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Offline Wuestenfux

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4th Edition: A Beginner's Guide for Making a Space Marine Army
Scribed by Wuestenfux


"And They Shall Know No Fear"

Space Marines are the most powerful and dreaded of all the human warriors in the 40k universe.  Space Marines are genetically modified, psycho-conditioned and well trained warriors. Their task is to protect mankind from perfidious aliens, degenerate traitors, and treacherous rebels. The Space Marines are few in numbers and are organized into small independent armies called Chapters. A Chapter is made of one-thousand Space Marines and is further divided into ten companies each of which one-hundred Marines strong.
When building a Space Marines army, the best place to begin is the respective Codex. It describes all Space Marine units and their special rules. However the Codex does not teach how to efficiently configure Space Marine units. Moreover, it does not teach how to synthesize units to generate a successful Space Marine army. This article deals with building a Space Marine army from basic units. It shows ways to configure units and how to use them on the battle field. Based on the configuration of units, several sample army lists are given. Feel free to play test these lists. Have fun playing 40k.


Table of Contents

1. Frequently Asked Questions
2. Head Quarters
3. Troops
4. Elites
5. Fast Attack
6. Heavy Support
7. Smaller Space Marine Armies
8. Larger Space Marine Armies



1. FAQ’s --Frequently Asked Questions

•   What Space Marine army should I choose?

There are about 1000 Space Marine chapters in the Warhammer 40000 universe. The chapter of Ultramarines is the basis of all other chapters. A few chapters have their own codex: Black Templars, Blood Angels. Dark Angels, Space Wolves, 13th Space Wolves Company. Other chapters have diverged less from the Ultramarines and have specific traits like Blood Ravens, Crimson Fists, Imperial Fists, Iron Hands, Raven Guard, Salamanders, White Scars. The Ultramarines chapter is a good starting point. I suggest to start with an Ultramarine force and  add traits in order to suit best your playing style.


•   What is the best squad size of a Space Marine unit?

Even numbers are better if you play with victory points. For instance, compare a 6 men squad with a 7 men squad. If both face three casualties both units are not below half-strength and so both units will score. However, if both units face four casualties both units are below half-strength and so both units will not score. But a 6 men squad is cheaper.


•   Should I take smaller or larger squads?

Generally, smaller squads work better. For instance, compare four 6 men squads with three 8 men squads (= 24 men each). The four 6 men squads will not score if you loose 4 men per squad (= 4x4 =16 men), while the three 8 men squads will not score if you loose 5 men per squad (= 3x5 =15 men). Generally, take shooty tactical squads of 6 Marines and close combat oriented tactical squads of 8 to 10 Marines.


•   How should I generally equip a Space Marine unit?

Each unit should be given a role and it should stick to this role (shooty,  close combat, hold a mission object, etc.). As a general rule, keep the unit upgrades low (10% to 20%).


2. Head Quarters

Space Marine leaders have high leadership, high weapon skill, and high initiative. Therefore, a Space Marine leader should generally fill a close combat role rather than a shooting role. Basically, there are three ways to use a Space Marine leader:
•   Jump packer: Give the Space Marine leader jump packs. Let him join an Assault squad.
•   Biker: Mount the Space Marine leader mounted on a bike. He will benefit from a toughness bonus and is allowed to carry a second close combat weapon (e.g., bolt pistol) which gives him +1A attack. He should join a Bike squad of at least four Bikers.
•   Footslogger: Let the Space Marine leader on foot join a tactical squad or lead a Command squad. A Command squad is recommended in escalation missions. Otherwise, the valuable leader may hoof alone across the board.
A Space Marine leader has access to the Space Marine armoury. It is recommended to keep the war gear of the leader low. For instance, artificer armour and master crafting the close combat weapon are upgrades, which will help the leader in close combat to survive longer and to dish out more damage. But these upgrades are costly and so should only be considered in larger games.


2.1 Commander
The Commander is a good all-around leader. His ability Rites of Battle provides all units in the army with high leadership as long as he is on the table. A Commander is the preferred leader of a shooty army. He should basically be outfitted as follows:

Master w/ twin lightning claws, iron halo, terminator honours, frags

Upgrades:
•   give jump packs or
•   mount on bike.

The Commander of a shooty army should be used to remove enemy units threatening the front ranks. For this, he needs mobility. The best way to achieve this is to give him jump packs or to mount him on a bike.


2.2 Chaplain
The Chaplain is the ultimate choice for leading an assault-oriented army. His signature equipment  was extended to include Litanies of Hate allowing to re-roll all misses to hit in the first phase of an assault and Honour of the Chapter making him and the squad he joins fearless. His basic setup is

Master of Sanctity w/ crozius arcanum, rosarius, bolt pistol, terminator honours, frags

Upgrades:
•   give jump packs or mount on bike,
•   add adamantine mantle.

