I was putting together my first Astartes list for non-competitive play (purely garagehammer league, I've only just graduated from Kill Team to 40k) and wanted to go all Primaris, since that seems to be GW's obvious intention and I don't have a reserve of regular SM's on my shelves anyway. And while going with a traditional Chapter is probably easier (and smarter) I thought to experiment with a custom chapter, since the new codex seems to encourage it (or at least provide for it).
So this is for the Myrmidons, a Imperial Fists Ultima Founding successor. Like their parent chapter, the Myrmidons appreciate the tactical defensive: engraved upon each Marine's chest plate is the logo "Never enough dakka" or the High Gothic equivalent. This is why their Chapter specializations are Bolter Fusillades and Long-range marksmen. The idea is to leverage the Bolter rules to the max: double the shots from prepared positions, re-rolling 1's and starting from 3" further than the enemy expects. Welcome to mass reactive alley. The intercessors should be able to put out 60 bolter rounds, re-rolling 1s, at 33 inches, doing an average of 10 points of damage per turn against a CSM equivalent enemy with a std.dev of 2.89. Against IG equivalents, they're doing 22 pts per round, with a std.dev of 3.74.
The Third Company "Erinyes" is composed of two battalions with 12 CP and 1984 pts
Force Tisiphone - HQ:
Primaris Chaplain with Catechism of Fire and Litany of Hate, standard Crozius and Bolt pistol
2x Primaris Lieutenants (1xMaster-crafted stalker bolt rifle) (1xHero of the Chapter, The Imperium's Sword). The butterbar with the stalker is for the rear areas, but he may be transformed into another power sword guy. The Hero is for moving up close and personal, which is a weak point of the Myrmidons - Blood Angels they're not.
Troops:
3 squads of 5 intercessors (with sarge and grenade launcher)
Elite:
Aggressor squad with 3 auto boltstorm gauntlets and fragstorm launcher, because mo' dakka
Heavy:
1 Eliminator squad (for characters and indirect fire)
1 Hellblaster squad with assault plasma incinerators (because you always want some crazy bastards ready to jump off a transport onto a forward objective and burn someone's face off)
Transport:
Impulsor with Shield dome and heavy stubber (for the Hero + Hellblaster squad)
Force Alecto - HQ:
Primaris Captain - Warlord - Iron Resolve to make him extra durable - power sword relic The Burning Blade. So the Hero and Captain are the guys to make heroic interventions when something big and ugly gets through the 60+ bolter rounds the intercessors are putting out....
Primaris Librarian (Null Zone, Psychic Scourge)
Techmarine (okay, the ONE non-primaris on the list, but I imagine GW will eventually release a Primaris techie, so I'll replace him then...)
Troops:
3 squads of 5 intercessors (as above)
Elites:
Primaris Ancient (I'm not sure if that shoot or fight before they die is worth it, but I love the model and the fluff!)
Redemptor Dreadnought with Icarus rocket pod (for FLY), Macro Plasma Incinerator (for AT) and Onslaught Gatling Cannon (because dakka...)
Heavy:
Repulsor Executioner with Heavy Laser Destroyer, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Heavy Stubber, 2xFragstorm Grenade Launcher (for dealing with the really big boys like Chaos Knights - though I reckon I'd have to hide this thing in a cave turn 1 for it to survive long enough to do any damage...)
This is my first 2k list so I'd love to hear your feedback. I'm sure there are plenty of holes to poke into it, and I'll appreciate y'all pointing them out to me. Thanks!
Well researched and put together army! Yeah now is a great time to customize your own Chapter and still get some great bonuses. Love the idea and organization. If it were me I would take more agressors...maybe a unit of 5 or 6. Would mean a lot more dakka!:)
Thanks Luke! A second unit of three would be 105 pts for the flamers and 111 pts for the boltstorm gauntlets, which is the mo' dakka option. I have 12 points remaining on the 2000 pt list. I can't get rid of any intercessor squads or I'd lose the CP from the battalions. I could dump the Techmarine and the Primaris Ancient for 119 pts, though the Techmarine could help keep the Dreadnought and Repulsor Eliminator alive for a turn or two longer. Or I could drop the Impulsor at 103 points and make it 100% footsloggers, though that would reduce mobility options significantly. Or I could drop one of my lieutenants (70 pts) and the Ancient (69 pts). Any suggestions as to what I should drop for the extra aggressors?
Thanks Luke! A second unit of three would be 105 pts for the flamers and 111 pts for the boltstorm gauntlets, which is the mo' dakka option. I have 12 points remaining on the 2000 pt list. I can't get rid of any intercessor squads or I'd lose the CP from the battalions. I could dump the Techmarine and the Primaris Ancient for 119 pts, though the Techmarine could help keep the Dreadnought and Repulsor Eliminator alive for a turn or two longer. Or I could drop the Impulsor at 103 points and make it 100% footsloggers, though that would reduce mobility options significantly. Or I could drop one of my lieutenants (70 pts) and the Ancient (69 pts). Any suggestions as to what I should drop for the extra aggressors?
Yeah it is tight for points. If it were me I'd drop the eliminators and boost up the agressors. But totally up to you...the new models are nice:) I just think 3 aggressors too tame...even a unit of 5 would be way better and a unit to be feared!:)