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Old 11-02-2006   #1 (permalink)
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Default Storm Marines

I won't bother with the pile of fluff, but here ya go.

HQ

Icarus, Master of the Storm Marines
Artificer Armour
Pair of Lightning Claws (Master Crafted)
Purity Seals
Acute Senses
Jump Pack
168

Icarus’ Command Squad (5-Man)
Apothecary
Standard Bearer with Chapter Banner
Company Champion
Infiltrate
Acute Senses
200
__________________________________________________ ___________________

ELITE

Veteran Squad (5-man)
Melta-Gun
Pair of Lightning-Claws
Veteran Sergeant with Master-Crafted Power Sword
Furious Assault
Infiltrate
Acute Senses
195
__________________________________________________ ___________________
TROOPS

Tactical Squad A (6-man)
Melta-gun
Infiltrate
Acute Senses
Take the Fight to Them
124

Tactical Squad B (6-man)
Melta-gun
Infiltrate
Acute Senses
Take the Fight to Them
124

Tactical Squad C (6-man)
Flamer
Infiltrate
Acute Senses
Take the Fight to Them
124

Tactical Squad D (6-man)
Flamer
Infiltrate
Acute Senses
Take the Fight to Them
124
__________________________________________________ ___________________

FAST ATTACK

Assault Squad (6-man)
Veteran Sergeant with Power Sword
Flamer
168

Tornado Squadron (3 Land Speeder Tornados)
3 Multi-meltas
2 Heavy Flamers
275
__________________________________________________ ___________________

TOTAL pts: 1500
TRAITS
Advantages: See, but don’t be seen.
Take the Fight to Them (Noted when used)

Drawbacks: Eye to Eye
Die Standing


Comments would be immensly appreciated within reason. This army is designed to be fluff compatible, so I'll only change it if the suggestion makes it more effective but abides by the same philosophy. Thanks in advance

Last edited by Icarus Athrasuriel; 11-02-2006 at 12:37 PM.
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Old 11-02-2006   #2 (permalink)
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Well, I think to make suggestions you should at least give an outline of your theme if we are to make fluff-compatible suggestions. And I don't think you're allowed to post individual values, just unit values. *fixed*

Now then, I think you should fill out the veteran squad a little more. I can see you are sticking with small squad sizes, which is ok, but for a vateran squad, you might want to increase their numbers to 7 at least.

I highly approve of the 10-man assault squad!

Side note: do you have the new SM codex? I think a power sword is less for Veteran Sergeants now. Check your assault sergeant and veteran squad sergeant's costs.
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Last edited by Inquisitor Rosenadel; 11-02-2006 at 11:41 AM. Reason: more info
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Old 11-02-2006   #3 (permalink)
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Oops *Attempts to hide behind dust bin*

OK, here's a bit of fluff.

The first Chapter Master, Isaac Karton was a supporter of guerrilla warfare, something that fascinated him. As a result, the Chapter still utilises this philosophy of hit & run. However, in all other aspects they adhere to the Codex Astartes, they have a balanced army and they conduct the traditional rituals.

If you need anything more specific, just mention it

Last edited by Icarus Athrasuriel; 11-02-2006 at 11:44 AM.
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Old 11-02-2006   #4 (permalink)
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Quote:
Originally Posted by Icarus Athrasuriel View Post
Oops *Attempts to hide behind dust bin*

OK, here's a bit of fluff.

The first Chapter Master, Isaac Karton was a supporter of guerrilla warfare, something that fascinated him. As a result, the Chapter still utilises this philosophy of hit & run. However, in all other aspects they adhere to the Codex Astartes, they have a balanced army and they conduct the traditional rituals.

If you need anything more specific, just mention it
Ah, that's better. Well, for starters, I would either mount your Chapter Master on a bike, or give him a Jump Pack and put him with that Assault squad. This will give him greater mobility and he will be able to get to where the action is the fiercest.

