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Old 11-22-2007   #2 (permalink)
experiment 626
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Quote:
Originally Posted by nova9 View Post
Hey there, I'm another noob that has an idea for a chapter/army list (have been wanting to get into 40k but am searching for the army that feels right). I'd appreciate any feedback, unit sizes/gearing/bad combinations ect. that those who've played a few rounds would have.

Chapter: Snow Harriers. A divergent ultramarine chapter. Fluff is basically they were always heavy on apothecary's, but since their forming they've taken it to the extreme... so far as to believe their gene-seed is more important to preserve then all other chapters (fairly self righteous group, who disdains CC).

Traits: Purity above all
uphold the honor of the emperor

Disadvantages: Eye to Eye
We stand alone (cause we're cocky jerks )

HQ: Master: storm bolter, power fist, auspex
9 marine HQ, Apothecary, 2 plasma guns

+++ add or drop 1 marine so you have an even numbered retinue for scoring unit purposes...
- add in a veteran sergeant and give him the power fist. your I5 master should stick to a power toy and use his higher 'I' value to better support the squad.
- if you're going to give your master a two-handed weapon, then make it something more than a storm bolter... if you're going to sacrifice an additional CC attack, then take either a combi-plasma gun or combi-meltagun which can add alot more punch. 1 more S4 ap5 shot isn't worth the loss of the power toy attack!+++


Tactical squad 1: 9 marines, sarge upgraded to apothecary, term. honours (pwr fist and stormbolter), lascannon.

Tactical squad 2: 9 marines, sarge upgraded to apothecary, term. Honours (power fist and stormbolter), heavy bolter.

+++ add 1 marine to both squads to make them 10 strong... also, drop the lascannon from the 1st squad or else drop them down to only 6 men. right now you're wasting 8 bolters to shoot a tank - not a very good investment!
- i'd probably do the following with those tactical squads actually;
a) 5 marines including lascannon
b) 5 marines including special weapon & veteran sergeant
c) 10 marines including whatever...
this helps you get used to how the codex will be re-writen in about a year's time, plus it'll stay legal as you'll be getting the 'combat squads' rule!+++


Devastators: 4 marines, 4 missile launchers, 1 sarge with bolter.

+++ needs a few for bodies to act as ablative wounds for those rocket launchers... right now you can only suffer 1 casulty before losing a big gun! and your devs will alway attract alot of enemy attention!+++

Veteran squad 1: 8 veterans, sarge (upgraded to apothecary), term honors, power fist/stormbolter, heavy bolter and plasma gun. infiltrate for skill

Veteran squad 2: 8 veterans, sarge (upgraded to apothecary), term honors, power fist/stormbolter, plasma gun and multi-melta. Infiltrate for skill.

+++ vets are ment more for assault than shooting really... keep the bolters & special weapons, but i'd trade out those heavy weapons for either a pair of lightning claws or else an extra power fist!+++

1x predator annihilator, heavy bolter sponsons.


1x rhino, smoke launchers.

+++ which squad is it for? as a dedicated transport you must assign it to a specific squad...+++

Alrighty, that was a 1500 point go. As I understand the rules it makes sense, please clue me in on any combinations that are bad. I took the 2 vets because the apothecary upgrade with the purity trait can be taken by them, and because they can get the save from the other trait. Thanks for reading!!
hope this helps,
cheers!
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- Inquisitor Odion


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