Beiträge von Weiserbenni

    Ist es zum Beispiel Sinnvoll die extra Punkte für eine zweite Demi-Battle-Company raus zuhauen um die kostenlosen Fahrzeuge zu kaufen?
    So wie ich das sehe sieht das dann so aus das man insgesamt 6 Trupps taktische, 2 Trupps Devastatoren und 2 Trupps Assaultmarines und einen captian und einen Ordenspriester spielt. Jeder Trupp 5 Mann und dann den Gegner mit Razorbacks zuspammen.
    Und wie steht es um den Land Raider Spearhead? Ist die so cool wie sie klingt?
    Edit:
    Das wäre dann meine aktuelle Armeeliste. Ich hab leider nicht genug Modelle für Transporter.


    +++ Bennis Standard Liste (1850pts) +++


    ++ Space Marines: Codex (2015) (SM Gladius Strike Force) (1850pts) ++


    + (No Category) +


    Chapter Tactics [Iron Hands]
    ····Rules: Feel No Pain, It Will Not Die, Machine Empathy, The Flesh is Weak


    + Core (1353pts) +


    'Battle Demi Company * (770pts)
    ····Rules: Objective Secured, Tactical Flexibility
    ····Assault Squad (160pts) [Jump Packs (15pts), 2x Plasma Pistol (30pts), 4x Space Marines (56pts)]
    ········Veteran Sergeant (59pts) [Melta Bombs (5pts), Plasma Pistol (15pts), Power Axe (15pts)]
    ····Captain (170pts)
    ········Captain (170pts)
    ············Artificer Armour (80pts) [Auspex (5pts), Digital Weapons (10pts), Melta Bombs (5pts), Plasma Pistol (15pts), Relic Blade (25pts)]
    ····Devastator Squad (175pts) [Armorium Cherub (5pts), 4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Missile Launcher (Frag & Krak) (25pts) [Add Flakk Missiles (10pts)]
    ········Missile Launcher (Frag & Krak) (25pts) [Add Flakk Missiles (10pts)]
    ········Missile Launcher (Frag & Krak) (25pts) [Add Flakk Missiles (10pts)]
    ········Missile Launcher (Frag & Krak) (25pts) [Add Flakk Missiles (10pts)]
    ········Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun, Signum]
    ····Tactical Squad (85pts) [Meltagun (10pts), 4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Rhino [Storm Bolter]
    ············Rules: Repair
    ········Space Marine Sergeant (19pts) [Bolt Pistol, Boltgun, Melta Bombs (5pts)]
    ····Tactical Squad (90pts) [Plasma Gun (15pts), 4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Drop Pod [Storm Bolter]
    ············Rules: Drop Pod Assault, Immobile, Inertial Guidance System
    ········Space Marine Sergeant (19pts) [Bolt Pistol, Boltgun, Melta Bombs (5pts)]
    ····Tactical Squad (90pts) [Plasma Gun (15pts), 4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Space Marine Sergeant (19pts) [Bolt Pistol, Boltgun, Melta Bombs (5pts)]
    ····Profiles:
    ········Captain: Unit Type:Infantry (Character)|WS:6|BS:5|S:4|T:4|W:3|I:5|A:3|Ld:10|Save:+2
    ········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Space Marines (Jump Packs): Unit Type:Jump Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Veteran Sergeant (Jump Packs): Unit Type:Jump Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
    ········Drop Pod: BS:4|Front:12|Side:12|Rear:12|HP:3|Type:Vehicle (Open-topped, Transport)
    ········Rhino: BS:4|Front:11|Side:11|Rear:10|HP:3|Type:Vehicle (Tank, Transport)
    ········Auspex :* Description:Forego shooting to make an enemy unit within 12" reduce it's cover save by 1, untill the end of the phase. This does not count as choosing a target for his unit to shoot at.|Codex Adeptus Astartes p194
    ········Digital Weapons :* Description:A model armed with digital weapons can re-roll a single failed to wound roll in each assault phase.|Codex Adeptus Astartes p194
    ········Iron Halo :* Description:An iron halo confers a 4+ invulnerable save.|Codex Adeptus Astartes p195
    ········Searchlight :* Description:If a vehicle has a searchlight, it can, after firing all of its weapons choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.
    ········Signum :* Description:At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his unit is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To hit are made.|Codex Adeptus Astartes p195
    ········Smoke Launchers :* Description:Once per game, instead of shooting or moving flat out, may gain a 5+ cover save
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
    ········Chainsword: Range:-|Strength:User|AP:-|Type:Melee|Warhammer 40,00: The Rules p178
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
    ········Melta Bombs: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldly|Warhammer 40,00: The Rules p181
    ········Meltagun: Range:12"|Strength:8|AP:1|Type:Assault 1, Melta|Warhammer 40,00: The Rules p177
    ········Missile Launcher (Flakk): Range:48"|Strength:7|AP:4|Type:Heavy 1, Skyfire|Warhammer 40,00: The Rules p177
    ········Missile Launcher (Frag): Range:48"|Strength:4|AP:6|Type:Heavy 1, Blast|Warhammer 40,00: The Rules p177
    ········Missile Launcher (Krak): Range:48"|Strength:8|AP:3|Type:Heavy 1|Warhammer 40,00: The Rules p177
    ········Plasma Gun: Range:24"|Strength:7|AP:2|Type:Rapid Fire, Gets Hot|Warhammer 40,000: The Rules p177
    ········Plasma Pistol: Range:12"|Strength:7|AP:2|Type:Pistol, Gets Hot|Warhammer 40,00: The Rules p177
    ········Power Axe: Range:-|Strength:+1|AP:2|Type:Melee, Unwieldy|Warhammer 40,000: The Rules
    ········Relic Blade :* Range:-|Strength:+2|AP:3|Type:Melee, Two-handed|Codex Adeptus Astartes p193
    ········Storm Bolter: Range:24"|Strength:4|AP:5|Type:Assault 2|Warhammer 40,00: The Rules p176