The adamantine mantle protects a multi-wound character from being instantly killed and so is almost a must-have item if the opponent fields monstrous creatures like Carnifex, Daemon Prince with at least strength 8, and enemies with lots of power fists (e.g., 13th  Company Storm Claws). Notice that there is only one relic (such as the adamantine mantle) allowed in a Space Marine army.


2.3 Librarian
The Librarian is one of the most powerful psykers in the game. His signature equipment includes force weapon, psychic hood, and Storm of Emperor’s Wrath. He can be customized to fit into an assault oriented or a shooty army. In an assault oriented army he should be outfitted as follows:

Epistolary w/ force weapon, psychic hood, bolt pistol, iron halo, terminator honours, frags, Might of Heros

Upgrades
•   add  jump packs or mount on bike,
•   add Familiar,
•   add second power.

This Epistolary is very good in close combat. Might of Heros gives the Librarian up to 9 attacks on the charge, or it can boost the number of attacks, say, of a Veteran Sergeant wielding a power fist.
A Librarian may be accompanied by a Familiar (unless he wears terminator armour). It appears that a Librarian on a bike or with jump pack is not slowed down by a Familiar. The Familiar will boost the Librarian's initiative so that he will almost always strike first bar (among others) Dark Eldar Archon, Wyches, Emperor's Children Daemon Prince, Harlequins, Genesteelers.
A Librarian can choose between various psychic powers: The power Storm of the Emperor's Wrath may cause severe damage against power-armoured opponents. But the new template rule makes it less useful. Fear of the Darkness works best against armies with lower leadership like Eldar and Imperial Guard, while it’s useless against fearless armies. Nevertheless, this power may make the Librarian and the squad he joined more survivable versus rapid fire. Veil of Time is an incredible power allowing to reroll all misses. However, it is only applicable in the Librarian's turn. Vortex of Doom is also a nice power, but less useful due to the new template rule.

A shooty army may include a Librarian as follows:

Codicier w/ force weapon, psychic hood, storm bolter, terminator armour, Fury of the Ancients

The amazing power Fury of the Ancients  has (virtually) infinite range and is deadly against lightly armoured troops. The storm bolter may be used if the Librarian fails his psychic test and this will happen on average once in a game of six rounds.


2.4 Command Squad
A Command squad is led by an HQ and contains the uber heros of an army. This squad is only slightly better at shooting than the standard Marine squad but better in close combat. One concern is to bring the squad safely into close combat.

Command squad
6 Marines w/ melta (x2), bolt pistol (x4)
Standard Bearer w/ bolt pistol, company standard
Apothecary w/ bolt pistol, narthecium & redactor
Company Champion w/ power weapon, bolt pistol, combat shield
Veteran Sergeant w/ power fist, bolt pistol

Upgrades
•   add infiltrate,
•   add furious charge plus transport.

Infiltrate allows deploying the squad close to the enemy. Replace the meltas by flamers if you play against a horde army. Add frags if there is plenty of terrain on the board. Furious charge should be given only if the squad will most likely get the charge bonus. The only half way decent way to get this bonus is to give the squad a ride in a Land Raider Crusader.


2.5 Terminator Command Squad
Terminators are the ultimative elite warriors of a Space Marine chapter. A Terminator Command squad is a hard hitting and very expensive unit. Such a squad should be considered in larger games.


Command squad
5 Terminators w/ assault cannon (x2), storm bolter (x3), power fist (x5)
Sergeant w/ power weapon, storm bolter

This squad is very useful in a static, shooty Space Marine army. The best transport option for the squad is the teleport attack. The teleport attack can be made more reliable by a teleport homer carried by an infiltrating squad. A Terminator Command squad should be led by an Epistolary w/ force weapon, psychic hood, terminator armour, Fear of the Darkness.  Fear of the Darkness is useful to break enemy units at close range.


« Last Edit: September 20, 2008, 11:27:20 AM by Wuestenfux »

Offline Wuestenfux

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Re: Beginners Guide to Making a Space Marine Army List
« Reply #1 on: February 7, 2005, 04:21:09 AM »
3. Troops

3.1 Tactical Squad
The tactical squads constitute the backbone of each Space Marine army. A tactical squad can be customized to suit one of several roles.

Shooty squad
5 Marines w/ lascannon (x1), plasma gun (x1), bolter (x3)
Sergeant w/ bolter

This squad is the best all-around shooty tactical squad. A few of these units provide a solid firebase against tanks and troops. This squad may be complemented by a Razorback w/ twin-linked lascannon, armour. Shooting is usually crucial in the first few rounds. To this end, the squad should be deployed outside of the Razorback.

Infiltrating Marine squad
9 Marines w/ melta (x1), bolter (x8)
Veteran Sergeant w/ power fist, bolt pistol
Seen but can't be Seen: infiltrate

Upgrades
•   add  Trust your Battle Brothers: true grit and counter-charge,
•   add Cleanse and Purify: second assault weapon.

