Post by Paradill on Mar 14, 2011 6:06:56 GMT -5
Vote for the most newbie friendly or your favourite.
List1:
List2
List 3
List4
Enjoy!
List1:
Captain
Powerweapon
Meltabombs...120
Tactical squad 1
4 extra men
sergeant has powerfist and plasma pistol...194
Rhino...35
Tactical Squad...90
Scout Squad
Heavy bolter
Sergeant has melta bombs...90
Assault Squad
Flamer
Sergeant has Powerweapon, plasma pistol and Meltabombs...135
Grand total...594 points
No real conversion work here, use the tactical squad upgrades sprue to make the captain stand out; banner ect.
This army would be used quite agressively, with the 5 man squad holding home objectives while the captain joins the squad in the Rhino and moves out with the assault marines. The scouts infiltrate or outflank to do scouty stuff... .
The army would struggle against heavy armour, but in a small points limit it shouldn't be too much of a problem. Bolter fire followed by assaults would hopefully be enough to stop any horde armies out there, and the assault marines have a flamer to help even out the numbers.
Powerweapon
Meltabombs...120
Tactical squad 1
4 extra men
sergeant has powerfist and plasma pistol...194
Rhino...35
Tactical Squad...90
Scout Squad
Heavy bolter
Sergeant has melta bombs...90
Assault Squad
Flamer
Sergeant has Powerweapon, plasma pistol and Meltabombs...135
Grand total...594 points
No real conversion work here, use the tactical squad upgrades sprue to make the captain stand out; banner ect.
This army would be used quite agressively, with the 5 man squad holding home objectives while the captain joins the squad in the Rhino and moves out with the assault marines. The scouts infiltrate or outflank to do scouty stuff... .
The army would struggle against heavy armour, but in a small points limit it shouldn't be too much of a problem. Bolter fire followed by assaults would hopefully be enough to stop any horde armies out there, and the assault marines have a flamer to help even out the numbers.
List2
master of the forge
conversion beamer (count as plasma gun)
10 tactical squad
flamer+missile
stg w/melta bomb+plasma pistol
10 tactical squad
flamer+missile(count as melta and HK missile conversion)
stg w/melta bomb+plasma pistol
5 scout squad
sniper rifles( count as bolters)+heavy bolter
camo cloaks (paint camo on them?)
tacticals will combat squad leaving missiles behind and advancing with flamer+stg
techmarine will fortify cover and them camp with the scouts who with stealth , force opponent to focus firepower to bring them down giving the tacs better change to reach to enemy unharmed
for snipers conversion is this:
cut the shotgun to two pieces right before the hand holding the rifle grip(?)
then cut the bolters barrel and iron sight off and put the shotguns barrel as add-on to the bolter.
now it should look little different form the stock bolter
at least in theory
conversion beamer (count as plasma gun)
10 tactical squad
flamer+missile
stg w/melta bomb+plasma pistol
10 tactical squad
flamer+missile(count as melta and HK missile conversion)
stg w/melta bomb+plasma pistol
5 scout squad
sniper rifles( count as bolters)+heavy bolter
camo cloaks (paint camo on them?)
tacticals will combat squad leaving missiles behind and advancing with flamer+stg
techmarine will fortify cover and them camp with the scouts who with stealth , force opponent to focus firepower to bring them down giving the tacs better change to reach to enemy unharmed
for snipers conversion is this:
cut the shotgun to two pieces right before the hand holding the rifle grip(?)
then cut the bolters barrel and iron sight off and put the shotguns barrel as add-on to the bolter.
now it should look little different form the stock bolter
at least in theory
List 3
HQ
Captain
Relic Blade
Jump Pack
Plasma Pistol
170
TROOPS
Scout Squad
5 scouts
Heavuy Bolter with Hellfire Shells
Bolters
85
Tactical Squad
10 marines
Missile Launcher
Plasma Gun
180
ELITES
Sternguard
9 Sternguard Marines
Melta Bombs
Melta Gun
Flamer
PowerFist
265
In Rhino
H-K Missile.
45
The captain would make a nuisance of himself and take out any shooty units on the enemy's board edge, drawing fire and then taking out any enemy HQ/Vehicles he can.
The Scout Squad would deploy in cover near the home objective and be on anti infantry/MC duty, laying down a withering hail of fire.
The Tactical Squad would split into combat squads with the ML firing from the back and the plasma gun and sgt would move forward being covered by the base units as they try and keep in cover.
