Email in: General and specific advice for 40k noob (SM)
'Hello Kirby:
First, thanks for doing this blog - it has already helped a noob like me learn a lot more about playing 40k properly. I could not find guidelines for emailing you, so I just decided to go with whatever comes to mind.
I've been collecting 40k for a long time now, on and off for about 10 years. However, I was only ever into the painting side of things, never into the gaming aspect - this might have had something to do with new army syndrome and my limited cash reserves. As a result, I've never played a game of 40k bar a 400-point battle in which my opponent taunted me to set up my tac squad outside of cover, then promptly killed it with genestealers.
Recently, I've been actually getting an army done instead of just painting random characters, and was wondering if I could get some words of wisdom from the pros. I believe that I have a basic understanding of theory - I enjoy mathhammer, I can see which units are viable and which are horribly overcosted etc, but I fail on experience, having played a grand total of 0 games, so I have no idea of actually how to use my lists.
First off, here is my list for 1k - just to start me off as I don't want to paint another 10 tactical marines :( - and 1.5k lists -
1k:
HQ -
Librarian
Elites -
9 sternguard, HF, 2Xcombi plasma, 3X combi melta, Rhino
Troops -
10 tac marines, Flamer/MM, Rhino
10 tac marines, Flamer/MM, Rhino
Heavy Support -
Predator Destructor
Predator Destructor
1.5k:
1k list +
Elites -
5 TH/SS termies
Troops -
10 tac marines, Flamer/MM, Rhino
Fast Attack -
Land Speeder, MM/HF
Land Speeder, MM/HF
I know that sternguard are rather fragile and expensive, not the best for cost-effectiveness, but I still would like to include them - the idea of versatile uberbolters designed for close-range firefights fits perfectly into fluff as well as being theoretically good in my mind. I've tooled up my squad to have a reasonable chance of killing anything, but if that doesn't actually work on the tabletop, let me know.
For the 1k list, I'm concerned about the lack of long-ranged anti-tank firepower. All my anti-tank is either heavy weapons on infantry or 3 shots on sternguard, who often should be killing other stuff instead of tanks.
For the 1.5k list, I've tried to remedy this by the speeders, but I still fear that it is not enough. The TH/SS termies are there to stop any CC monsters from tearing up my whole army.
Now, onto more general matters -
1. Why not epistolary? I've read this in one of the articles in your blog. I would have thought that doubling the psychic output of your librarian is worth a 50% increase in cost. Again, this might be my lack of experience speaking, but I'd have thought it would be useful enough to do stuff like GoI + xx, or Null Zone + Avenger etc. to justify the cost?
2. As mentioned before, I have no idea how to use the list, and mech in general. What do I do with the preds? Stay behind for dakka or move up with the rhinos to provide AV13 coverage? What about the rhinos? Rush up at full speed towards the objectives or take a more careful approach? When do I unload my marines from the rhinos, if ever? (only firing a MM from inside the rhino seems rather wasteful) How do I maintain focus in the army while trying to capture multiple objectives? I have watched people play 40k, during which they just sort of move troops foward en masse towards objectives, and I would like to inject a bit more finesse and thought into my games.
Any help on the subject would be greatly appreciated.'
First I'd love to see some of your models if that's what you've been doing for your 40k career. I imagine you have some pretty ones! In regards to your lists, the Sternguard aren't a great choice. When taken they need to be taken generally times 3 or in Drop Pods to gain their best usage out of combi-meltas. In a normal mech list by themselves they stick out against your Tac Squads and Preds like a sore thumb and will be targeted. I know you said you wanted to include them but with the type of list you've got around them...they don't fit. I'd therefore drop them for 2x Riflemen Dreads & a HF/MM Speeder and the Libby can walk behind one of your Rhinos (or you can replace a Tac squad w/a LasPlas squad and add a Typhoon leaving you with 20 pts spare in the 1k list). For the 1.5k list end up with something like:
Libby
2x Riflemen Dreads
5x TH/SS
2x 10xTacs w/Flamer/MM/Rhino w/HK
5xTacs w/combi-flamer/RBack w/LasPlas
2x1 Typhoon
2x Dakka Preds
For 1495 pts. Pretty standard for what is on this blog with the recent advent of LasPlas for the Libby & TH/SS wall but is a lot more balanced than having a single Sternguard squad in a Rhino. You can use the Sternguard as 'Tac squads' if you want but if you want Sternguard in your list, let me know and we can make a list around them. However, it will be different from what is here because it's a different styled list if you still want to keep a balanced list. Onto your specific questions:
1) Rarely do you need 2 powers for an SM Libby. Null Zone is that much better than every other spell out there and paying 50pts for the occasional use of Avenger or Gate at the same time isn't often worth it over the course of 5+ games.
2) As ever with 40k; it depends :P. Against a close-ranged list like Immo spam, don't rush up (I've made that mistake) with your Rhinos. Move a bit into midfield but not as far as you normally can and use the range of your list to your advantage. Preds will usually stay at the back but use them to cover your Rhinos during your deployment for AV13 coverage. Rarely, ever, ever unload your Tacs. Whilst it is expensive for a MM, it forces your opponent to de-mech your Tacs (so your other tanks keep shooting) and you only ever really need to hop out of the Rhino when you really need to bolter something to death (i.e. late-game objective clearing). Moving en masse to objectives is generally pretty fail as you've pointed out the mindless aspect. At lower points 4-5 objectives are difficult to contend with because 40k wasn't designed for those points. A lot of this comes with experience as you have to know when to move your Rhinos further into midfield and when to camp them further back. Basically if you get closer, does your opponent's firepower increase more than yours? Then think carefully before moving closer, etc.
I recommend reading the Armies in 5th articles on movement/shooting which might help with your general queries as well and let me know if you want a Sternguard based list!Email in: General and specific advice for 40k noob (SM)
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