An infiltrating Marine squad is a wild card unit. It is best set up close to the enemy so that it could be in rapid fire range in turn 1. However, footslogging is a slow way to die. So an infiltrating squad should always be backed up by other units (infiltrators, Assault squads). Against a horde army, replace the melta by a flamer. An infiltrating squad can be optimized for anti troop or anti armour. In terms of anti troop, give the Marines true grit and counter-charge, as an infiltrating squad will most likely receive the charge than get it. In terms of anti armour, add a second melta.

Drop Pod squad
9 Marines w/ melta (x1), bolter (x8)
Veteran Sergeant w/ power fist, bolt pistol
Drop Pod

Upgrades
•   add  Trust your Battle Brothers: true grit and counter-charge,
•   add Cleanse and Purify: second assault weapon.

Let the Drop Pod squad land in assault range (12") and rapid fire into the enemy. The trait Trust your Battle Brothers will make the squad more survivable in close combat, while the trait Cleanse and Purify will make the squad's shooting more devastating. Against a horde army, replace the melta by a flamer.

Rhino squad
9 Marines w/ melta (x1), bolter (x8)
Veteran Sergeant w/ power fist, bolt pistol
Rhino w/ smoke, armour

Upgrades
•   add  Trust your Battle Brothers: true grit and counter-charge,
•   add Cleanse and Purify: second assault weapon.

Rhinos are death traps. To this end, it is recommended to let the squad disembark after an initial move of 12”. If the squad is not in rapid fire range, deploy the squad so that the Rhino provides cover. If you take transports, you need quite a few as a single transport asks for getting smoked. It is useful to let the advance of the Rhinos be accompanied by a Predator or a Vindicator. In this way, the enemy has several targets. This will dilute the effectiveness of his shooting.


3.2 Scouts
Scouts have a special weapon, sniper rifles, and special abilities, infiltrate and move through cover. This makes Scouts a useful supplementary force in a Space Marine army. However, Scouts wear carapace armour and so are more fragile than Space Marines in power armour. In particular, Scouts are vulnerable to shooting with AP 4 weapons. Basically, Scouts can be used in three ways.

Sniper Scout squad
7 Scouts w/ sniper rifle(x6), heavy bolter(x1)
Sergeant w/ sniper rifle

Upgrades
•   replace heavy bolter by missile launcher.
A sniper squad is a special purpose unit. Firstly, sniper rifles can pin troops with lower leadership like IG troopers, Eldar Guardsmen, or Dark Eldar Warriors. Pinning is valuable to silence enemy guns. Secondly, sniper rifles wound on 4+ (independent of the toughness of the enemy model) and so are able to wound models with 2+ armour save like Tyranid monstrous creatures, high toughness models like Wraithlords, and models with invulnerable save like Greater Daemons and C'tans. A sniper squad should be large enough to effectively perform its role.


Close Combat Scout squad
9 Scouts w/ bolt pistol(x9)
Veteran Sergeant w/ power fist, bolt pistol

A Scout squad outfitted for close combat is a cheap unit that may complement a Space Marine army geared towards close combat. The squad is able to quickly engage an enemy unit thanks to the Scouts' special abilities. However, the squad is rather vulnerable to shooting and also not very durable in close combat. Therefore, in close combat, it needs to be backed up by another close combat unit like an Assault squad.


Shooty Scout squad
7 Scouts w/ bolter (x7)
Veteran Sergeant w/ power fist, bolt pistol

A Scout squad with bolters is a cheap unit complementing a Space Marine army geared towards assault. The squad can be in rapid fire range early in the game thanks to the Scouts' special abilities. A shooty Scout squad should be combined with an assault-oriented unit such that the enemy squad shot by the Scouts can be charged by the assaulters. If the Scouts are positioned behind the melee they cannot be shot.



« Last Edit: November 25, 2005, 05:15:24 AM by Wuestenfux »

Offline Wuestenfux

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Re: A Beginner's Guide to Making a Space Marine Army List
« Reply #2 on: February 28, 2005, 09:51:45 AM »
4. Elites


4.1 Veteran Squad
The Veterans are the most skilled warriors in a Space Marine army. A Veteran squad can take two close combat weapons and so is better suited for close combat than for shooting. One concern is to bring the squad safely into the melee.

Veteran squad
9 Veterans w/ melta (x1), power fist (x1), bolt pistol (x7)
Veteran Sergeant w/ power fist, bolt pistol
Upgrades
•   add infiltrate,
•   add furious charge plus transport.

Infiltrate allows deploying the squad close to the enemy. Replace the meltas by flamers if you play against a horde army. Add frags if there is plenty of terrain on the board. Furious charge should be given only if the squad will most likely get the charge bonus. The only half way decent way to get this bonus is to give the squad a ride in a Land Raider Crusader.
 