The sternguard in rhino would drive around killing anything they can, drawing mass amounts of fire and dealing damage to everything within reach, allowing the captain and tac squad to do their thing relatively hassle free, hopefully taking out enough of the enemy to be of use.
The list comes in a 750 points and allows new players to get used to all three major types of special weapon (plasma, melta, flamer) as well as the three types of infantry (foot, jump, mechanised). The scouts and tactical squad helps them decide which troops choice they prefer and how each works, lots of scope for play style.
Captain
Relic Blade
Jump Pack
Plasma Pistol
170
TROOPS
Scout Squad
5 scouts
Heavuy Bolter with Hellfire Shells
Bolters
85
Tactical Squad
10 marines
Missile Launcher
Plasma Gun
180
ELITES
Sternguard
9 Sternguard Marines
Melta Bombs
Melta Gun
Flamer
PowerFist
265
In Rhino
H-K Missile.
45
The captain would make a nuisance of himself and take out any shooty units on the enemy's board edge, drawing fire and then taking out any enemy HQ/Vehicles he can.
The Scout Squad would deploy in cover near the home objective and be on anti infantry/MC duty, laying down a withering hail of fire.
The Tactical Squad would split into combat squads with the ML firing from the back and the plasma gun and sgt would move forward being covered by the base units as they try and keep in cover.
The sternguard in rhino would drive around killing anything they can, drawing mass amounts of fire and dealing damage to everything within reach, allowing the captain and tac squad to do their thing relatively hassle free, hopefully taking out enough of the enemy to be of use.
The list comes in a 750 points and allows new players to get used to all three major types of special weapon (plasma, melta, flamer) as well as the three types of infantry (foot, jump, mechanised). The scouts and tactical squad helps them decide which troops choice they prefer and how each works, lots of scope for play style.
List4
Captain
Power Fist
Bolter
Hellfire Rounds
Melta Bombs
Total: 140
Tac Squad x5
Plasma istol
Melta Bombs
Total: 110
Scout Squad x5
Telion
Heavy Bolter
Total: 135
Sternguard x9
Power Sword
Melta Gun
Rhino
Hunter-Killer
Total: 290
Assault Squad x5
Flamer
Power Weapon
Total: 125
Grand Total: 800
First and foremost cut off and isolate all the fancy embellishments that come with the box, there should be loads, from purity seals to commemorative teatowels, auspexes and gunsights.
First we shall build our Captain. Use the MkVIII torso from the tactical squad (has the raised neck armour) on top of some round kneed legs and one of the helmetless heads. Whack a spare head on his belt (use a stadard MkVII head for this, that's the most common one) cut off all the neck stuff though so the helmet will sit flat on the table. Take the pointing Power fist from the assault squad and add it with a more fancy shoulder pad. Take a left handed bolt pistol arm from the assault squad and cut away the pistol then add a boltgun to the fist still gripping the handle. A cut under the shoulder pad mounting plate should allow you to rotate the arm across the body and then attach it pointing somewhat down as he's concentrating on where he's pointing. Make sure the head is looking the same direction as the power fist points. Add grenades and a melta bomb to his belt as well as the remaining shoulder pads. Add a purity seal and perhaps one other bit of gumph and he's done. Oh and he has Hellfire rounds in his fancy boltgun.
Next up a troops choice. Build 5 regular Space Marines including a chainsword sgt. Try to stick to MkVII components. Round knee pads, standard helmets and the bodies with the least prominent cabling across the front Use blank shoulder pads where possible. The sergeant can have a plasma pistol (from the assault squad) and a melta bomb on his belt.
Next up another troops choice. Build the scouts as standard with all boltguns and a heavy bolter. Use the boltgun with strap and Geordie la Forge visor on one guy. try and carve a facial scar into his face to make him more grizzled. Add some purity seals to his bolter and a gunsight. Add other flash bits till you think he looks impressive enough to count as Sergeant Telion. (An auspex in his left hand seems a smart move).
Assault marines next, pretty much a standard build. Sergeant gets a power weapon to go with his bolt pistol. Add a flamer for some pre-assault fun and don't use any fancy bits.
Rhino is entirely vanilla, add whatever markings you fancy and a Hunter Killer for anti-vehicle work.
