis)
-Melta-Bombs can go from the Assault Squad IF you're giving the Sergeant a Hammer or Fist.

Rik
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#4
DarkGuard

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I agree with Rik's assessment on the list here. Get two flamers for the Assault squad, plus a power fist or power axe. Drop the plasma pistols, they're too expensive, and either drop the combi-melta from the second Tactical squad or take a combi-flamer (for Wall of Death). Take a MM on the Storm and a combi-melta on the Scouts to make them a fast anti-tank unit, which are still useful, and find somewhere for the Captain, a jump pack is all you need with this list, take a storm shield instead of the combi-plasma then.

So yeah, basically I agree with Rik.
IA: Knights Seraphic - Sons of the Lion, Condemners of the Hunt, Knights of the Imperium.
Seraph's Wings - WIP, short story of the Knights Seraphic
Knights Seraphic special characters
Codex: Space Marines 101 - a basic guide to using Codex: Space Marines
Enemies 101 - a basic guide for fighting the armies of WH40K, by Shadowstalker Grim
Sternguard: a Tactical Analysis - a comprehensive guide on using Sternguard Veteran squads in C:SM

#5
corlinjewell

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Hey thanks for the suggestions guys. I've tried revising the list. Could not fit a multi-melta on the Storm unless I dropped the grenade launcher on the captain (which is more useful?). I beefed up the assault sergeant's loadout as well as per Rik's suggestions. The bolter on the captain was because it was free and I like the M203-esque conversion I did last night using the IG grenade launcher. Also, which tac squad would be better off with the Rhino?

HQ:

Captain
-relic blade
-bolter
-auxiliary grenade launcher
-jump pack
-artificer armor

TROOPS:

Tac Squad (x10)
-meltagun
-ML
-power axe
-melta-bombs
-Rhino

Tac Squad (x10)
-Flamer
-ML
-combi-flamer
-power fist

Scout Squad (x5)
-4 w/shotguns
-combi-melta
-melta-bombs

Fast Attack:

Landspeeder Storm

Assault Squad (x5)
-flamer
-power fist
-storm shield

HEAVY SUPPORT:

Predator
-Autocannon
-SS Heavy Bolters

#6
Squirrel

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i think you are taking the wrong route with yoru assault squads, you are investing too many points in not enough models

I would suggest either dropping all wargear, except a melta bomb on the asm sgt
or i would use the rules to your advantage and take just a powerfist.
-if you engage in assault and have your asm sgt, outside that 3" zone when models reach hand-to-hand, he cant be challenged, and then will pile in and make his attacks.
-last thing you want to do is accept a challenge with a 1 wound, 68pt model

-personally id cut the capt wargear back to just relic blade,bolter,jump pack, and fit as many assault marines in as you can.
for the price you are paying for your capt, you could bring Strike (spec char), and make your assault squad much more effective.

Id run your troops like so:
Tac Squad (x10) 195
-meltagun
-ML
-power maul
-melta-bombs

Tac Squad (x10) 220
-Flamer
-ML
-combi-flamer
Rhino
-dozer blade

the flamers need the rhino for the mobility, and powerfist on tacticals is either going to get challeneged and die, or refuse challenge and not strike (same for an axe).

by taking less wargear plenty of room for that multi-melta

#7
Rik Lightstar

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Sorry Squirrel gotta disagree, Assault Squad seems right to me, it's a delivery mechanism for the Sergeant (challenges with his 3+/3++ AND instant killing enemy characters, he only has to kill one to earn his points back) and the Captain (taking down units), keep in mind this is as close as he's getting to an "Elite" unit, the only other real option to my mind for the same job at 1000 points is a bike Squad tooled up similarly (albeit with less men).

Dropping 2 combi-weapons and the Aux launcher WOULD give you a second rhino, worth considering although less vital than it was 6 weeks ago.