4.2 Terminator Squad
Terminators are the ultimative elite warriors of a Space Marine army. A Terminator squad is a hard hitting and very expensive unit. Terminators may be considered in larger games.

5 Terminators w/ assault cannon (x2), storm bolter(x3), power fist (x5)
Sergeant w/ power weapon, storm bolter (x3)

The best transport option for a Terminator squad is the teleport attack. The teleport attack can be made more reliable by a teleport homer carried by an infiltrating squad.


4.3 Terminator Assault Squad
A Terminator Assault squad one of the best close combat units in the game.

5 Terminators w/ lightning claws (x3), thunder hammer (x2), furious charge (x5)
Sergeant w/ lightning claws, furious charge

This squad should be led by a Chaplain w/ terminator armour, storm bolter due to his special abilities. Stick this squad into a Land Raider Crusader and send it straight into the thickest melee.


4.4 Dreadnought
A Dreadnought is a walker that can be customized to fill out a specific role in a Space Marine army. A Dreadnought geared towards close combat should be outfitted as follows:

Dreadnought w/ assault cannon, cc arm, storm bolter, armour
A Dreadnought outfitted for shooting is the following:
Dreadnought w/ twin-linked lascannon, missile launcher, venerable, tank hunter, armour
A Dreadnought is not a close combat monster as a power fist can end its life rather quickly. So if a Dread enters close combat, make sure that it is supported by another squad outfitted for close combat. A Dread with assault cannon is good against armoured troops and lightly armoured tanks. Upgrade this Dread with a heavy flamer and you have a decent unit against lightly armoured troops. A Dread with twin-linked lascannon and missile launcher is good against tanks and transports. The venerable upgrade makes the Dread more difficult to destroy. As a rule, a Dread should be made venerable only if it is sufficiently upgraded. A Dread mounted in a drop pod is a wild card able to cause severe damage behind enemy lines.


4.5 Tech Marine
A Tech Marine can play a supporting role in a Space Marine army. He may be useful if the army contains lots of vehicles so that he can be in contact with one tank most of the time. However, he requires a full movement phase to repair a vehicle which limits his effectiveness a bit. One use of a Tech Marine is to give him two Tech Servitors and two Gun Servitors and stick him behind a Dreadnought. In this way, he is able to repair the Dreadnought if necessary and the Gun Servitors can give supporting fire.
On the other hand, a Tech Marine may be outfitted for close combat. To this end, give him full servo harness, bolt pistol, and terminator honours. This guy has 7 attacks on the charge, 5 with a power weapon and 2 with a power fist. Either attach him to a close combat oriented squad or give him Combat Servitors and mount this squad into a Razorback for counter-charge.


5. Fast Attack

5.1 Assault squad
An Assault Marine squad is a fast and hard hitting close combat unit. It is mandatory in an army geared towards close combat and also useful in a shooty army serving as a counter-charge unit.

Assault Marine squad 
7 Marines w/ plasma pistol (x2), bolt pistol (x5)
Veteran Sergeant w/ power fist, bolt pistol
Upgrades
•   add Blessed be the Warriors or No Mercy, No Retreat: furious charge.
Against a horde army, the squad should be given flamers instead of plasma pistols. Furious charge makes the squad more lethal in close combat.

5.2 Landspeeders
Landspeeders are fun to play. They are fast, but fragile. The best all-around Landspeeder in the game is the Tornado w/ heavy bolters, assault cannon. It can take out infantry and lightly armoured vehicles. Moreover, the assault cannon with the new rending rule can even penetrate a vehicle with AV 14.
Alternatively, a Landspeeder w/ multi melta is a good anti-tank choice. Take two of them, keep them out of sight at the start of the game, and let them approach using cover until both get a clear shot within 12'' at the same target.  Landspeeders are also valuable to contest table quarters in the last turn.

5.3 Bike squad
A Bike squadron is still an odd unit as Space Marine Bikers are rather expensive and have only one basic attack in close combat. On the other hand, Bikers are fast thanks to the turbo boost. Moreover, Bikers gain an invulnerable save while turbo boosting. Bikers can be used in two ways. Firstly, they can be used for shooting purposes. A shooty squad should have contain a Trike. As a rule, a shooty Biker squadron should always turbo boost unless it’s shooting. Secondly, a Biker squadron can be used to harass the enemy, say turbo boosting in front of a Devastator squad, charging a shooty squad, or popping a tank provided that it is equipped with melta bombs.