This should leave enough parts to 9 more Marines. Build them up to be Sternguard Vets. You should have enough bits for several MkVI suits ("womble" head crossed cable body and kneepadless legs. Add all the remaining upgrades to these guys. Gunsights and Auspexes attached to the tops of bolters. Lots of those nice ammo and equipment packs they get too. Sergeant of this squad gets a power weapon as well as his bolter, use the same trick as on the captain for his boltgun if there's a spare left arm left over from the assault marines. If not, then use the remaining left bolter arm left over from the Captain and have him cradling his gun while gesturing with his sword instead. One of the regular guys can have a melta gun to slightly enhance this forward squads anti tank capability.
All that makes a pleasing 800 points. As for using it. The scouts and basic marines can camp and garrison objectives and Telion can have fun plinking at plasma gunners and such in the enemy army (the tac squad particularly isn't likely to be much of a target). Meanwhile the Assault marines can make a nuisance of themselves (being careful not to assume they can kill too much without support). The sternguard and captain can look to engage enemy elites, with their fancy bolter tricks there's little they can't handle and the rhino stands a chance of getting them into rapidfire range quickly.
Power Fist
Bolter
Hellfire Rounds
Melta Bombs
Total: 140
Tac Squad x5
Plasma istol
Melta Bombs
Total: 110
Scout Squad x5
Telion
Heavy Bolter
Total: 135
Sternguard x9
Power Sword
Melta Gun
Rhino
Hunter-Killer
Total: 290
Assault Squad x5
Flamer
Power Weapon
Total: 125
Grand Total: 800
First and foremost cut off and isolate all the fancy embellishments that come with the box, there should be loads, from purity seals to commemorative teatowels, auspexes and gunsights.
First we shall build our Captain. Use the MkVIII torso from the tactical squad (has the raised neck armour) on top of some round kneed legs and one of the helmetless heads. Whack a spare head on his belt (use a stadard MkVII head for this, that's the most common one) cut off all the neck stuff though so the helmet will sit flat on the table. Take the pointing Power fist from the assault squad and add it with a more fancy shoulder pad. Take a left handed bolt pistol arm from the assault squad and cut away the pistol then add a boltgun to the fist still gripping the handle. A cut under the shoulder pad mounting plate should allow you to rotate the arm across the body and then attach it pointing somewhat down as he's concentrating on where he's pointing. Make sure the head is looking the same direction as the power fist points. Add grenades and a melta bomb to his belt as well as the remaining shoulder pads. Add a purity seal and perhaps one other bit of gumph and he's done. Oh and he has Hellfire rounds in his fancy boltgun.
Next up a troops choice. Build 5 regular Space Marines including a chainsword sgt. Try to stick to MkVII components. Round knee pads, standard helmets and the bodies with the least prominent cabling across the front Use blank shoulder pads where possible. The sergeant can have a plasma pistol (from the assault squad) and a melta bomb on his belt.
Next up another troops choice. Build the scouts as standard with all boltguns and a heavy bolter. Use the boltgun with strap and Geordie la Forge visor on one guy. try and carve a facial scar into his face to make him more grizzled. Add some purity seals to his bolter and a gunsight. Add other flash bits till you think he looks impressive enough to count as Sergeant Telion. (An auspex in his left hand seems a smart move).
Assault marines next, pretty much a standard build. Sergeant gets a power weapon to go with his bolt pistol. Add a flamer for some pre-assault fun and don't use any fancy bits.
Rhino is entirely vanilla, add whatever markings you fancy and a Hunter Killer for anti-vehicle work.
This should leave enough parts to 9 more Marines. Build them up to be Sternguard Vets. You should have enough bits for several MkVI suits ("womble" head crossed cable body and kneepadless legs. Add all the remaining upgrades to these guys. Gunsights and Auspexes attached to the tops of bolters. Lots of those nice ammo and equipment packs they get too. Sergeant of this squad gets a power weapon as well as his bolter, use the same trick as on the captain for his boltgun if there's a spare left arm left over from the assault marines. If not, then use the remaining left bolter arm left over from the Captain and have him cradling his gun while gesturing with his sword instead. One of the regular guys can have a melta gun to slightly enhance this forward squads anti tank capability.
All that makes a pleasing 800 points. As for using it. The scouts and basic marines can camp and garrison objectives and Telion can have fun plinking at plasma gunners and such in the enemy army (the tac squad particularly isn't likely to be much of a target). Meanwhile the Assault marines can make a nuisance of themselves (being careful not to assume they can kill too much without support). The sternguard and captain can look to engage enemy elites, with their fancy bolter tricks there's little they can't handle and the rhino stands a chance of getting them into rapidfire range quickly.
Enjoy!