Army Overview: Battle Company

So, this army is one that you bring to a battle against somebody that you like, or someone who is inexperienced. The list itself does not boast anything particularly powerful, but is well balanced to deal with almost anything (although sixty Space Marines with more heavy weapons than you can shake a stick at is nothing to dismiss in 1500pts!). The Assault Marines provide the close combat punch, along with the rather basically, yet effectively equipped Captain who can act as a minor deterrent inside the Tactical or Devastator squads, as well as providing a hard to kill Warlord. The combination of flakk missile armed Devastators and the quad-gun on the Aegis Defence Line provide more than enough anti-air capabilities, whilst also staying useful beyond this functionality, as missile launchers can also fire frag and krak missiles at other targets.

The idea with this army is to keep the blob of Tactical squads in the middle of the table, using the Combat Squads special rule if you need to get more units on the table. The only army unit that I would actively advise against using the Combat Squads special rule on would be the Assault Marines, as you need a critical mass of models in close combat which five Assault Marines will not accomplish. The Devastator squads should remain near the back of your deployment zone, ideally on top of objectives. I would place the flakk missile wielding Devastator squad inside the Aegis Defence Line with a bolter-wielding Space Marine on the quad gun to give a grand total of eight Skyfire shots per turn; that is some great air deterrence.

The Assault Marines I would keep around the Tactical squads, use them defensively to fight off any enemy unit that tries to harass your objective capturing blob. Used aggressively, I believe that they can do some damage, but I feel that if used like this they can be easily picked off by your opponent. They may be Space Marines, but Space Marines, whilst durable, are far from indestructible.

Another advantage of this army is that it scales well. You can add another Assault Squad, or a few Dreadnoughts, or more Tactical Squads, or armoured support such as a Whirlwind, Stormtalon/Stormraven, or simply give Dedicated Transports to all of your footslogging units, as well as a Command Squad and a Chaplain or Librarian to accompany your Captain.


1500pts Crimson Sentinels 4th Company

Chapter Tactics: The Raptors

 

HQ

Captain Tyen Selicus – 155pts

Captain – 90pts

Artificer armour – 20pts

Storm shield – 15pts

Relic blade – 25pts

Bolter – 0pts

Melta bombs – 5pts

 

Elites

 

Troops

Tactical Squad Zilun – 250pts

Tactical Squad – 70pts

+5 Space Marines – 70pts

Lascannon – 20pts

Meltagun – 10pts

Razorback – 55pts

Twin-linked lascannons – 20pts

Storm bolter – 5pts

 

Tactical Squad Cessus – 160pts

Tactical Squad – 70pts

+5 Space Marines – 70pts

Missile launcher – 15pts

Flamer – 5pts

 

Tactical Squad Hinar – 170pts

Tactical Squad – 70pts

+5 Space Marines – 70pts

Plasma cannon – 15pts

Plasma gun – 15pts

 

Fast Attack

Assault Squad Gretius – 205pts

Assault Squad – 85pts

+5 Space Marines – 85pts

Veteran Sergeant Gretius – 10pts

Combat shield – 5pts

Melta bombs – 5pts

Power weapon – 15pts

Bolt pistol – 0pts

 

Heavy Support

Devastator Squad Uron – 220pts

Devastator Squad – 70pts

+5 Space Marines – 70pts

Lascannon – 20pts

Lascannon – 20pts

Lascannon – 20pts

Lascannon – 20pts

 

Devastator Squad Knius – 240pts

Devastator Squad – 70pts

+5 Space Marines – 70pts

Missile launcher – 15pts

Flakk missiles – 10pts

Missile launcher – 15pts

Flakk missiles – 10pts

Missile launcher – 15pts

Flakk missiles – 10pts

Missile launcher – 15pts

Flakk missiles – 10pts

 

Fortification

Field Fortifications – 100pts

Aegis Defence Line – 50pts

Gun emplacement with a quad-gun – 50pts

 

Lord of War

Total – 1500pts


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