Anti Armour Biker squadron
5 Bikers w/ melta (x2), twin linked bolter (x3)
Trike w/ multi melta, twin linked bolter

Anti Infantry Biker squad
5 Bikers w/ plasma gun (x2), twin linked bolter (x3)
Trike w/ heavy bolter, twin linked bolter

Close Combat Biker squad
4 Bikers w/ melta (x2), twin linked bolter (x2)
Veteran Sergeant w/ power fist, twin linked bolter


5.4 Scout Bike squadron
A Scout Bike squadron has the scouting ability which allows the squad to make a free move of 12” before the game starts. A Scout Bike squadron can be used to harass the enemy, say turbo boosting in front of a Devastator squad, charging a shooty squad, or popping a tank provided that it is equipped with melta bombs. For these purposes, a Scout Bike squadron needs to be maxed out:

Scout Biker squadron
4 Bikers w/ twin linked bolter (x4)
Vet Sergeant w/ power fist, twin linked bolter


5.4 Trike squadron
A Trike squadron can be used in two configurations. Firstly, a squadron of three Trikes with heavy bolters is a good anti infantry unit, while a squadron of two Trikes with multi meltas is a good anti tank unit. A Trike squadron should always turbo boost unless it is shooting.



6. Heavy Support

6.1 Devastator squad
A  Devastator squad  can be viewed as a hard hitting unit from the backfield. As a rule, a Devastator squad should contain twice as many Marines as heavy weapons since the squad cannot be screened by another squad. Moreover, never mix heavy weapons in a Devastator squad as this will dilute its effectiveness. There are two types of Devastator squads:

Anti Armour Devastator squad
7 Marines w/ missile launcher (x4), bolter (x3)
Sergeant w/ bolter

Anti Light Infantry Devastator squad
7 Marines w/ heavy bolter (x4), bolter (x3)
Sergeant w/ bolter

Upgrades
•   add Honour your Wargear: infiltrate or tank hunter
•   add Seen but don’t be seen: infiltrate.

Both upgrades are particularly useful for anti armour Devastator squads. Tank hunter  is self-explaining but not the best option if the army already contains several shooty tactical units with lascannons. Infiltrate can be used to set up the squad so that it can target the side armour of enemy tanks.


6.2 Vindicator
The Vindicator is a very powerful tank able to destroy heavily armoured troops and tanks. The only downside is its small range.

Vindicator w/ machine spirit

The only useful upgrade is machine spirit. It allows moving and firing the demolisher cannon even if the tank has been shaken or stunned.


6.3 Predator Annihilator
The Predator Annihilator is the biggest tank hunter in a Space Marine army. It comes in two versions, anti heavy tank, and anti light tank and anti infantry:

Predator Annihilator w/ twin-linked lascannon (turret), lascannons (sponsons), armour

Predator Annihilator w/ twin-linked lascannon (turret), heavy bolters (sponsons), armour

In the second configuration, the tank can move 6” and shoot all its weapons. This is the preferable configuration especially if the army contains several anti tank weapons.


6.4 Predator Destructor
The Predator Destructor is a variant of the Annihilator which is better suited for anti light infantry:

Predator Destructor w/ autocannon (turret), heavy bolters (sponsons), armour


6.5 Whirlwind
A Whirlwind is a great tank against lightly armoured troops. It carries the good old ordnance weapon and a new weapon, castellan missiles. These missiles basically set up mine fields and so can prevent the enemy from entering certain areas. Two Whirlwinds are suggested against horde armies to make full effect of their armament.


6.6 Land Raider
The Land Raider is the largest tank in the game. It can transport up to 10 Marines or 5 Terminators and its passengers can disembark and charge in the same turn. But the Land Raider’s weapons can only be shot with full effect if the tank is stationary and so its weaponry does not complement the purpose of the tank. A Land Raider Crusader is the better option.


6.7 Land Raider Crusader
The Land Raider Crusader is the best transport in the game. It can transport up to 15 Marines or 8 Terminators and its passengers can disembark and charge in the same turn. The Crusader’s weapons are primarily anti troop and complement the purpose of the tank. A Crusader is very expensive and should be reserved for larger games.

« Last Edit: September 18, 2005, 03:52:49 AM by Wuestenfux »

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #3 on: March 16, 2005, 09:43:34 AM »
7. Smaller Space Marine Armies
A newcomer should start playing smaller armies in order to get familiar with the game, strengths and weaknesses of Space Marine units, and rudimentary tactics.


7.1 Space Marines Cleansing Force - 500 pts Army List
A Space Marine army at the 500 pts level leaves almost no room for tactical flexibility. Nevertheless, the following army is fun to play. For this, it makes use of the trait Cleanse and Purify, which allows to field two assault weapons per tactical squad.

Captain w/ power weapon, combi-plasma gun  - 90 pts

Tactical squad – 205 pts
9 Marines w/ plasma gun (x2), bolter (x7)
Veteran Sergeant w/ power fist, bolt pistol

Tactical squad – 205 pts
9 Marines w/ plasma gun (x2), bolter (x7)
Veteran Sergeant w/ power fist, bolt pistol

Points: 500.  Models: 21

Tactics is simple. Against horde armies simply sit back and shoot. Otherwise, let the army advance towards the enemy until it gets into rapid fire range of 12''. Rapid fire will be devastating. The Captain and the Veteran Sergeants will take care of the enemy in close combat.


