Rate my Army List

hq- Commander w/ storm bolter and powersword.
hq- Librian, force weapon
hq-Librian, force weapon ,boltpistol, familiar
hq- Chaplin Termie
hq- Chaplin Jump
hq- Command Squad, Apothecary, Standard Bearer, champ, and Vet Sgt

Elites
Tyrannic War Vets-175 pts
Techmarine- 65 pts
Vets- 329, all w. artificer armor
Dreadnought Venerable- 163 or 143 pts
 
Troops
3 Tactical, all w/ Vet Sgts
2 scout squads, 1 snipes and other are regs
Fast Attack
Land Speeder Tornado
6 man assualt squad
Heavy Support
2 Devestator Squads, Lascannons, Multimeltas, Plasmas Missle launchers, Heavy Bolters.
 

Thecadian

Active member
I dont know if this is for apocolypse but you do need some troops and you do also have a limit on HQ. If this is some special army then go ahead, but if its for a proper game you may want to have a look at the force organisation chart
 

lono

New member
Warning! I\'m a meanie when it comes to SM army lists.

So having said that:

HQ
Commander - It\'s not really advisable to mix a ranged weapon with a CC weapon. Go for 2xCC for the extra choppy combat benefits.
Librarians - What psychic powers and how are you thinking about using them? These guys are only really worthwhile if you are going to use particular tactics with the army. Chaplains are generally more worthwhile unless you are going to face plenty of horde armies.
Chaplains - You have no Terminators, so the termy armour one seems rather pointless. Jump pack dude with the assault squad can work.
Command squad - Never value for money. Your characters are better off free to join up with other squads instead of having a command squad. Their only benefit is they look fairly cool.

Elites
Techmarine - These guys aren\'t really worth bothering with, despite how appealing it may look on paper to team him with the Dread.
Vets - An insanely expensive unit that you should ditch. Terminators would be cheaper, tougher and give you assault cannon opportunities if you want an alternative.
Tyranic Vets - For the character I suppose I could let these ones go. It\'s an Ultramarine force after all.
Venerable Dread - Assault cannon comes recommended, as does a missile launcher. Have never really decided if venerable is overkill with them or not. Again, I suppose they look cool!

Troops
Tactical squads - Need special/heavy weapon upgrades. If they are shooty, no need for a vet. If they are CC stick a power fist in on the vet. Make sure each squad has a role. Don\'t put the wrong weapon combos together.
Scouts - These are fine. You may like to experiment with bigger squads on the non-snipers.

Fast
Tornado - Everyone uses them, but that\'s because they are rocking. Assault cannons kick butt! I\'d want more than one to be honest. Spread them across the fast slots if you can as single entries. They are less likely to be killed by a single squad\'s shooting that way.
Assault squad - These guys can be fun but you really need to use them right. Just because they can get across the table quick doesn\'t mean they necessarily should. Counter attack and objective grabbing is a better bet. I\'d argue more Tornados instead is an even better bet.

Heavy
Devestators - Make sure the weapons aren\'t too mixed up. There is no point putting a heavy bolter (anti infantry and light armour) along with lascannons (anti tank and heavy armour) because only some of the weapons will be effective against what you are shooting at.
I\'d like to get an anti-tank capable vehicle in here to draw fire from the dread and vice versa, otherwise it\'s probably going to be toasted in the first turn.
 
First off the vets were DA vets converted into Ultras, and the Librians are supposed to use Fury of the Anicents, Vortex o\' Doom and the other really kik butt 1. The Techmarine got for free... soo no use letting him go to waste.. Finally the Tacticals have the following weapon mixes: Lascannon and flamer, Meltagun, or flamer. the Deavs : 1 has a las, heavy blter, plasma, and missile, other has plasmza , multimelta, heavy blter and missile launcher:rolleyes::innocent::eek:
 

lono

New member
Sorry, I was under the impression that you were looking for advice on where it could do with strengthening but it seems you simply want us to give it a rating.

From a game effectiveness point of view I\'ll have to give it 2 out of 10 then. It\'s very, very soft, has some huge point sink units, the squads have ineffective mixes of weaponry and you are missing out on a lot of good SM units and weaponry and taking far too many overpriced and ineffective ones.

Sorry.
 

Roger Bunting

New member
Definately don\'t mix the weapons up in the dev squads, as lono pointed out, half the time you\'ll be wasting the points. The same goes for the tactical squads really. You need to decide on what their role will be. No ponit in them having a flamer unless you intend for them to to get up close and personal against troops in cover. I like the venerable dred. I don\'t play space marines but have faced a ven in a black templar army. Really annoying having to reroll the damage.
 
Back To Top
Top