    'Battle Demi Company * (583pts)
    ····Rules: Objective Secured, Tactical Flexibility
    ····Bike Squad (113pts)
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Attack Bike (50pts) [Bolt Pistol, Multi-melta (10pts), Twin-Linked Boltgun]
    ········Biker Sergeant (21pts) [Bolt Pistol, Twin-Linked Boltgun]
    ········Space Marine Biker (21pts) [Bolt Pistol, Twin-Linked Boltgun]
    ········Space Marine Biker (21pts) [Bolt Pistol, Twin-Linked Boltgun]
    ····Chaplain (145pts)
    ········Rules: Chapter Tactics *, Independant Character, Zealot
    ········Terminator Armour (55pts) [Combi-plasma (10pts), Crozius Arcanum, Digital Weapons (10pts), Melta Bombs (5pts)]
    ····Devastator Squad (115pts) [Armorium Cherub (5pts), 2x Heavy Bolter (20pts), 2x Multi-melta (20pts), 4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun, Signum]
    ····Tactical Squad (70pts) [4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun]
    ····Tactical Squad (70pts) [4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun]
    ····Tactical Squad (70pts) [4x Space Marines (56pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ········Space Marine Sergeant (14pts) [Bolt Pistol, Boltgun]
    ····Profiles:
    ········Attack Bike: Unit Type:Bike|WS:4|BS:4|S:4|T:5|W:2|I:4|A:2|Ld:8|Save:3+
    ········Biker Sergeant: Unit Type:Bike (Character)|WS:4|BS:4|S:4|T:5|W:1|I:4|A:1|Ld:8|Save:3+
    ········Chaplain: Unit Type:Infantry (Character)|WS:5|BS:4|S:4|T:4|W:2|I:4|A:2|Ld:10|Save:2+
    ········Space Marine Biker: Unit Type:Bike|WS:4|BS:4|S:4|T:5|W:1|I:4|A:1|Ld:8|Save:3+
    ········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Digital Weapons :* Description:A model armed with digital weapons can re-roll a single failed to wound roll in each assault phase.|Codex Adeptus Astartes p194
    ········Rosarius :* Description:A rosarius confers a 4+ invulnerable save.|Codex Adeptus Astartes p195
    ········Signum :* Description:At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his unit is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To hit are made.|Codex Adeptus Astartes p195
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
    ········Combi-plasma: Range:24"|Strength:4 (Bolter)/ 7 (Plasma)|AP:5 (Bolter)/ 2 (Plasma)|Type:Rapid Fire (Both) / Gets Hot, One Use Only (Plasma)|Warhammer 40,00: The Rules p176
    ········Crozius Arcanum :* Range:-|Strength:+2|AP:4|Type:Melee, Concussive|Codex Adeptus Astartes p193
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|Warhammer 40,00: The Rules p176
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
    ········Melta Bombs: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldly|Warhammer 40,00: The Rules p181
    ········Multi Melta: Range:24"|Strength:8|AP:1|Type:Heavy 1, Melta|Warhammer 40,00: The Rules p177


