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How do I expand my AoBR Army?


Gornall

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I am just getting started in 40k and bought the AoBR set. I would like to start working on building a 1500 pt army and was looking at this article. However, reading through a lot of the discussions here, I don't know if this is really the best plan. Is the battleforce boxed set really a good starting point, or should I be buying individual boxed sets like bikes, sternguard, terminators, etc?
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Hello i too am a rookie to the world of 40k and like you i got the assualt on black reach set :lol:

 

However i personally think that it depends on what you want your army to do, i am also a little sceptical of the different box sets, but it does give you some varied options and a bit more besides.

 

Guess the starting point really is what sort of combat would you like to be fielding, ranged, close combat etc and then build from there

From a fluff standpoint, I love terminators, and would like to use them as a core of the army. I'm not sure how feasible that is, however. I also am a fan of the jump pack assault troops, as it seems like a bike unit is going to be pretty expensive. However, it seems like most people swear by bike squads, so are they that much better over assault infantry?

As Shadowstalker Grim said, it's a matter of personal taste and finding something that fits your style of play.

 

If you haven't been playing for long, more tactical marines can always be handy (I've been playing nine years and I still need some more), as they are a pretty standard trooper and can be put into a fair few squad types as extra guys.

 

Other than that, pick something you like the look of or think will be cool to play with, but try to avoid the pitfall of buying a bunch of over-specialised units with nothing to back them up.

 

There's a host of information for the plundering around here about which units are capable of what - the librarium is always a good read for tactical ideas.

 

 

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EDIT

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As far as terminators go, they are one of my favourite units - widely considered hard as nails and they can do a bit of everything. A Deathwing army is always an option if you want terminators as troops, though you restrict yourself in terms of unit variety with a pure Deathwing force (and you need the Dark Angels codex)

 

Bikes have to be used correctly to get the best out of them - when combined with other units, they are good for mobile firepower and their toughness can be an asset. If, like me, you use them badly, they tend to be a liability and get killed off a bit quickly.

 

Assault marines, on the other hand, I have always found useful. Coupled with a chaplain, they were really a point and click type unit in the old codex (when chaplains were badass), though I haven't used them in the current edition.

 

Ultimately, go with what you feel will be good for you. If you get a bit of everything, a marine army can generally mix and match units and still work okay.

I agree that this choice lays in your own hands as you'll know how you want to play your troops better than we would. But with that said, your army right now lacks Heavy and Fast. Think about these choices first I'd say but more importantly, get the units you either like the look of or like the stats of, build the army around what you like and you'll always enjoy playing it.

I started playing 40k again with AOBR.

One of the best things to add to it is another AOBR set! You can sell the Orks off if you do not want a second army.

I would add a couple of Rhinos to carry the troops around and upgrade the Sgt to have Power Fists or Power Weapons. (buy the parts from a bits shop)

You could add either a Land Raider for the Terminators or some Fast Attack for more Anti-Armour.

 

An example Army

Captain with Relic Blade & Hellfire Rounds

2x Tactial Squad PF & Rhino

8 Terminators in LRC w/ Multi Melta

2x Dreadnaughts

2x Attack Bikes w/ Multi-Melta or a Predator Tank

 

A Devastor squad is a good way to get some alternative heavy weapons for your Tactical Squads (and a Sgt w/ Power Fist)

Personally I like Bikes (not everyone does) so I got myself a squad + a mounted Captain

Thanks again for all the replies! I don't think I have the finesse to use bikes very well, at least until I get some more games under my belt. I tend to lean more towards having a decent amount of troops and the bare minimum needed of vehicles. I was thinking that maybe the Battleforce set ($90) would be a good purchase simply for the extra tac squad ($35), the Rhino ($30), and the 5 man assault squad ($25). As one poster mentioned, I could use the combat squad as a Sternguard unit. I was thinking something like:

 

HQ

Chaplain with Jump Pack (blister ($15))

 

