'Space Marine' Lists for 'Hordes of the Things'
by Alan Saunders
The following are fixed 24AP army lists for each of the major forces in the Space Marine game. Each force has been designed to include basic core units, as well as some of the special units which give the army its unique feel. Players should feel free to adjust the lists to match their own preferences, predjudices or troops owned. Some substitutions can be made without changing the lists at all. For example, the Leman Russ tanks in the Imperial Guard list could be replaced with Gorgons, Hell Hounds or Super Heavy Tanks, but they are still classed as Knights. Other troops can be substituted for those listed by making caomparisons with similar troops in the same or other lists. For example, a Space Marine army may include Mole Mortars, which should be classed as Artillery. I have included some suggestions after some of the lists.
Some lists are totally fixed, but the Ork and Chaos lists vary depending on the nature of the force the player wishes to field. In the case of Orks it is influenced by the choice of clan, in the case of a Chaos army, by the choice of patron Daemon. Tyranids have a fixed component, whch varies in size but not make up, but may choose the rest of their force. This relects their ability to 'spawn' whatever broods they need to defeat their current enemy.
Larger armies can be constructed by combining two or more of those listed below. In the case of Orks, each force should be a different clan, and an Eldar army can only ever field one Avatar, which must be in the same army as the C in C. Tyranid armies must have at least one Dominatrix, one of which must be the C in C. Other Tyranid generals can be Hive Tyrants or Harridans. Fielding armies of greater than 24AP allows more flexibility in adjusting the lists.
A note on basing: I use figures based for Space Marine, so infantry and so forth are mounted on 20mm square bases. Vehicles are individual models. I use 60mm frontage elements and the 25mm groundscale. Base depths are:
20mm for Blades, Warband, Sneakers and Shooters
40mm for Knights, Riders, Heroes, Cleric, Hordes, Lurkers, Gods and Fliers
60mm for Beasts, Magicians, Behemoths and Artillery
80mm for Airboats
On a 20mm depth element I mount 3 stands, on a 40mm element 5 stands. Vehicles are based with 1-3 models per element, or whatever looks and fits best. Titans are coveniently mounted on a 60mm diameter base, which fits neatly onto a 60mm square element. Character elements are based in whatever way looks best; my Eldar Warlock, for example, is a stand of Warlocks with an escort of two stands of warriors.
Space Marine
|
Cleric @ 3AP (Marine Chaplain or Librarian) |
1 |
|
Blade General @ 2AP (Commander) |
1 |
|
Blades @ 2AP (Marines) |
4 |
|
Knights @ 2AP (Land Raiders) |
2 |
|
Riders @ 2AP (Land Speeder or Bikes) |
1 |
|
Blade @ 2AP (Dreanoughts) |
1 |
|
Airboat @ 3AP (Thunderhawk Gunship) |
1 |
Alternatives: Paladin @ 4AP (Grey Knights), Hero @ 4AP (Mighty commander), Knights @ 4AP (Predators or Vindicators), Artillery @ 3AP (Mole Mortars, Thudd Guns or Whirlwinds), Flyers @ 2AP (Aircraft), Behemoth @ 4AP (Titan)
Imperial Guard
|
Artillery General @ 3AP (Capitol Imperialis or Leviathan) |
1 |
|
Artillery @ 3AP (Manticores or Basilisks) |
1 |
|
Knights @ 2AP (Leman Russ tanks) |
3 |
|
Riders @ 2AP (Rough Riders) |
1 |
|
Hordes @ 1AP (Imperial Guard Infantry) |
6 |
|
Blade @ 2AP (Commisar) |
1 |
|
Warband @ 2AP (Ogryn) |
1 |
Alternatives: Lurkers @ 1AP (Ratling Snipers), Knights @ 2AP (Superheavy Tank, Hellhounds or Gorgons), Riders @ 2AP (Bikes), Blades @ 2AP (Sentinels)
Ork
Each Ork army represents a single clan. It consists of 16AP of common troops, and another 8AP of clan specific troops.
Common Troops
|
Warband General @ 2AP (Nobz) |
1 |
|
Hordes @ 1AP (Boyz) |
6 |
|
Behemoth @ 4AP (Gargant) |
1 |
|
Riders @ 2AP (Battlewagons) |
1 |
|
Knights @ 2AP (Bonecrusha tanks) |
1 |
Evil Suns only:
|
Riders @ 2AP (Bike Boyz, Buggies and similar) |
4 |
Goffs only:
|
Knights @ 2AP (Additional tanks or Battle Fortress) |
4 |
Bad Moons only:
|
Magician @ 4AP (Weirdboy Battletower) |
1 |
|
Warband @ 2AP (Extra Nobz) |
1 |
|
Knights @ 2AP (Extra tanks) |
1 |
Snakebites only:
|
Artillery @ 3AP (Squig Catapults) |
1 |
|
Hordes @ 1AP (Gretchin) |
1 |
|
Riders @ 2AP (Boar Boyz) |
1 |
|
Knights @ 2AP (Sqiggoths) |
1 |
Death Skulls only:
|
Riders @ 2AP (Borrowed buggies or bikes) |
2 |
|
Knights @ 2AP (Borrowed tanks) |
1 |
|
Warband @ 2AP (Well Equipped Boyz) |
1 |
Blood Axes only:
|
Sneakers @ 3AP (Kommandos) |
1 |
|
Hordes @ 1AP (Extra Boyz) |
1 |
|
Knights @ 2AP (Land Raiders) |
2 |
Alternatives: Behemoth @ 4AP (Gargant or Stompas), Blades @ 2AP (Dreadnoughts or Robots), Artillery @ 3AP (Big Gunz or Traktor Cannon), Riders @ 2AP (Speedstas)
Eldar
|
God @ 4AP (Avatar) |
1 |
|
Magician General @ 4AP (Farseer or Warlock) |
1 |
|
Blades @ 2AP (Fire Dragons, Dark Reapers or similar) |
1 |
|
Warband @ 2AP (Howling Banshees, Striking Scorpions, Harlequin or similar) |
1 |
|
Riders @ 2AP (Falcon Grav Tanks) |
2 |
|
Riders @ 2AP (Jet Bikes) |
1 |
|
Hordes @ 1AP (Guardians) |
2 |
|
Blades @ 2AP (Wraithguard or Dreadnoughts) |
1 |
|
Knights @ 2AP (Tempest Grav Tanks or Wave Serpents) |
1 |
Alternatives: Behemoth @ 4AP (Titan)
Chaos
A Chaos army is made up of two parts. The first part of 14AP is the Daemon, command and general minions. The second part, of 10AP, is the Daemon's specific minions.