I would say you should remove the Dreadnoughts, since they don't move especially quickly and put in a landspeeder squadron. They're fast and powerful, and if you have lots of them, it's just more targets of your enemy to shoot at so he won't be able to shoot everything.

Other than that, I approve. Small squads are good, except of course for the assault, and their loadout seems pretty good, too. Redundancy is very helpful.
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Old 11-02-2006   #5 (permalink)
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Thanks, though I am considering keeping the command squad...

Otherwise, thanks for the suggestions. I'll make some modifications and post them in a few minutes.
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Old 11-02-2006   #6 (permalink)
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Here ya go

HQ

Icarus, Master of the Storm Marines
Artificer Armour
Pair of Lightning Claws (Master Crafted)
Purity Seals
Acute Senses
Jump Pack
168

Icarus’ Command Squad (5-Man)
Apothecary
Standard Bearer with Chapter Banner
Company Champion
Infiltrate
Acute Senses
200
__________________________________________________ ___________________

ELITE

Veteran Squad (5-man)
Melta-Gun
Pair of Lightning-Claws
Veteran Sergeant with Master-Crafted Power Sword
Furious Assault
Infiltrate
Acute Senses
195
__________________________________________________ ___________________
TROOPS

Tactical Squad A (6-man)
Melta-gun
Infiltrate
Acute Senses
Take the Fight to Them
124

Tactical Squad B (6-man)
Melta-gun
Infiltrate
Acute Senses
Take the Fight to Them
124

Tactical Squad C (6-man)
Flamer
Infiltrate
Acute Senses
Take the Fight to Them
124

Tactical Squad D (6-man)
Flamer
Infiltrate
Acute Senses
Take the Fight to Them
124
__________________________________________________ ___________________

FAST ATTACK

Assault Squad (6-man)
Veteran Sergeant with Power Sword
Flamer
168

Tornado Squadron (3 Land Speeder Tornados)
3 Multi-meltas
2 Heavy Flamers
275
__________________________________________________ ___________________

TOTAL pts: 1500
TRAITS
Advantages: See, but don’t be seen.
Take the Fight to Them (Noted when used)

Drawbacks: Eye to Eye
Die Standing
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Old 11-02-2006   #7 (permalink)
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Hmm... I'm not sure on the survivability of the Tornado squadron.
I tend to take speeders with the missiles cause they're long range enough to be generally out of harm.

and you should definitely type up the full fluff and drop it in the fluff section
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Old 11-02-2006   #8 (permalink)
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Ach, I'll playtest it this weekend.

And I've posted the prologue to one of my novels, I'll write up the fluff for the Storm Marines at some point.
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Old 11-02-2006   #9 (permalink)
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sweet. I'm reading the Night Stalkers prologue right now
good stuff, comment in the thread later.
and I like redundancy too. Gotta remember that for my drop pod SM
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Old 11-02-2006   #10 (permalink)
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Well, if you give the Master a Jump Pack, you're going to have to get rid of the Command Squad because they have to go with him and they can't have Jump Packs. And besides, you're spending 200 points on a 5-man squad. That's an average of 40 points per Space Marine! You could add another tactical squad and more veterans for that much!
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Old 11-02-2006   #11 (permalink)
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Quote:
Originally Posted by Inquisitor Rosenadel View Post
Well, if you give the Master a Jump Pack, you're going to have to get rid of the Command Squad because they have to go with him and they can't have Jump Packs. And besides, you're spending 200 points on a 5-man squad. That's an average of 40 points per Space Marine! You could add another tactical squad and more veterans for that much!
This is all very true. That command squad needs a leader on foot to lead it so just scrap it and flesh out your veterans or something else you might like. Could even get another assault squad if fast attack is really your thing.
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Old 11-03-2006   #12 (permalink)
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EDIT 3