    + Command (295pts) +


    'Librarius Conclave * (295pts)
    ····Rules: Empyric Channelling
    ····Librarian (115pts) [Mastery Level 2 (25pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Independant Character
    ········Terminator Armour (25pts) [Force Stave]
    ····Librarian (90pts) [Mastery Level 2 (25pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Independant Character
    ········Power Armour [Bolt Pistol, Force Axe]
    ····Librarian (90pts) [Mastery Level 2 (25pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Independant Character
    ········Power Armour [Bolt Pistol, Force Sword]
    ····Profiles:
    ········Librarian: Unit Type:Infantry (Character)|WS:5|BS:4|S:4|T:4|W:2|I:4|A:2|Ld:10|Save:+2
    ········Psychic Hood: Description:Each Time a unit (or model) is targeted by an enemy psychic power and is within 12" of a frieldly model with a psychic hood, the wearer may attempt to deny the witch as if he were in the unit. If the Deny The Witch attempt is failed, the psychic power is resolved as normal, but effects only the initial target, not the wearer of the hood. If a model with a psychic hood is embarked in a vehicle or building, he can only use the hood to nullify powers targeting the vehicle or building he is embarked within.|Warhammer 40,00: The Rules p26
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Force Axe: Range:-|Strength:+1|AP:2|Type:Melee, Unwieldy, Force|Warhammer 40,00: The Rules p178
    ········Force Stave: Range:-|Strength:+2|AP:4|Type:Melee, Concussive, Force|Warhammer 40,00: The Rules p178
    ········Force Sword: Range:-|Strength:User|AP:3|Type:Melee, Force|Warhammer 40,00: The Rules p178
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181


    + Auxiliary (202pts) +


    '10th Company Task Force * (202pts)
    ····Rules: Concealed Positions, The Trap is Sprung
    ····Scout Squad (77pts) [Camo Cloaks (10pts), Heavy Bolter (8pts), 4x Scouts (44pts), 3x Sniper Rifle (3pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads, Infiltrate *, Move Through Cover, Scout
    ········Scout Sergeant (12pts) [Bolt Pistol, Sniper Rifle (1pts)]
    ····Scout Squad (70pts) [Camo Cloaks (10pts), 4x Scouts (44pts), 4x Sniper Rifle (4pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads, Infiltrate *, Move Through Cover, Scout
    ········Scout Sergeant (12pts) [Bolt Pistol, Sniper Rifle (1pts)]
    ····Scout Squad (55pts) [4x Boltgun, 4x Scouts (44pts)]
    ········Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads, Infiltrate *, Move Through Cover, Scout
    ········Scout Sergeant (11pts) [Bolt Pistol, Boltgun]
    ····Profiles:
    ········Scout: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:4+
    ········Scout Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:4+
    ········Camo Cloak :* Description:Increase cover save by 1, if no cover grants a 6+ cover save|Codex Adeptus Astartes p194
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Heavy Bolter: Range:36"|Strength:5|AP:4|Type:Heavy 3|Warhammer 40,00: The Rules p176
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
    ········Sniper Rifle: Range:36"|Strength:X|AP:6|Type:Heavy 1, Sniper



    Gesendet von meinem GT-I9301I mit Tapatalk

    Ich misch mich einfach mal ein. Hab da ein, zwei Fragen zur Armeeliste.
    1. Wo kommt der gemischte oder nicht gemischte Devastator Trupp her? Ich lese da immer nur Predator?
    2. Sind die Bulldozerschaufeln beim Rhino sinnvoll? Auf mich wirken die gerade wie Punktefüller. Bin aber in der aktuellen Edition noch nicht so richtig drin.