7.2 Mechanized Ultramarines Strike Force - 1000 pts Army List
Here is a mechanized Ultramarines army. It is fun to play even in the 4th edition as the army contains three transports and two tanks.

Captain w/ power weapon,  bolt pistol, combat shield, melta bombs, frags – 92 pts

Rhino squad – 233 pts
8 Marines w/ melta, bolter (x7)
Veteran Sergeant w/ power fist, bolt pistol
Rhino w/ armour, smoke

Rhino squad – 248 pts
9 Marines w/ melta, bolter (x8)
Veteran Sergeant w/ power fist, bolt pistol
Rhino w/ armour, smoke

Razorback squad – 210 pts
6 Marines w/ lascannon, plasma gun, bolter (x4)
Razorback w/ twin linked lascannon, armour

Landspeeder Tornado – 80 pts

Predator Annihilator w/ heavy bolter (sponsons), armour – 135 pts

Points: 998. Models: 26 + 5

Let the Captain join the first Rhino squad and deploy the Razorback squad outside of the transport. Against an assault oriented army, hold the Rhino squads back for counter-charge. Against a shooty army, move the Rhinos forward at full speed accompanied by the Predator and Tornado. The Razorback squad gives fire support.


7.3 Gun Battery Ultramarines Force - 1000 pts Army List
Here is another Ultramarines army. The army emphasizes shooting but has also a strong counter charge unit.

Captain w/ twin lightning claws, iron halo, jump pack, frags – 136 pts

Shooty squad – 115 pts
6 Marines w/ lascannon, plasma gun, bolter (x4)

Sniper squad – 113 pts
6 Scouts w/ sniper rifle (x5), missile launcher

Assault squad – 216 pts
7 Marines w/ plasma pistol(x2)
Veteran Sergeant w/ power fist, bolt pistol

Landspeeder w/ multi melta – 65 pts

Vindicator w/ machine spirit – 155 pts

Devastator squad – 200 pts
8 Marines w/ missile launcher (x4)

Points: 1000. Models: 29 + 2

This Ultramarines force is essentially a counter strike army. The Assault squad joined by the Captain is held back for counter charge. Against a shooty army, the shooty squads and the Vindicator should remove serious threats, while the Assault squad approaches the enemy along a flank.

« Last Edit: September 18, 2005, 03:54:22 AM by Wuestenfux »

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #4 on: March 17, 2005, 12:11:14 PM »
8. Larger Space Marine Armies
This section covers larger Space Marine armies. More specifically, three kinds of Space Marine armies will be addressed: fast armies, close combat oriented armies, and shooty armies. Balanced armies will not considered as a balanced army can be seen as a jack of all trades, but a master of none.


8.1 Fast Armies
Fast armies are built around fast and mobile troops: Assault squads, Biker squads, and transported squads. But transports are screwed in the 4th edition unless you plan to field a Land Raider. A possible configuration of a fast army is this: Firstly, take two or three Assault  squads forming the core of the army. If traits are an issue, take Blessed be the Warriors so that the Assault Marines are able to furiously charge. Bikers are an option, but not as good as Assault Marines in close combat.  Secondly, take a Chaplain to lead the army. Thirdly, include some shooty squads to provide cover fire. Fourthly, use standard troops to back up the Assault squads. These can be Rhino squads or infiltrating squads. Finally, notice that in a fast army heavy support is not really required.


Space Marines Fast Ravens Force - 2000 pts Army List

Traits: Blessed be the Warriors / We stand alone

Master of Sanctity w/ crozius arcanum, bolt pistol, rosarius, terminator honour,
    jump pack – 136 pts

Assault squad w/ furious charge – 255 pts
7 Marines w/ plasma pistol (x2)
Vet Sergeant w/ thunder hammer, bolt pistol

Assault squad w/ furious charge – 240 pts
7 Marines w/ plasma pistol (x2)
Vet Sergeant w/ power fist, bolt pistol

Assault squad w/ furious charge – 255 pts
7 Marines w/ plasma pistol (x2)
Vet Sergeant w/ power fist, bolt pistol

Shooty squad – 115 pts
6 Marines w/ lascannon, plasma gun, bolter (x4)

Shooty squad – 115 pts
6 Marines w/ lascannon, plasma gun, bolter (x4)

Shooty squad – 115 pts
6 Marines w/ lascannon, plasma gun, bolter (x4)

Rhino squad – 218 pts
7 Marines w/ melta, bolter (x6)
Vet Sergeant w/ power fist, bolt pistol
Rhino w/ armour, smoke

Rhino squad – 218 pts
7 Marines w/ melta, bolter (x6)
Vet Sergeant w/ power fist, bolt pistol
Rhino w/ armour, smoke

Rhino squad – 218 pts
7 Marines w/ melta, bolter (x6)
Vet Sergeant w/ power fist, bolt pistol
Rhino w/ armour, smoke

Landspeeder w/ multi melta – 65 pts

Landspeeder w/ multi melta – 65 pts

Points: 2000. Models: 67 + 5.