Core Army:
|
God @ 4AP (Greater Daemon) |
1 |
|
Magician General @ 4AP (Magus or Primarch) |
1 |
|
Warband @ 2AP (Trolls and Minotaurs) |
2 |
|
(or: Blades @ 2AP (Chaos Marines) |
2) |
|
Hordes @ 1AP (Cultists or Beastmen) |
2 |
Tzeentch only:
|
Fliers @ 2AP (Disc Riders) |
1 |
|
Shooters @ 2AP (Flamers) |
1 |
|
Hordes @ 1AP (Horrors) |
1 |
|
Airboat @ 3AP (Silver Towers) |
1 |
|
Fliers @ 2AP (Doomwings) |
1 |
Slaanesh only:
|
Riders @ 2AP (Beast Riders) |
1 |
|
Warband @ 2AP (Daemonettes) |
1 |
|
Beasts @ 2AP (Fiends of Slaanesh) |
1 |
|
Behemoth @ 4AP (Chaos Knights or Scout Titans) |
1 |
Khorne only:
|
Knights @ 2AP (Demon Engines) |
1 |
|
Warband @ 2AP (Bloodletters) |
1 |
|
Beasts @ 2AP (Fleshounds) |
1 |
|
Behemoth @ 4AP (Banelord Titan) |
1 |
Nurgle only:
|
Warband @ 2AP (Plaguebearers) |
2 |
|
Beasts @ 2AP (Beasts of Nurgle) |
1 |
|
Hordes @ 1AP (Nurglings or Cultists) |
1 |
|
Artillery @ 3AP (Plague Engines) |
1 |
Tyranid
A Tyranid army is made up of a core of specialist creatures, accompanied and supported by swarms of lesser creatures. The army must include a Dominatrix, although if multiple armies are fielded there still only needs to be one; the other generals can be Hive Tyrants or Harridan.
|
Magician General @ 4AP (Dominatrix) |
1 |
|
Any combination of five of the following (each option may be taken more than once, but the army is still limited as to how many elements it can have costing 3AP or more) : |
|
|
Warband @ 2AP (Genestealers or Hormagaunts) |
|
|
Airboat @ 3AP (Harridan) |
|
|
Lurkers @ 1AP (Lictors) |
|
|
Behemoth @ 4AP (Bio Titan) |
|
|
Magician @ 4AP (Hive Tyrant) |
|
|
Artillery @ 3AP (Dactylis or Biovore) |
|
|
Knights @ 2AP (Trygon, Exocrine or Malefactor) |
|
|
Spear @ 2AP (Zoanthropes) |
|
|
Blades @ 2AP (Carnifex) |
|
|
The remaining balance of the 24AP must be spent on: |
|
|
Hordes @ 1AP (Tyranids, Termagants and Gargoyles) |
6+ |
There is the possibility that a player could select an optimal Tyranid force for any foe they face, which some may regard as no bad thing, of course. However the other lists do not allow players so much choice, so it seems unreasonable to give it to a Tyranid player. I suggest, therefore, that a random element is imposed on Tyranid army selection. Try the following:
Squat
|
Blade General @ 2AP (Warlord and Hearthguard) |
1 |
|
Blades @ 2AP (Squat Warriors) |
4 |
|
Riders @ 2AP (Guild Bikers) |
2 |
|
Airboat @ 3AP (Overlord Airship) |
1 |
|
Artillery @ 3AP (Goliath Battery) |
1 |
|
Behemoth @ 4AP (Land Train) |
1 |
|
Fliers @ 2AP (Iron Eagle Gyrocopters) |
1 |
Alternatives: Knights @ 2AP (Land Raiders), Artillery @ 3AP (Thudd Guns), Sneakers @ 3AP (Moles or Termites)
Knights/Tech Guard
|
Behemoth General @ 4AP (Knight Baron) |
1 |
|
Behemoths @ 4AP (Knight Households) |
2 |
|
Knights @ 2AP (Mechanised Tech Guard) |
4 |
|
Knights @ 2AP (Leman Russ tanks) |
2 |
Titan Legions are the same, except that they substitute Titans for the Knight Baron and Knight Households.
Tau
Cleric General @ 3AP (Ethereal) | 1 |
Blades @ 2AP (Crisis Suits) | 1 |
Shooters @ 2AP (Fire Caste Warriors) | 4 |
Shooters @ 2AP (Broadside Suits) | 1 |
Warband @ 2AP (Kroot Mercenaries) | 2 |
Riders @ 2AP (Hammerheads) | 2 |
Lurkers @ 1AP (Pathfinders) | 1 |
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