It was one of the few questions posed to me hobbywise that really made me think. Although not much has really changed in the book since 5th edition, the changes that have been made have quite a significant impact on my old list and may even leave me with a little bit of wiggle room to either try or add new things. There is stuff in the new edition codex that I really want to sink my teeth in, new tactics to be explored and chapter tactics to take advantage of, not to mention a few new units (notably flyers, anti-air tanks and Centurions) and some point jiggery pokery going on - Cato Sicarius is notably cheaper for example.
So in this post I will attempt to revise my old army list and give concise reasons to my choices. I doubt much has changed since this and my last list, an emphasis on tank superiority and divide/conquer tactics are still the lynchpin of Space Marine armies (whether people see this or not).
HQCaptain Cato Sicarius (185pts)
- Sicarius is still a top choice for tactics, allowing me to grant special rules to a single Tactical Squad per game and he is harder than your average captain at a 15 point reduction - that's another full Space Marine I can take!
- When am I ever going to say no to a +1 cover save bonus and the chance to repair my many vehicles? 65 points and doesn't take up a FOC slot? I'm in.
TROOPSTactical Squad - 10 man squad/Lascannon/Plasma Gun/Teleport Homer/Rhino (220pts)
- No Veteran Sergeant as unit will be a fire/tactical support unit. Lascannon/Plasma Gun can be used as a fast striking anti-armour combo that, when combined with the teleport homer can allow the unit to clear space and leave room for terminator drops. A Rhino is dedicated transport as mobile cover and to quickly move the unit to maximise their efficiency. A full 20 points reduction from last edition.
- The "swiss army knife" tactical squad. At full power they have a heavy bolter and melta gun to be able to snipe any foe, be they numerous or heavily armoured, or combat squad into two different units with particular roles. A Rhino is added mostly as mobile cover (covering objectives and the like). A full 20 points cheaper than my last equivalent squad with a flamer!
- The obliterator choice of troops - the first assault unit that are expensive but not as expensive as the first Tactical Squad would've been in 5th edition. This squad is the initial blow things to pieces unit with a veteran sergeant making full use of an extra attack and plasma pistol. The missile launcher can deal with anti-armour, numbers and flyers, whilst the grav gun can fire a healthy amount of shots and take care of pesky high armour saves. The locator beacon on the drop pod will cause a problem for the opponent, do they take out the teleport homer coming at them or the locator beacon behind their lines?
ELITESTerminator Squad - 5 man squad/Assault Cannon/2 Chainfists (230pts)
- Terminators are a far more safe bet to begin with than Terminator Assault Squads. They can make better use of teleport homers/locator beacons, still being able to fire off that vital assault cannon, whereas Terminator Assault Squads are better off in a Land Raider or Storm Raven. Amazingly this squad is exactly the same points as before.
FAST ATTACKLandspeeder Squadron - 2 Landspeeders with Heavy Bolters/Multi-Meltas (140pts)
- For fast hitting, fast acting support against both troops and armour. These guys can act according to how the battle unfolds.
- A small, cheap assault squad with a flamer for when I need hand-to-hand combat. The flamer acts as a numbers killer and a mobile flame weapon wherever needed.
HEAVY SUPPORTWhirlwind (65pts)
- Reliable ordnance support and cheap too.
- For those pesky flyers invading my airspace as they always do. Stick them in reserve to surprise your opponent!
Total: 1,500 points