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Made in gr
Perfect Shot Ultramarine Predator Pilot




Hello all!
Please review my list


HQ
Librarian Null Zone, Gate of Infinity

Elites
Assault Terminator Squad 10xTH&SS
Sternguard Veterans 5xcombi-meltas, 5xcombi-plasma in Drop Pod with Locator Beacon or Rhino
Rifleman Dreadnought 2xTLAC

Troops
Tactical Squad meltagun, ML, combi-flamer, Rhino
Tactical Squad meltagun, ML, combi-flamer, Rhino

Fast Attack
Land Speeder Typhoon ML
Land Speeder Typhoon ML
Attack Bike MM

Heavy Support

Auto/Las Predator
Auto/Las Predator
Auto/Las Predator

The main concept is to use some of the best units of the codex. The Sternguard pod mid-field or close to enemy lines and the Librarian gates the termies close to them safely. Then he can join the Sternguard and gate them where needed. The termies are a bit of a distraction, while the rest of my army shoots happily.
The other option is to completely forget the drop pod, simplify things and go all Rhinos.

What do you think?
Would more troops be needed?

Thanks,
Leonidas

   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

I'm far from being an expert C:SM list builder, but you need more troops. Sure, you can combat squad, but its still only 20 scoring bodies at 2000pts. Most competitive lists won't have a problem killing at least one and damaging the other. I'd really look into getting at least another 5 bodies in a razorback, which also gets you some long range punch.

You should match your tactical's combi weapons to the special weapon. Same reason why IG vets don't bring a melta, plasma and flamer in the same unit.

Mordian Iron Guard - Major Overhaul in Progress

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Made in us
War Walker Pilot with Withering Fire





USA - Salem, OR

Hmm, I think the lack of troops is ok. Space marines can play just as well with 2 tactical squads as they can with 3 or 4, it depends how Tactical Squad-Dependent or Mechanized-dependent you wanna be. The amount of long ranged firepower this list has, combined with accurate gating of 11 CC terminators into right where the enemy doesn't want them, He can easily make the enemy deal with his non-scoring units to do damage.

My personal experience with Tactical Squads depends on the situation; and in this situation, taking a diversified armament for them makes sense. The only thing I might find wiggle room for would be a power weapon or powerfist in the tac. squads, to give them some added flexibility/resistance. but then that's 30-50 points to cut somewhere, which is hard on this list.

I think I would toy with the idea of 5 combi melta/5 combi flamer. The plasma is good for Meq, but so is their special ammunition rounds that are already ap3 and gets hot. I guess if you fight lots of Teminators, then Plasma's good, but drop podding 5 flamers near cover to bust out a special weapons squad, scouts/pathfinders etc ... feels so good!

combine this with your 20 Str 8/9 shots you're gonna throw a turn, and you bring answers for almost everything. Lots of hurt.

Edit: How well does 1 attack bike do on it's own? Enough to maybe kill one vehicle before it's dealt with, which is perhaps what you're going for. That is one place I might look to drop 50 points to upgrade the Tactical Squad Sargeants to Powerfists, for added versatility and survivability to your 2 scoring units.

This message was edited 1 time. Last update was at 2012/04/11 16:58:42


Past armies 4500 pts, 4000 pts 2000 pts
current armies Space Marines 4000 pts, Eldar 3000 pts
Successful Trades: 4
Swap Shop - CSM/Demons for sale 
   
Made in us
Fireknife Shas'el





United States

If you really want to go auto/las with your list, get some dreads, put 2 TL Autocannons on them. Then get some Razorbacks and put TL lascannons on them.

You really do need more troops.
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




McNinja wrote:If you really want to go auto/las with your list, get some dreads, put 2 TL Autocannons on them. Then get some Razorbacks and put TL lascannons on them.

You really do need more troops.


I already have one rifle-dread, can not squeeze in another, since i want to keep sterns and termies. The only solution would be a Master of Forge but i can not get both him and the Librarian.
   
Made in us
Fireknife Shas'el





United States

I see. What are you planning on doing with the troops? Gate them to objectives? Combat squad them? Right now, you do have a lot of high-priority targets for your opponent to deal with. While not a bad strategy, both Necrons and DE (not sure what you'll be playing against, but those are two armies I play) would be able to take out those vehicles with barely a problem. Against, Tau, you can expect Railguns and Markerlights, so be prepared for BS5 Railgun shots straight in your tanks and Land Speeders, plus Seeker Missiles.

Also, I would Pod the Sternguard. They come in on turn one, and came be a real nuisance to the enemy, esp if you've got them rapid-firing. The only real problem I see is the single bike. Fire Warriors will faceroll it in their first round of shooting. What are you planning on doing with it?
   