Rik
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#8
Squirrel

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all i can invision with that asm sgt is this:
he gets challenged, by opposing naked sgts, and dies to regular attacks; or
asm sgt succeeds, he only kills one model, instead of maybe 2

much better to just use your mobility to set up your charges properly, to avoid challenges

Edited by Squirrel, 13 August 2012 - 03:52 PM.


#9
corlinjewell

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So, based on your guys' suggestions (which have been very helpful), it seems I really need to go back and scour the challenge rules. It appears to be a game-changer. In response to the second Rhino, would it be better to scrounge five more points and add a HB razorback? I would combat-squad that tactical unit in this case obviously. Also, I don't really like bikes as they are too expensive money-wise and I think its weird to have guys in the 41st millennium riding around on motorcycles. Is that something I need to change my opinion on?

Thanks again for your help

#10
Squirrel

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still very much support rhinos where-ever you can fit them.

I think rhinos are more powerful than ever (vs hb-razor)
as you can combat squad, and still put both squads inside
and the hatch firing is always useful

#11
Rik Lightstar

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Certainly, it would be well worth getting an HB Razorback or even 2, if you don't glue the Turrets/Top Hatches you can chop & change between Rhinos and Razorbacks until you get the balance right, but at 1000 points Combat squads are effective enough that it's worth getting the extra shots and letting your heavy weapon team portions of each tactical squad.

At higher points values, 1500 or more I would agree with Squirrel, and that there'd be a need to fill the squad out, but that sergeant is pretty durable, he's there for challenges that you don't want the Captain in, Chaos Lords, anyone with a force weapon, anything with a 2+ save, AND he gives the squad some anti-tank ability, the squad remains a threat if the Captain isn't there for some reason.

Rik
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#12
Rik Lightstar

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I am getting the impression that there is some disparity between the South-East UK and Ontario in regard to the Metagame.

Try both ideas against some friends, proxy models like crazy if you have to and see what feels RIGHT to you.

Rik
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Why do so many people choose to be stupid?

#13
corlinjewell

corlinjewell

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What about a drop pod for the second tactical squad? That would also allow me to place the captain with them still. Is that tactically viable or do I need the captain with the assault squad to eat up enemy squads in CC?

#14
corlinjewell

corlinjewell

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So I was working around the list a little more based on your guys' suggestions and here is what I came up with. This comes out to a 1000 even.

Captain
-relic blade
-bolter
-auxiliary grenade launcher
-jump pack
-artificer armor

TROOPS:

Tac Squad (x10)
-meltagun
-ML
-power weapon (sword or maul)

Tac Squad (x10)
-Flamer
-ML
-combi-flamer
-power weapon (sword or maul)
-meltabombs
-Rhino

Scout Squad (x5)
-4 w/shotguns
-combi-melta
-melta-bombs

Fast Attack:

Landspeeder Storm
-multi-melta

Assault Squad (x5)
-flamer
-power fist
-storm shield

HEAVY SUPPORT:

Predator
-Autocannon
-SS Heavy Bolters

#15
Squirrel

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would still want to see either: more jump marines, or another rhino

but failing having those models, it looks alright

#16
Rik Lightstar

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The Rhino is by far the easier find, 2x Power-Weapon + 1x Melta-Bombs = 1x Rhino

Rik
On the internet you can be ANYTHING you want.

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#17
DarkGuard

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I am worried about how many points your Captain is. At 1000pts I wouldn't spend more than 1000pts on a HQ, 1/10th of the list.
IA: Knights Seraphic - Sons of the Lion, Condemners of the Hunt, Knights of the Imperium.
Seraph's Wings - WIP, short story of the Knights Seraphic
Knights Seraphic special characters
Codex: Space Marines 101 - a basic guide to using Codex: Space Marines
Enemies 101 - a basic guide for fighting the armies of WH40K, by Shadowstalker Grim
Sternguard: a Tactical Analysis - a comprehensive guide on using Sternguard Veteran squads in C:SM




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