Troops

10 man tactical squad (AoBR)

10 man tactical squad (Battleforce set)

Dedicated Rhino (Battleforce set)

 

Elite

10 man Terminator squad with standard loadout (5 from AoBR) (5 from box set or even another AoBR($50))

Dreadnought (AoBR)

 

Fast attack

10 man assault squad (5 from Battleforce set) (5 from box set($25))

 

This comes out to be about 1225 points without any upgrades. I'd still have the scouts and extra combat squad from the boxed set, along with the Captain from AoBR. What else would be good to pickup? Another Rhino for the tac squad or an LRC for the Terminators to help with my limited mobility? And what kind of upgrades should I be getting? It seems like I would need to dedicate points to ranged anti-vehicle weapons or I'll get smoked. Any thoughts?

This comes out to be about 1225 points without any upgrades. I'd still have the scouts and extra combat squad from the boxed set, along with the Captain from AoBR. What else would be good to pickup? Another Rhino for the tac squad or an LRC for the Terminators to help with my limited mobility? And what kind of upgrades should I be getting? It seems like I would need to dedicate points to ranged anti-vehicle weapons or I'll get smoked. Any thoughts?

You can give the Captain a Jump Pack and put him with the Assault Marines.

For the Assault Marines I would give the Sgt a Power Fist or paired claws and two flamers to the Troops.

A Razorback for the other Tactical squad could help with both mobility and firepower (you can upgrade to an Assault Cannon)

The Sgt in your Tac squads want PF or PW/Pistol. I would give one a Melta

 

I would buy a second AOBR rather than a Terminator Box Set. You only miss out on the Heavy Weapons and you can buy those from a bits store or trade some of the other stuff to another player for his spares.

My suggestions:

 

Nail down your troops choices first. This means getting your guys fully up to par and equipped with at least two basic troops choices. You have one tactical squad from AoBR (though I would strongly encourage converting the sergeant to have a power fist or a power weapon - pretty easy to do with an arm swap from another kit if you purchase more marines at all), but they are on foot.

 

So the first things I would do would be:

 

1 - Get a rhino, drop pod, or razorback for your first tactical squad.

 

2 - Get another troops choice (this could be another tactical squad, it could be a scout squad, it could be a bike squad (if you intend to use a captain on a bike), or it could be a Sternguard squad (if you intend to use Pedro), depending on what you want). If you don't know what you want, I would suggest you can't go wrong with a second tactical squad, and a scout squad isn't going to hurt you too much. I'd be careful about the bikes or Sternguard, though - you want to be absolutely sure they are what you want, as you can't take them as troops without some additional choices in your army.

 

3 - At this point, you'll be able to throw down two troops squads, two elites, and one HQ. I'd try to at least play some small games with that just to get a feel for the game if you aren't a real veteran player, and start to figure out what else you'd like to incorporate in the army. At that point, you should at least have some intuition for where you want to go based on what you see on the board, and what you read online (which, I might add, is a huge advantage, as most casual players don't do research or think things through).

 

Quick Edit:

 

Regarding the Battleforce, you won't go too wrong with that - it gives you the rhino, a tactical squad, and scouts, all of which are good fundamental building blocks if you are starting from scratch. Assault squads are a good thing to have at least one of hanging around, also, so overall, you can't go too far wrong with it.

Someone suggested that I drop 5 terminators and pick up a vindicator to help with the anti-vehicle. What do you think?
I would just add the Cyclone Missile Launcher to two of the Terminators instead. You can combat squd them

Alpha Squad - 2 Terminators w/ SB/PF, Sgt & 2 Terminators with CML

Beta Squad - 5 Terminators with SB/PF

 

Alpha Squad is a mobile Devastor Squad. Two CML gives you four long range shots and you can move and shoot them (unlike normal Devastors)

Beta Squad is for Melee. They are slighly weaker than the TH/SS Terminators. However PF and TH are the same against Troops so damage output is good.