    Gesendet von meinem GT-I9301I mit Tapatalk

    Da mein anderer Thread inzwischen ein Listenthread geworden ist mach ich hier mal weiter und hol noch etwas mehr aus.
    Ich hab das letzte mal Space Marines und auch 40k in der 5. Edition gespielt.
    Als ich den Codex das erste mal gelesen ist mir etwas aufgefallen. Die haben jetzt Synergien. :eek:
    Gibt es irgendwelche Einheitenkombinationen oder Strategien die immer wieder mal auftauchen und gut laufen?


    Gesendet von meinem GT-I9301I mit Tapatalk

    Rhinos sind voll gut keine Frage. Wenn ich nicht wollte das mir jemand Tipps gibt hätte ich sie nicht online gestellt.
    Ich hatte nur nicht vor sie so stark zu optimieren das keiner dagegen gewinnt.
    Scriptor in Terminator Rüstung in die Kapsel? Hab ich noch die drüber nachgedacht. Ist meines Erachtens aber auch mehr so ein SW ding.
    Wie meinst du die Veteranen sind zu teuer? Gibt es denn einen adäquaten Ersatz? Ich hatte die mehr drin als Lückenfüller. So nach dem Motto: können theoretisch alles, haben schicke Bolter was zu den Salamander passt und es gibt außer Terminatoren keine echte Alternative an Veteranen.
    Den Trick mit der Kapsel musst du mir glaube ich mal näher erläutern.


    Gesendet von meinem GT-I9301I mit Tapatalk

    Danke für die Tipps. Der Devastator Serg mit Hammer war auch so eine Überlegung wo ich mich überwinden musste weil ich es für verschwendete Punkte halte.
    Das mit den Rhinos sehe ich auch so. Und die Multimeter hab ich das erste mal wieder in einer Liste.
    Das ganze hab ich aber eher als Themenarmee zur Unterstützung meiner 15k starken Hauptarmee gedacht. Hammer=Schmied, Multimeter und Kombiflammenwerfer=Salamander und mit Vulkan klingt das sogar ganz sexy finde ich. Rhinos könnte ich später noch dazu holen.
    Der Scriptor soll auf pyromantie würfeln.


    Gesendet von meinem GT-I9301I mit Tapatalk

    Ich denke die Salamander haben das Rennen schon gemacht. Durch die Geschichte mit dem Feuersalamander kann man schön umbauen und bemalen. Der Hintergrund ist fluffig und passt gut zu der Ordenstaktik.
    Ich hab da mal ne erste 1000 Punkte Liste erträumt die meine Basis für die Armee darstellen soll.
    +++ Salamander (1000pts) +++


    ++ Space Marines: Codex (2015) (Combined Arms Detachment) (1000pts) ++


    + (No Category) +


    Chapter Tactics [Salamanders]
    ····Rules: Feel No Pain, Flamecraft, Master Artisans


    + HQ (305pts) +


    Librarian (115pts) [Mastery Level 2 (25pts)]
    ····Rules: And They Shall Know no Fear, Chapter Tactics *, Independant Character
    ····Terminator Armour (25pts) [Force Sword]
    ····Profiles:
    ········Librarian: Unit Type:Infantry (Character)|WS:5|BS:4|S:4|T:4|W:2|I:4|A:2|Ld:10|Save:+2
    ········Psychic Hood: Description:Each Time a unit (or model) is targeted by an enemy psychic power and is within 12" of a frieldly model with a psychic hood, the wearer may attempt to deny the witch as if he were in the unit. If the Deny The Witch attempt is failed, the psychic power is resolved as normal, but effects only the initial target, not the wearer of the hood. If a model with a psychic hood is embarked in a vehicle or building, he can only use the hood to nullify powers targeting the vehicle or building he is embarked within.|Warhammer 40,00: The Rules p26
    ········Force Sword: Range:-|Strength:User|AP:3|Type:Melee, Force|Warhammer 40,00: The Rules p178


