Post by calitom on Sept 9, 2011 3:05:34 GMT -5
Now for the core of every list, the meat and potatoes of your force. They hold objectives for you, support your elite elements of your list and do most of the leg work. The Troops.
Tactical Marines -
The generic Space Marine. Comes with a Bolter and Bolt Pistol, and has the same 5th edition requirements for special and heavy equipment. You need to purchase 10 of them to unlock the ability to choose one special weapon and one heavy weapon. In most cases the required 10 models for the unit can be troublesome for those preferring MSU (Multiple Small Units) style play, but they are great for close ranged shooting matches with other infantry. Let me just say that fast rhinos are great, yet again.
Scouts -
Same old scouts. 4+ armor and WS/BS 3. Can work for outflanking combi-melta disruption squads and are a bit more sturdy than your average scout due to Priests lending Feel no Pain to them, but only used in lists where your points are too tight for real marines, or you're doing it on purpose for a theme.
Assault Marines -
Assault marines as troops. Jump packs, chainswords and bolt pistols galore. They have the ability to purchase a special weapon for every 5 marines purchased in the squad, so you can have two melta guns or flamers in a unit of 10 marines. Pretty sweet if you ask me, though I'd personally suggest avoiding plasma guns on these bad boys. Rapid fire lends itself better to Tactical marines. They can dump the jump packs for a 35 point discount on any transport option. They also happen to be the usual choice for the codex as a troops choice, generally built to punch people in the face and get there quickly to do it.
Death Company -
Veteran marines with Rage, come in squads of 3-30 and have a 0-1 selection limitation. They may never be scoring, but can each be upgraded with a power weapon of some variety and jump packs. The big thing that they have going for them is WS 5 and that they come with Furious Charge, Feel no Pain, Relentless and Fearless right out the gate. Use them with a Chaplain or by themselves- they're Khorne Berserkers on crack.
Lemartes -
The poor ex- head Chaplain Lemartes has fallen to the Black Rage and is now an upgrade character to the Death Company unit... Death Company stats with 2 wounds and Initiative 6. He is an upgrade to the unit so lacks Independent character, but still gives the usual benefits of a Chaplain to the unit and gets really pissed off if he takes a wound- jumping up to STR 5 and 5 Attacks base! Put bolter fire on him and hope he fails his saves so you can make a scary unit even worse. Comes stock with a jump pack though, so it limits the ability for transport for the Death Company if he's in the unit, and he costs the same as a Reclusiarch with Jump pack. Flavorful, tragic character and a lot of fun if you have the points.
Death Company Dreadnought -
Requiring 5 Death Company for each Death Company dreadnought, this little guy has rage, fleet and the usual front armor 12 for Dreadnoughts. Wait, a fleet Dreadnought? Not only that, but he ignores stunned and shaken damage results, and can take Blood Talons or be left with fists. Scary little ball of dead champion in a metal monstrosity death right here.
This concludes the Troops! Next up, Dedicated Transports!
Tactical Marines -
The generic Space Marine. Comes with a Bolter and Bolt Pistol, and has the same 5th edition requirements for special and heavy equipment. You need to purchase 10 of them to unlock the ability to choose one special weapon and one heavy weapon. In most cases the required 10 models for the unit can be troublesome for those preferring MSU (Multiple Small Units) style play, but they are great for close ranged shooting matches with other infantry. Let me just say that fast rhinos are great, yet again.
Scouts -
Same old scouts. 4+ armor and WS/BS 3. Can work for outflanking combi-melta disruption squads and are a bit more sturdy than your average scout due to Priests lending Feel no Pain to them, but only used in lists where your points are too tight for real marines, or you're doing it on purpose for a theme.
Assault Marines -
Assault marines as troops. Jump packs, chainswords and bolt pistols galore. They have the ability to purchase a special weapon for every 5 marines purchased in the squad, so you can have two melta guns or flamers in a unit of 10 marines. Pretty sweet if you ask me, though I'd personally suggest avoiding plasma guns on these bad boys. Rapid fire lends itself better to Tactical marines. They can dump the jump packs for a 35 point discount on any transport option. They also happen to be the usual choice for the codex as a troops choice, generally built to punch people in the face and get there quickly to do it.
Death Company -
Veteran marines with Rage, come in squads of 3-30 and have a 0-1 selection limitation. They may never be scoring, but can each be upgraded with a power weapon of some variety and jump packs. The big thing that they have going for them is WS 5 and that they come with Furious Charge, Feel no Pain, Relentless and Fearless right out the gate. Use them with a Chaplain or by themselves- they're Khorne Berserkers on crack.
Lemartes -
The poor ex- head Chaplain Lemartes has fallen to the Black Rage and is now an upgrade character to the Death Company unit... Death Company stats with 2 wounds and Initiative 6. He is an upgrade to the unit so lacks Independent character, but still gives the usual benefits of a Chaplain to the unit and gets really pissed off if he takes a wound- jumping up to STR 5 and 5 Attacks base! Put bolter fire on him and hope he fails his saves so you can make a scary unit even worse. Comes stock with a jump pack though, so it limits the ability for transport for the Death Company if he's in the unit, and he costs the same as a Reclusiarch with Jump pack. Flavorful, tragic character and a lot of fun if you have the points.
Death Company Dreadnought -
Requiring 5 Death Company for each Death Company dreadnought, this little guy has rage, fleet and the usual front armor 12 for Dreadnoughts. Wait, a fleet Dreadnought? Not only that, but he ignores stunned and shaken damage results, and can take Blood Talons or be left with fists. Scary little ball of dead champion in a metal monstrosity death right here.
This concludes the Troops! Next up, Dedicated Transports!