If you can fit the Land Raider Crusader in for Beta Squad even better.

Thanks again for all the info! I wanted to get some advice before I start dropping money on this. I've just been playing with the AoBR set, but will be going to watch a tournament this weekend and hopefully I'll get to see a lot of new stuff.

 

I would just add the Cyclone Missile Launcher to two of the Terminators instead. You can combat squd them

Alpha Squad - 2 Terminators w/ SB/PF, Sgt & 2 Terminators with CML

Beta Squad - 5 Terminators with SB/PF

 

Alpha Squad is a mobile Devastor Squad. Two CML gives you four long range shots and you can move and shoot them (unlike normal Devastors)

Beta Squad is for Melee. They are slighly weaker than the TH/SS Terminators. However PF and TH are the same against Troops so damage output is good.

If you can fit the Land Raider Crusader in for Beta Squad even better.

 

Are CMLs enough to bust tanks? And do I lose too much of the melee impact by combat squading them? If I drop the dreadnought, then I can come up with an "interesting" list:

 

HQ

Chaplain with Jumppack (to run with the assault squad)

 

Troops (Definately going to run 2+ tactical squads)

Tactical Squad with PF, flamer, and lasercannon (not sure if this is needed or not)

Tactical Squad with PF, flamer, and lasercannon (not sure if this is needed or not)

Dedicated Rhino for one of the squads

 

Elite

10 Terminators, with CMLx2 (CSed)

Dedicated LRC transport

 

Fast

10 man assault infantry with flamer x2 and Sgt with 2xLC

 

This comes out to exactly 1500 points. (I think) Are two tactical squads enough scoring troops for a 1500 point army? Should I switch the weapon loadout on the tactical squads? I have a ton of points invested into the terminator unit, so I've only got 40 infantry figures on the board plus the 2 vehicles. Is this going to get me swarmed? I could drop the LRC to put the dreadnought and/or some more bodies back into the army.

I like your list - a good place to start learning the nuances of the game. A couple of suggestions:

 

2 troops are fine at 1500, as long as you're able to preserve them. You have lots of killing power in the LRC, termies, and assault squad so you should be able to sit your tactical squads back and snipe with the lascannons. Consider dropping a couple of assault marines to add a razorback, as you'll probably be combat squadding your tac marines? More mobility is always good.

 

Somehow, find the points to give the LRC a multi-melta. Consider dropping one of the tac squad PF's if you need to. Again, it'll add to your anti-tank FP.

 

Drop the LC's on the assault sargeant and replace with a PF. It makes the squad much more versatile, and helps with your anti-tank/monstrous creature/big scary things. Your chaplain already has a power weapon going at initiative.

 

With marines you always have to be careful as your opponent will likely outnumber you. That's why mobility is a key asset to your army - it allows you to concentrate your forces quickly and achieve local numerical superiority. It's why I'm suggesting adding a razorback to your list, in addition to the rhino you have already.

The way I did it was I bought 1 AoBR set and my buddy who wanted orks bought 1. We swapped orks for SM. This gives you 20 troops, 10 termis, and 2 dreads.

After that I bought a 10 Assault squad and a Chaplain w/ jump pack. At lower point games that assault squad can be a beast.

Next I would get at least 2 Rhinos/Drop pods so your guys/dreads/termies don't have to walk. I think a set up like this gives a good base where you can add stuff very easy and it will all fit together.

Yeah... the store I go to has an open box for 30 bucks, so I'll have to see what's missing and probably pick it up. Any more feedback on my army list? I just want something I can build up pretty cheaply that can work for friendly games until I really get a grasp of the game.

I have a "stock" set up atm that I use as a base for every set up

 

chaplain w/ jump pack

 

2 10-man tac squads w/ flamers and heavy weps depending on what I am facing, power fists, and rhinos

 

10-man assault squad w/ 2 flamers and power fist.