HQ

Icarus, Master of the Storm Marines
Artificer Armour
Pair of Lightning Claws (Master Crafted)
Jump Pack
Frag Grenades
Acute Senses
164
__________________________________________________ ___________________

ELITE

Beta Squad (Veteran Squad, 5-man)
Melta-Gun
Pair of Lightning-Claws
Veteran Sergeant with Master-Crafted Power Sword
Furious Assault
Infiltrate
Acute Senses
195

Alpha Squad (Terminator Assault Squad, 5-man)
5 Pairs of Lightning Claws
Furious Charge
215
__________________________________________________ ___________________
TROOPS

Tactical Squad A (6-man)
Melta-gun
Infiltrate
Acute Senses
124

Tactical Squad B (6-man)
Melta-gun
Infiltrate
Acute Senses
124

Tactical Squad C (6-man)
Flamer
Infiltrate
Acute Senses
124

Tactical Squad D (6-man)
Infiltrate
Acute Senses
118
__________________________________________________ ___________________

FAST ATTACK

Delta Squad (Assault Squad, 6-man)
Veteran Sergeant with Power Sword
162

The Tornado‘s (3 Land Speeder Tornados)
3 Multi-meltas
2 Heavy Flamers
275
__________________________________________________ ___________________

TOTAL pts: 1499
TRAITS
Advantages: See, but don’t be seen (Noted when used (e.g. Infiltrate))

Drawbacks: Die Standing
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Old 11-03-2006   #13 (permalink)
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Nice looking list. An army set up to storm the enemy.... right on target I would say. One thing I see that could be a problem for you is enemy armor. You do have a nice selection of melta weapons but your first 1-2 turns will see a lot of men die from heavy fire. Cover and smart movement can help you here but I always like to have at least something to shoot back with from turn 1. Tossing a lascannon into a small tactical squad of bolters can give you the feel of doing something useful on turn 1. However, I guess that leaves less storming troopers for you; this list is dedicated to footslogging with a purpose and a stay at home squad would ruin that concept.
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Old 11-03-2006   #14 (permalink)
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Indeed. I've always liked the concept of popping up 12" away from my opponent when I played LotR, now it's a reality on a far more exciting stage.
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Old 11-03-2006   #15 (permalink)
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okay, as everyone has said, squads cost a lot. I would also drop the standard bearer, you have a master, so the morale thing isn't a really good boost.

Also, in a word, BIG squads are good, you have 24 men in your tactical squads, if you make them 8-man squads, then you only lose one squad, not a bad deal.

Also your vets, 200 points for 5 men! Both Furious Charge and Infiltrate means 21 points a model! WoW talk about expesnive, considering lowering points or even droping the squad for more termies, which truth be told, are probably better (Deep strike em and get a teleport homer).

Everything else is pretty good though I dislike heavy flamers on Speeders, don't seem to good to me!
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Old 11-04-2006   #16 (permalink)
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Quote:
Originally Posted by Icarus Athrasuriel View Post
I won't bother with the pile of fluff, but here ya go.
Well, I happen to consider myself something of a Space Marine guru, so let me see if I can help you out here.



Quote:
HQ

Icarus, Master of the Storm Marines
Artificer Armour
Pair of Lightning Claws (Master Crafted)
Purity Seals
Acute Senses
Jump Pack
168
Let's start with this guy here. As previously observed, there's not much point in giving him a jump pack if you also give him a Command Squad, since he can't leave the squad. Also, articifer armor is a major waste of points. Anything your opponent is likely to throw at this guy is going to ignore armor saves anyway. Also, he doesn't have an invulnerable save, and I rarely find master-crafting worth the points. About the only thing I consider worth master-crafting is a Librarian's force weapon. So, if you want to keep the Command squad, you should ditch the jump pack. Also, you should ditch the arty armor, and at least seriously consider consigning the master-crafting to the dust bin as well. That will save you some serious points. With them, you can pick up an Iron Halo for a good Invulnerable save, or if you want to be clever and save even more points, give him a single L-claw and a storm shield. With that kit, you could give him the Adamantine Mantle, which would ratchet his price right back up, but it would protect him against insta-kills.