    Vulkan He'stan (190pts) [Bolt Pistol, Gauntlet of the Forge, Spear of Vulkan]
    ····Rules: And They Shall Know no Fear, Independant Character, The Forgefather
    ····Profiles:
    ········Vulkan He'stan: Unit Type:Infantry (Character)|WS:6|BS:5|S:4|T:4|W:3|I:5|A:3|Ld:10|Save:2+
    ········Digital Weapons :* Description:A model armed with digital weapons can re-roll a single failed to wound roll in each assault phase.|Codex Adeptus Astartes p194
    ········Kesare's Mantle: Description:Kesare's Mantle confers a 3+ invulnerable save.
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Heavy Flamer: Range:Template|Strength:5|AP:4|Type:Assault 1|Warhammer 40,00: The Rules p176
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
    ········Spear of Vulkan: Range:-|Strength:+2|AP:3|Type:Melee, Master-crafted, Two-handed


    + Elites (150pts) +


    Sternguard Veteran Squad (150pts)
    ····Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ····Veteran (32pts) [Bolt Pistol, Combi-flamer (10pts)]
    ····Veteran (32pts) [Bolt Pistol, Combi-flamer (10pts)]
    ····Veteran (32pts) [Bolt Pistol, Combi-melta (10pts)]
    ····Veteran (32pts) [Bolt Pistol, Combi-melta (10pts)]
    ····Veteran Sergeant (22pts) [Bolt Pistol, Boltgun]
    ····Profiles:
    ········Veteran: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
    ········Veteran Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:2|Ld:9|Save:3+
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
    ········Combi-flamer: Range:24" (Bolter)/ Template (Flamer)|Strength:4|AP:5|Type:Rapid Fire (Bolter)/ Assault 1, One Use Only (Flamer)|Warhammer 40,00: The Rules p176
    ········Combi-melta: Range:24" (Bolter)/ 12" (Melta)|Strength:4 (Bolter)/ 8 (Melta)|AP:5 (Bolter) / 1 (Melta)|Type:Rapid Fire (Bolter) / Assault 1, Melta, One Use Only (Melta)|Warhammer 40,00: The Rules p176
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
    ········Special Issue Ammunition - Dragonfire Bolt: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Ignores Cover
    ········Special Issue Ammunition - Hellfire Round: Range:24"|Strength:1|AP:5|Type:Rapid Fire, Poisoned (2+)
    ········Special Issue Ammunition - Kraken Bolt: Range:30"|Strength:4|AP:4|Type:Rapid Fire
    ········Special Issue Ammunition - Vengeance Round: Range:18"|Strength:4|AP:3|Type:Rapid Fire, Gets Hot


    + Troops (390pts) +


    Tactical Squad (195pts) [Meltagun (10pts), 9x Space Marines (126pts)]
    ····Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ····Space Marine Sergeant (59pts) [Combi-flamer (10pts), Melta Bombs (5pts), Thunder Hammer (30pts)]
    ····Profiles:
    ········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
    ········Combi-flamer: Range:24" (Bolter)/ Template (Flamer)|Strength:4|AP:5|Type:Rapid Fire (Bolter)/ Assault 1, One Use Only (Flamer)|Warhammer 40,00: The Rules p176
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
    ········Melta Bombs: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldly|Warhammer 40,00: The Rules p181
    ········Meltagun: Range:12"|Strength:8|AP:1|Type:Assault 1, Melta|Warhammer 40,00: The Rules p177
    ········Thunder Hammer: Range:-|Strength:x2|AP:2|Type:Melee, Concussive, Specialist Weapon, Unwieldy|Warhammer 40,00: The Rules p179


    Tactical Squad (195pts) [Meltagun (10pts), 9x Space Marines (126pts)]
    ····Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ····Space Marine Sergeant (59pts) [Combi-flamer (10pts), Melta Bombs (5pts), Thunder Hammer (30pts)]
    ····Profiles:
    ········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
    ········Combi-flamer: Range:24" (Bolter)/ Template (Flamer)|Strength:4|AP:5|Type:Rapid Fire (Bolter)/ Assault 1, One Use Only (Flamer)|Warhammer 40,00: The Rules p176
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
    ········Melta Bombs: Range:-|Strength:8|AP:1|Type:Armourbane, Unwieldly|Warhammer 40,00: The Rules p181
    ········Meltagun: Range:12"|Strength:8|AP:1|Type:Assault 1, Melta|Warhammer 40,00: The Rules p177
    ········Thunder Hammer: Range:-|Strength:x2|AP:2|Type:Melee, Concussive, Specialist Weapon, Unwieldy|Warhammer 40,00: The Rules p179