In the first round, let the Rhinos move 12” and let the troops disembark. Unless the troops are in rapid fire range, let them disembark so that the Rhinos provide cover. Moreover, keep the Assault squads behind the Rhinos so that are protected, too. In round two, the Rhino squads can cleanse the area where they are deployed, while the Assault Marines sweep across the board. The shooty squads provide fire support while the Landspeeders pop tanks.


8.2 Close Combat Oriented Armies
There are two forms of close combat oriented Space Marine armies: mechanized and infiltrating. As transports are screwed in the 4th edition, here is an all infiltrating army.


Space Marines Night Ravens Force - 2000 pts Army List

Traits: Seen but don’t be seen + Cleanse and purify  / Eye to eye

Epistolary w/ force weapon, psychic hood, bolt pistol, iron halo, terminator honours, frags – 160 pts
 
Infiltrating Command squad – 300 pts
6 Marines w/ melta (x2), bolt pistol (x4)
Standard Bearer w/ bolt pistol, company standard
Apothecary w/ bolt pistol, narthecium & redactor
Company Champion w/ power weapon, bolt pistol, combat shield
Veteran Sergeant w/ power fist, bolt pistol

Infiltrating Tactical squad – 235 pts
9 Marines w/ melta (x2), bolter (x7)
Veteran Sergeant w/ power fist, bolt pistol

Infiltrating Tactical squad – 235 pts
9 Marines w/ melta (x2), bolter (x7)
Veteran Sergeant w/ power fist, bolt pistol

Infiltrating Tactical squad – 235 pts
9 Marines w/ melta (x2), bolter (x7)
Veteran Sergeant w/ power fist, bolt pistol

Infiltrating Tactical squad – 235 pts
9 Marines w/ melta (x2), bolter (x7)
Veteran Sergeant w/ power fist, bolt pistol

Scout Biker squadron – 155 pts
4 Bikers w/ twin linked bolter (x4)
Vet Sergeant w/ power fist, twin linked bolter

Infiltrating Devastator squad – 224 pts
7 Marines w/ missile launcher (x4), bolter (x3)
Sergeant w/ bolter

Infiltrating Devastator squad – 224 pts
7 Marines w/ missile launcher (x4), bolter (x3)
Sergeant w/ bolter

Points: 2008. Models: 72.

The infiltrating squad can be in rapid fire range in turn one. In the same turn, the Scout Bike squad can tie up a shooty squad. The Devastator squads provide fire support.


8.3 Shooty Armies
A shooty army is often solely focussed on the paradigm of standing and shooting. However, a successful shooty army needs more than shooting, namely mobility, firepower, and numbers. Mobility in a shooty army is important for two reasons. Firstly, it prevents the enemy from outmaneuvering the army. Secondly, it will allow the army to remove units threatening their front ranks. These two issues can be achieved by incorporating mobile heavy support tanks, Dreadnoughts, Landspeeders, and a mobile close combat oriented units. Firepower can be provided by shooty squads with lascannons, heavy support units, Dreadnoughts, and Sniper squads.


Gun Battery Ultramarines Strike Force - 2000 pts Army List

Master Commander w/ twin lightning claws, iron halo, jump packs, terminator honours,
frags -  166 pts

Shooty squad – 115 pts
6 Marines w/ lascannon, plasma gun, bolter (x4)

Shooty squad – 115 pts
6 Marines w/ lascannon, plasma gun, bolter (x4)

Shooty squad – 115 pts
6 Marines w/ lascannon, plasma gun, bolter (x4)

Shooty squad – 115 pts
6 Marines w/ lascannon, plasma gun, bolter (x4)

Rhino squad – 248 pts
9 Marines w/ melta, bolter (x8)
Veteran Sergeant w/ power fist, bolt pistol
Rhino w/ armour, smoke

Dreadnought w/ assault cannon, heavy flamer, armour – 120 pts

Landspeeder squadron w/ Tornado (x2) – 160 pts

Landspeeder squadron w/ Tornado (x2) – 160 pts

Assault squad – 260 pts
9 Marines w/ plasma pistol (x2), bolt pistol (x7)
Vet Sergeant w/ power fist, bolt pistol

Vindicator w/ machine spirit – 155 pts

Predator Annihilator w/ twin linked lascannon (turret), heavy bolter (sp), armour – 135 pts

Predator Annihilator w/ twin linked lascannon (turret), heavy bolter (sp), armour – 135 pts

Points: 1999. Models: 45 + 9


Acknowledgement

I would like to thank 40kOnline for providing a fantastic platform to support Warhammer 40k players. Particular thanks to go Invidious for helpful comments on the HQ section. Moreover, I would like to record thanks to my gaming club, Kolosseum, Bayreuth. In particular, special thanks to go Bastian D., Bastian H., George, Markus, Moritz, and Simon.