Quote:
Icarus’ Command Squad (5-Man)
Apothecary
Standard Bearer with Chapter Banner
Company Champion
Infiltrate
Acute Senses
200
I gather Icky's Command Squad has a couple ordinary squaddies. Let's start with the basics: this squad is too small. Assault-oriented squads need to be fairly large. That gives you more attacks and more staying power. I'd bulk this squad up so you've got 10 men+Icky. I'm not a big fan of taking all the specialists. I find that one is generally sufficient. As you're going with a heavily assault-oriented force, you're probably best off with the company champion. Also, you should give the squad a Veteran Sergeant with a power fist, and slap in a couple meltaguns or flamers. Don't forget frags. Finally, I don't see much point to shelling out points for Acute Senses. None of your squads have a weapon with greater than a 12" range, and Infiltrators have to be set up at least 18" away from an unfriendly unit.

Alternately, if Icky's jump pack is a must-have for some reason, you could ditch the Command Squad entirely and have Icky operate with the Assault Squad, using the points saved from the ditched squad to bulk up the Assault Squad.

Quote:
__________________________________________________ ___________________

ELITE

Veteran Squad (5-man)
Melta-Gun
Pair of Lightning-Claws
Veteran Sergeant with Master-Crafted Power Sword
Furious Assault
Infiltrate
Acute Senses
195
The See But Don't Be Seen advantage doesn't let you buy Infiltrate for a Veteran squad, only for Tactical and Devestator squads. Vet Squads can have Infiltrate, but as a squad option, which would preclude also taking Furious Assault. This is not the end of the world. Just ditch the sergeant's master crafted power weapon in favor of a power fist (non-MCed), and swap the L-claws for another power fist. Bulk up the squad so you have more meatshields for the power fists. Don't forget frags.

__________________________________________________
Quote:
___________________
TROOPS

Tactical Squad A (6-man)
Melta-gun
Infiltrate
Acute Senses
Take the Fight to Them
124

Tactical Squad B (6-man)
Melta-gun
Infiltrate
Acute Senses
Take the Fight to Them
124

Tactical Squad C (6-man)
Flamer
Infiltrate
Acute Senses
Take the Fight to Them
124

Tactical Squad D (6-man)
Flamer
Infiltrate
Acute Senses
Take the Fight to Them
124
Mush these four squads into two squads of 10, or three squads of 8. Give each squad a Veteran Sergeant with a power fist. Ditch Acute Senses, give frags.


Quote:
__________________________________________________ ___________________

FAST ATTACK

Assault Squad (6-man)
Veteran Sergeant with Power Sword
Flamer
168
Make the squad bigger. Give the sergeant a power fist. Add a second flamer.


Quote:
Tornado Squadron (3 Land Speeder Tornados)
3 Multi-meltas
2 Heavy Flamers
275
This is a fine squadon. Just a quick point on nomenclature: if one of the Speeders doesn't have the underslung weapon, it isn't a Tornado, just a regular speeder. However, if you can squeeze in an extra 10 points, I highly recommend the third heavy flamer.

Quote:
__________________________________________________ ___________________

TOTAL pts: 1500
TRAITS
Advantages: See, but don’t be seen.
Take the Fight to Them (Noted when used)

Drawbacks: Eye to Eye
Die Standing


Comments would be immensly appreciated within reason. This army is designed to be fluff compatible, so I'll only change it if the suggestion makes it more effective but abides by the same philosophy. Thanks in advance
Well, hopefully you find my comments helpful. In addition to what I've stated previously, as I see it this list's main weakness is a total lack of any kind of long-range firepower. A good Devestator Squad with 4 missile launchers would go a long way toward covering that base. As it currently stands, if you play against an opponent that can keep your forces at arm's length (or if you don't get Infiltrate), you're going to be in for a frustrating game. Remember, See But Don't Be Seen can be used to give Infiltrate to Devvies as well.