    + Heavy Support (155pts) +


    Devastator Squad (155pts) [Armorium Cherub (5pts), 4x Multi-melta (40pts), 4x Space Marines (56pts)]
    ····Rules: And They Shall Know no Fear, Chapter Tactics *, Combat Squads
    ····Space Marine Sergeant (54pts) [Combi-flamer (10pts), Signum, Thunder Hammer (30pts)]
    ····Profiles:
    ········Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Space Marines: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+
    ········Signum :* Description:At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, one model in his unit is Ballistic Skill 5 for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To hit are made.|Codex Adeptus Astartes p195
    ········Bolt Pistol: Range:12"|Strength:4|AP:5|Type:Pistol|Warhammer 40,00: The Rules p176
    ········Boltgun: Range:24"|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40,00: The Rules p176
    ········Combi-flamer: Range:24" (Bolter)/ Template (Flamer)|Strength:4|AP:5|Type:Rapid Fire (Bolter)/ Assault 1, One Use Only (Flamer)|Warhammer 40,00: The Rules p176
    ········Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain|Warhammer 40,00: The Rules p180
    ········Krak Grenades: Range:8" (thrown) / - (Melee)|Strength:6|AP:4|Type:Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)|Warhammer 40,00: The Rules p181
    ········Multi Melta: Range:24"|Strength:8|AP:1|Type:Heavy 1, Melta|Warhammer 40,00: The Rules p177
    ········Thunder Hammer: Range:-|Strength:x2|AP:2|Type:Melee, Concussive, Specialist Weapon, Unwieldy|Warhammer 40,00: The Rules p179


    ++ Selection Rules ++


    And They Shall Know no Fear: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn.


    Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, they are not destroyed, but remain locked in combat instead.
    Chapter Tactics *
    Combat Squads: A full strength, ten-man unit with this special rule can break down into two five-man units, called combat squads, considered to be two five-man squads of the same type. For example, a ten-man Tactical Squad can split into two five-man Tactical Squads using the Combat Squads special rule.


    You must decide which units are splitting into combat squads, and which models go into each combat squad, immediately before determining your Warlord Traits. A unit split into combat squads therefore is now two separate units for all game purposes, including calculating the total number of units in the army and determining the number of units you can place in reserve. Then proceed with deployment as normal. In an exception to the normal rules, two combat squads split from the same unit can embark in the same transport vehicle, providing its Transport Capacity allows. Once you have decided whether or not to split a unit into combat squads, it must remain that way for the entire battle. It cannot split up or join back together later on in the battle, nor can you use a redeployment to split up a unit or join it back together.


    Note that Bike Squads count as being at full strength when they have eight Space Marine Bikers and one Attack Bike. If split into combat squads, one combat squad will have five Bikers, the other will have three and the Attack Bike.
    Feel No Pain: When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw and so can be used against attacks that state that ‘no saves of any kind are allowed’, for example those inflicted by Perils of the Warp).


    Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule.


    Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved Wound is discounted – treat it as having been saved.


    If a unit has the Feel No Pain special rule with a number in brackets afterwards –Feel No Pain (6+), for example – then the number in brackets is the D6 result needed to discount the Wound.
    Flamecraft: Salamanders models have the Feel No Pain (4+) special rule against Wounds caused by flamer weapons (as defined in Warhammer 40,000: The Rules). Furthermore, when using flamer weapons, Salamanders models can re-roll failed To Wound rolls and armour penetration rolls that do not result in a glancing or penetrating hit. (Codex: Space Marines p190)
    Independant Character: Independent Characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit!


    Joining and Leaving a Unit
    An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in Reserve, by you informing your opponent of which unit it has joined.


    In order to join a unit, an Independent Character simply has to move so that he is within the 2" unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within 2" of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to (or cannot) join a unit, it must (where possible) remain more than 2" away from it at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that, after an Independent Character joins a unit, that unit can move no further that Movement phase.


    An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. He cannot join or leave during any other phase – once shots are fired or charges are declared, it is too late to join in or duck out!


    An Independent Character cannot leave a unit while either he or the unit is in Reserves, locked in combat, Falling Back or has Gone to Ground. He cannot join a unit that is in Reserves, locked in combat or Falling Back. If an Independent Character joins a unit, and all other models in that unit are killed, he again becomes a unit of one model at the start of the following phase.
    While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters.