 

that is anywhere from 810-850 depending on how you load out your tac squads. I also like this set-up because there are not alot of crazy rules/tricks so its easy to both learn and work with.

...or it could be a Sternguard squad (if you intend to use Pedro)...

 

Um Pedro doesnt work that way. He makes the Sternguard scoring, not a troop choice. Just thought I would highlight this as noone else seems to have commented on this. Or have I got it wrong?

Hey,

 

I'd suggest you go with the battleforce firstly after AOBR giving you a combined total of:

 

Captain model - AOBR

 

2 x 10 man tactical squads, both with rocket launcher and your choice of 1 flamer and one plasma gun/melta/flamer. - 1 form AOBR 1 form Battleforce

 

5 assault troops - Battleforce

 

1 dreadnaught - AOBR

 

5 termies - AOBR

 

1 rhino - Battleforce

 

5 scouts. - Battleforce

 

5 extra marines - Battleforce

(NOTE, you could add loads of the small details like the wraps and purity seals and such, then paint them like sternguard. case solved, you now have 5 sternguard to add in, and if you didn't use the melta for your tactical squad (Or if the battleforce gives you 2 spruces i cant remember got mine ages ago) then get a bolt pistol cut it just above magazine, file the top of the melta gun to make smooth, glue the bolt pistol on and the magazine behind it or on side, and there you go a combi melta for the sternguard squad.

 

After that you have a nice mix, then work towards what type of army you want.

...or it could be a Sternguard squad (if you intend to use Pedro)...

Um Pedro doesnt work that way. He makes the Sternguard scoring, not a troop choice. Just thought I would highlight this as noone else seems to have commented on this. Or have I got it wrong?

I read it as "Get another Troop choice, or Sternguard if using Kantor" however the words used could imply to an inexperienced player they are Troops.

Good input from everyone! So if I remove half the terminators, is it worth keeping the CML and the LRC? Losing those frees up a lot of points for other stuff. Just not sure what I should pick up. I really hate to lose the extra terminators, because I like the idea of being able to shoot on the move.
Good input from everyone! So if I remove half the terminators, is it worth keeping the CML and the LRC? Losing those frees up a lot of points for other stuff. Just not sure what I should pick up. I really hate to lose the extra terminators, because I like the idea of being able to shoot on the move.
I like to have the CML with five Terminators who are walking to give them some long range attacks. You could cut the Terminators down to seven or eight in the Land Raider and free up a few points that way. You could also put one of the Tactical squads in the LR and use it as a transport to get to objectives.

I went ahead and bought the Battleforce set over the weekend, and having watched some games and played a few with people besides my wife, I rebooted my army list:

 

HQ

Chaplain with JP to roll with the Assault Squad

 

Troops (not sure on the Tac squad loadouts)

Tactical Squad with Rhino, PF, Flamer, Lasercannon, and Meltabombs (offensive support/backup tank busters)

Tactical Squad with PF, Flamer, and Heavy Bolter (defensive support)

5 Man Scout Squad with Telion, HB, cloaks, and 3 snipers

 

Fast Attack

10 man Assault Squad w PF, Flamer x2 and Meltabombs

 

Elite

5 man Terminators with CML and Chainfist x2

 

This leaves me with about 318 points to play with. I think my biggest problems might be ranged anti-tank and maybe lack of firepower or mobility. I have the AoBR dreadnought, a 5 man tac squad that I plan on turning into Sternguard, and the AoBR captain, but I don't know how much they help me. I was thinking that maybe a Vindicator and/or Predator(w/ TLLC) might be good. Or even an LRC and RB with upgrades if I trim some stuff off the core. That or I could dive into the drop-pod pool with the Sternguard (maybe combi AT weapons) and Dreadnought. Luckily, the group I'll be gaming with isn't too strict on WYSIWYG, so I can play around with different weapon loadouts. From what I saw/was told, most of the people run MEQ armies, but I'd like this to be a fairly flexible and friendly all-comers force.

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