One more thing to consider: instead of all those Takeing The Fight To Them Tactical squads, you could use Scout squads. Scouts have pistol-ccw as their default weapon combo, have Infiltrate as part of their base cost, cost 5 points per figure less than your Tac squads, and have Move Through Cover as part of the bargain. If you use Scouts as your Troops choices, you wouldn't need the Traits you've selected, so you could play vanilla (and not have to take disadvantages at all), or take different Traits.

Last edited by Grand Master Raziel; 11-04-2006 at 05:43 AM.
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Old 11-04-2006   #17 (permalink)
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Firstly, they're meant to be small squads. There is a reason.

Secondly, this is a fast moving force. Lascannons and missile launchers will just bog it down and kill the spirit of it. The commander joins the assault squad BTW. Also, I'm questioning whether either of you read the topic, or you'd know why the list is the way it is.

Thirdly, I'll consider the power fists for the Vet. Squad.
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Old 11-04-2006   #18 (permalink)
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Quote:
Originally Posted by Icarus Athrasuriel View Post
Firstly, they're meant to be small squads. There is a reason.
Well, I suppose you would know the thematic reasons why you built your force the way you did, but it's been my experience that when models hit table, small squads tend to get rapidly overwhelmed when the get stuck in. I really don't see how having three 8-man squads would be all that much less thematically appropriate than four 6-man squads.

Quote:
Secondly, this is a fast moving force. Lascannons and missile launchers will just bog it down and kill the spirit of it.
I'm not suggesting that you radically alter your army list to max out on such weapons, but having a Dev squad with 4 missile launchers would give you something with which to take out (or at least supress) a high-threat target or two before your other units can get to your opponent's lines. In other words, covering fire. Having a fire support squad with heavy weapons really wouldn't go against the theme you suggested, as they are man-portable weapons, and if you stick to missile launchers and/or heavy bolters, those are weapons that are given to Scout squads, and Scouts are all about the guerrilla warfare.


Quote:
The commander joins the assault squad BTW.
Not if he has a Command Squad, he doesn't. If you buy a Command Squad for one of your Independent Characters, then he can't leave it as long as there are any members of it left on the table.


Quote:
Also, I'm questioning whether either of you read the topic, or you'd know why the list is the way it is.
Well, excuse me for trying to be helpful. FYI, I read every post in the thread before replying. There's really no reason to be snippy. It's not my job to decide what's thematically appropriate for your list. You're the one who knows your own mind best, so, you're the best judge of what your SM chapter should and shouldn't be able to do. If someone gives you advice that's counter to your theme, you don't have to take it, but understand that the person who gave it was a well-meaning soul who took some time out of his or her day to give you the benefit of their experience. Jumping down their throat is not the best way to thank them.

Quote:
Thirdly, I'll consider the power fists for the Vet. Squad.
One more thing I thought you should consider: Scout Bikes. The advantages of Scout Bikes are myriad. They have the Scouts USR, so they always start on the table and get a free move at the start of the game. That would potentially let them get in first turn assaults. They probably wouldn't carry the day all on their own, but they could tie up key enemy units and give your other units time to move up.
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Old 11-04-2006   #19 (permalink)
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Grandmaster it seems you didnt read his updated list ? ^^
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Old 11-05-2006   #20 (permalink)
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Indeed. There is no command squad, so I assumed you hadn't read the topic, and I'm sorry if you did.
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Old 05-28-2007   #21 (permalink)
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Backness!!

Well, I'm considering getting rid of the terminators and replacing them with another landspeeder squadron to give long range heavy fire support. I'll include them in my 2000 pts list which I'll post later, but what do you think. Should I?
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Old 05-28-2007   #22 (permalink)
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