    Look Out, Sir
    Independent Characters pass Look Out, Sir rolls on a 2+.


    Heroic Morale
    A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbers, but instead tests as if it had at least 25% remaining.


    Special Rules
    When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit’s special rules are not conferred upon the Independent Character, and the Independent Character’s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them.


    Independent Characters and Infiltrate
    An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment.


    Independent Characters and Ongoing Effects
    Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the character leaves the unit, both he and the unit continue to be affected by the effect, so you’ll need to mark the character accordingly.


    For example, Farseer Mehiledrin and his unit of Eldar Guardians are set ablaze by a weapon with the Soul Blaze special rule. If Mehiledrin leaves the unit, both he and the Guardians will still be ablaze and the ongoing effects of the Soul Blaze rule must be resolved separately.


    Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after himself having been the target of an ongoing effect) benefits and penalties from that effect are not shared.


    For example, Crimson Fists Tactical Squad Hemanez is suffering the effects of the Blind special rule. If Captain Cruiz joins the unit, he does not suffer the results of the Blind special rule as he was not there when it happened!
    Master Artisans: During army selection, each Salamanders character may upgrade one of his weapons (even one purchased as an upgrade, but not a Chapter Relic or Relic of Nocturne) to have the Master-Crafted special rule (Codex: Space Marines p190)
    The Forgefather: If Vulkan He'stan is your Warlord, all meltaguns, combi-meltas and multi-meltas fired by models in his Detachment have the Master-crafted special rule.


    Created with BattleScribe (http://www.battlescribe.net)


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    Suche dir doch einen Orden der dir gefällt , der aber keiner der Ursprünglichen Legionen zugeteilt werden kann damit du dir dann einfach eine nach Situation wählen kannst für deinen neuen Orden. Wenn du uns Farben nennst findet sich sicher was.


    Ich verstehe nicht ganz was du meinst. Ich habe ja eben eine solche Armee und würde jetzt gerne was offizielles spielen.
    Im Moment liegen aber die Salamander recht weit vorne.
    Gibt's im Angel of death Supplement eigentlich ne liste mit der Sprungmodule die taktischen ablösen wie Biker wenn man nen captian auf Bike hat?
    Wenn nicht ist die Raven Guard zumindest schon mal raus.


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    Das darfst du nicht falsch verstehen, die Sanguinius Children sind der einzige Blood Angels Nachfolge Orden der den Roten Durst und die Schwarze Wut überwunden hat, dafür oder deswegen nun aber ein Faible für Farhzeugtunning und Body Modifikation entwickelt hat. ;)


    Richtig, deswegen spiele ich sie seit der ersten Minute nach Space Marines Codex. Leider werde ich seit der sechsten Edition gezwungen Ordenstaktiken zu wählen, worüber ich mich natürlich nicht beschwere. Im Gegenzug verzichte ich auch auf die teilweise sehr coolen BA Einheiten.


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    Dann spiel doch Deathwatch oder nen Kreuzzug.


    Deathwatch wäre da durchaus auch eine da die aus allen Orden rekrutieren. Gibt es da irgendwie die Möglichkeit vorher mal reinzuschnuppern.
    Eine andere ähnliche Idee kam mir auch schon, da ich ja X Verbündeten Kontingente haben darf.


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    was ist dir wichtig? spielstärke, farbschema, fluff?


    Tatsächlich ist das eine Mischung von allem. Bei der Raven Guard, den Salamander und den White Scars gefällt mir der Hintergrund. Bei den Ultramarines mag ich das Farbschema. Bei der Imperial Fist die Armeezusammenstellung und bei den Templer die Modelle.


    @Otomo das man sowas auf Turnieren macht hab ich auch schon gehört. Ist für mich allerdings völlig inakzeptabel, da Ultramarines nicht plötzlich White Scars sein können und Reubaut Gulliaume sich bei solchen gebahren seines Ordens vermutlich auch in seiner Cryokammer umdrehen würde. ;)


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    Hi,
    Ich spiele jetzt schon seit Jahren meine Sanguinius Children. Jetzt hab ich mir den den neuen Codex geholt und bin auf den Regeltext gestoßen das ich Verbündetenkontingente aus dem gleichen Kodex wählen darf. Ich spiele tatsächlich schon seit der 5. Edition mit der Idee eine zweite Space Marines Armee anzufangen und zwar diesmal eine offizielle.
    Zur Wahl stehen Hawk Lords, Praetors of Orpheus, White Scars, Salamanders, Raven Guard, Imperial Fist und Black Templar.
    Die zweite Armee soll als Ergänzung dienen für meine Sanguinius Children die ich nach den Regeln der Iron Hands spiele.
    Ich brauche da echt Entscheidungshilfe.


