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!!