Made in gb
Irked Necron Immortal





The Warp

First up I think the list is pretty good

A couple of points though, generally about the sternguard:

However, I do question the value of having all the sternguard take combi-weapons. So they pod in midfield yeah? The opponent is not going to ignore a 10 man fully kitted out sternguard squad sitting in the middle of the board. Especially not if he clocks that your gonna be gating them around with the librarian. The Sguard are gonna take a bit of hurt when they come down, and loose at least 3-4 models rendering their combi-weapons a waste. I woud take three each of plasma/melta. Still enough to scare an opponent but means you save a few pts that will be wasted anyway.

Gating them around - my next point. Say your luck holds out and all the sternguard survive - They join your librarian and whizz off to massacre squads with their amazing ammo. But if you keep them in deepstrike formation - which is the only way they can shoot after gate - one plasma cannon shot is gonna seriously ruin their day. They are also at a large risk of mishap due to the squad size.

Plus side of the list though - quite a reasonable amount of firepower there, and the Typhoons are a pain in the balls as they will be mobile as compared to the fairly static autolas.

I run a single MM attack bike and its awesome. It frustrates the opponent as if you go first and turbo boost they have to shoot on average 4 strength 8 shots at it to have a good chance of killing it. And if they don't, it will blow something up far more expensive next turn

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Made in gr
Perfect Shot Ultramarine Predator Pilot




I find your point of taking less combi-weapons quite right..
I will consider dropping them, while another scenario would be to give them 4 meltas, 3 plasma and 3 flamers (possibly better?).

What i described about using the sternguard is a possible tactic. I can combat squad them, gate them, or bring up a tactical rhino to transport them, all according to need.
I believe it is a list that gives me plenty of options.

The use of the Bike is purely for suicide melta missions.

Any other suggestions?


Thanks!
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




Come on Dakka!!

Any other advice??
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

spartiatis wrote:The main concept is to use some of the best units of the codex.
I think the best units from the codex have changed as the meta has shifted. GKs now have psydreads, which rip apart typhoons, and AV 11 does not last long either. You also want to think of necrons, and the night fighting spam and how to deal with scarabs.
These are what I would call the best units int he C:SM codex today -- using the standard tactics people use.

Shrike/Vulcan/Bike Captain
These give you an option to modify your army. Take those 10 TH/SS terminators. Imagine how much better they are when they can fleet and infiltrate. Fleeting TH/SS termies is just broken.

Librarian
Null Zone is still one of the best powers in the game.

Dreads
Dual AC dreads are still good units.

TH/SS Termies
40 points a model, still are pure gold.

Bikes
As troops they are still pretty good. They still can grab objectives and carry 2 special weapons and 1 heavy per squad. They can make a good KP denial list.

Sternguard
Combi-meltas, special ammo, and 2 attacks each. Whats not to love?

Scout/LS Storm
The ability to outflank and take objectives/tie up psydreads late game is pretty good. This works best with Vulcan.

Vindicators-Predators
AC/LC predators are good if you have the fire support, but with night fighting becoming more common, I'm not sure how great they are any more.
Also, you want to be able to give your other models cover, and a AV 13 tank is very good for that.
I am leaning slightly on triple vindicators today as they ID paladins, and can give rhinos/razorbacks cover.

ThunderFire Cannon
Strange how the meta shifts eh? Today a TFC can be useful vs scarab farms and draigowing. Being able to give your dread a 3+ obscurement save if hes behind/in terrain is nice as well.


Automatically Appended Next Post:
If I were to build a 2k list C:SM list today, this is what I would bring.
The idea is to shove 10 fleeting assaulting terminators down someone's throat, and they have to deal with it. While they are doing that, your army can do whatever it needs to. The dreads are there to take down transports. The scouts are there for turn 1 assaults, outflank tank hunting, or late turn objective grabbing. The TAC squad is there to drop on an objective, as its an aggressive squad with a MM and combi-melta. The bike squad is anti-armor and for harassment, and 6 bikes should keep you from getting shot up to badly The vindicators are there to provide some heavy support with multiple STR 10 ap1 templates, and are there to help vs necrons and such.

HQ
Shrike

Elites
10 TH/SS terminators
2 * dual AC dreads

Troops
2 * Scout squads w/combat blades
w/Sergeant with PF and combi melta
TAC squad w/MG and MM
w/Sergeant with PF and combi melta

Fast Attack
2 * Land Speeder Storm w/MM
Bike squad w/2 MG and MM attack bike (6 bikes total)

Heavy Support
3 * Vindicator

This message was edited 1 time. Last update was at 2012/04/12 13:29:34


 
   
Made in gb
Tower of Power






Cannock

Not a bad build, though not enough troops. A single Scout unit will help that though, even though you will combat squad.

Sternguard should be in a Rhino too and don't need combi plasma, they have anti infantry guns already, combi meltas only

Hope that helps.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

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Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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