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    Wie laufen denn die Eldar als Hauptarmee und die SM in Verbindung?
    Das die Fluffnummer sowas ist wie Eissorten auswählen ist mir klar. Solange nicht so was kommt wie SW zusammen mit DA und das noch mit nem Waagh! Kombiniert kann ich glaube ich damit leben. Oder was ist denn mit Eldar und Tau?


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    Fluffig ist mir wichtig, wenn ich schon nicht gut Spiele bzw mit den wenigsten Turnierlisten mit halte, ich werde übrigens keine Turniere spielen, will ich wenigstens ne gute Figur dabei machen.


    Eldar könnte ich mir vorstellen zu spielen, über die hab ich gar nicht nachgedacht.
    Hier mal ein Abriss über das was ich habe.
    Eldar:
    Autarch, psioniker, Skorpione, ein phantomlord, dire avengers, drei Biker, eine Viper, Speere.


    Space Marines:
    Eigentlich alles ausser den komischen centurio Einheiten.


    Space Wolves:
    Held der Wolfsgarde, Wolfslord, Held der Wolfsgarde auf Wolf, Wolfsgarde, Wolfsgarde Terminatoren, graumähnen, Blutwölfe, Langfänge, Wolfsreiter

    Tau:
    Crisis, Aun'Shi, Crisis Garde, Koloss, feuerkrieger, Teufelsrochen, Barracuda


    CSM sind gedanklich schon aussortiert. Da hab ich hauptsächlich die Kulttruppen und passende psioniker bzw Generäle. Cybots und Dämonenprinzen.


    Dark Angels
    Hauptsächlich Death Wing Terminatoren


    Imperium
    Basilisk wobei ich die noch nicht zusammen gebaut habe. Sollte mal ein Gefechtsmörser werden.
    Zwei Leman Russ eine Chimäre, catachaner mit Harker und Cadianer und eine Kommandotruppe





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    Dann will ich mal rede und Antwort stehen.
    Cool ist wenn es Spaß macht. Gewinnen macht natürlich immer Spaß. Ich mag es einfach nicht gefrustet am Spieltisch zu stehen weil bei Space Marines nur noch Sprungmodule und Land Raider wirklich spielbar sind und alles andere nur Punkteverschwendung.


    Was die Harlequins angeht stehe ich da vor folgendem Problem. Ausser meinen Space Marines sind die anderen so "Hintergrundarmeen", sprich nach irgendeinem Hintergrund auf Basis des Codex zusammen gesetzt und irgendwas zwischen 1500 und 2000. Bedeutet konkret bei meinen Eldar ohne die Harlequins bekomme ich da nix spielbares auf die Platte, ohne einen adäquaten Ersatz zu finden weil die Harlequins ja nicht mehr im Hauptcodex sind.
    Das mit Astra Militarum war mir bekannt, da gehört ja auch Adeptus Sororitas und Machine Cult und Skiitari zu. Was ich hab ist noch klassisch Panzer und Kanonen und Artillerie.


    Das mit dem Flieger bringt ja dann die anderen meiner Armeen in die engere Auswahl.


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    Hi,
    Ich spiele mit dem Gedanken nach einiger Zeit wieder anzufangen. Ich habe eine Menge Armeen und da ich nicht mein ganzes Taschengeld in Codizies investieren möchte wollte ich gerne mal euch fragen was denn so an Armeen aktuell cool ist.
    Ich habe:
    Eldar, wobei ich da meine Harlequines ersetzen müsste.
    Space Marines
    Space Wolves
    Tau
    Chaos Space Marines
    Dark Angels
    Imperium


    Im Zuge dessen wäre auch interessant wie wichtig es ist einen oder mehrere Flieger zu haben.
    Ich hab da aktuell auch nur bei den Space Marines den Stormtalon und den Barracuda der Tau.


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