 


« Last Edit: February 28, 2006, 10:13:01 AM by Wuestenfux »

Offline Wuestenfux

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #5 on: September 18, 2005, 03:58:59 AM »
Guys, I need some feedback as this article should be published at the SM website.

Offline Dr. Ravingburger

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #6 on: September 18, 2005, 09:09:41 AM »
It is very good, in my opinion. It covers everything that it should cover, and has some very good army lists.

Offline Adarachir

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #7 on: September 22, 2005, 03:30:56 PM »
I'd like to point out that a character on a bike cannot use two ccws... I know CSM and SM aren't the same, but if one can't, the other sure as heck can't either. A bike is a bike...
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Offline Wuestenfux

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #8 on: September 23, 2005, 02:33:24 AM »
I'd like to point out that a character on a bike cannot use two ccws... I know CSM and SM aren't the same, but if one can't, the other sure as heck can't either. A bike is a bike...
Generally, I agree with you. However, it is perfectly legal for an SM character on a bike to have 2 ccw's.

Offline Adarachir

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #9 on: September 27, 2005, 05:52:23 AM »
I'd like to point out that a character on a bike cannot use two ccws... I know CSM and SM aren't the same, but if one can't, the other sure as heck can't either. A bike is a bike...
Generally, I agree with you. However, it is perfectly legal for an SM character on a bike to have 2 ccw's.

So too for a CSM character. The thing is, they cannot benefit from having 2 ccws. But the wording you have put on the commander entry means that the kind of people out there who nees FAQ's to answer (really) stupid questions could misinterpret...
Always remember to pillage BEFORE you burn.
If you can't dazzle them with brilliance, riddle them with bullets.
Never hit a man with glasses. Hit him with a baseball bat.
No, I'm not feeling violent, I'm feeling creative with weapons.
Everyone is entitled to my opinion.
I'm not cynical. I'm just experienced.
I am free of all prejudice. I hate everyone equally.
If ignorance is bliss, why aren't more people happy?
If I throw a stick, will you go away?

Offline Wuestenfux

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #10 on: September 27, 2005, 08:19:47 AM »
I will change my wording.

Offline Khaines Fury

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #11 on: February 26, 2006, 07:29:05 PM »
ah yes there is just one little thin i'm noticing, in the HQ of the night ravens your math is wrong. the Epistolary should cost 160pts and not 152pts also u included frags twice
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Offline -Makenshi-

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #12 on: February 26, 2006, 07:37:18 PM »
Actually, it's 157 if my mental maths is right, the Epistollary and Halo come to 140 combined, then you add in the Pistol, Frags and Honours, which adds an additional 17 ;).

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Offline Khaines Fury

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #13 on: February 26, 2006, 07:47:47 PM »
indeed but what both you and Wuestenfux both forgot is that you have to pay for the infiltrating ability on the epistolary bringing him to 160pts
I trust dishonest men, and distrust honest men, cause you can always trust a dishonest man to be dishonest. Honestly, its the honest ones you have to watch out for cause you never know when they might do something incredibly stupid

Offline -Makenshi-

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #14 on: February 26, 2006, 07:51:13 PM »
indeed but what both you and Wuestenfux both forgot is that you have to pay for the infiltrating ability on the epistolary bringing him to 160pts

Ah yes, silly me, I didn't look at the Command Squad ^_^'.

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Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

Offline Wuestenfux

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #15 on: February 28, 2006, 10:14:17 AM »
Right, he costs 160 pts. Thanks.
I'll need to change the army list, i.e. get rid of 8 pts.

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #16 on: October 16, 2007, 08:54:18 AM »
Very very well done. This should be stickied as a "Must Read" for all newbee's to SMurf's

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Offline Wuestenfux

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Re: A Beginner's Guide for Making a Space Marine Army List
« Reply #17 on: November 3, 2007, 08:44:13 AM »
Thanks, Moc.  I'll change the title.

And I will revise the article shortly.


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Re: A Beginner's Guide for Making a Space Marine Army List (Must Read)
« Reply #18 on: November 4, 2007, 10:34:26 AM »
Awesome

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Offline NewHeretic

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Re: Beginners Guide to Making a Space Marine Army List
« Reply #19 on: February 26, 2008, 07:55:34 PM »
3. Troops

Shooty squad
5 Marines w/ lascannon (x1), plasma gun (x1), bolter (x3)
Sergeant w/ bolter

I notice here that you recommend a 5-man squad when above, you advised even-numbered squads.  Seems a simple oversight.  I sometimes play using such 5-man squads when points are scarce, but generally, you're correct in suggesting 6-man squads instead.

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