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Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Hey all, trying to figure out a mean, but not douchey, 2000pt list to bring to local tournaments in the 2000pt range. Any help/input would be appreciated, and if there's anything you think I should tweak, drop me a note! I've been working on it for a while, so, hopefully it doesn't look to shabby.

SPACE MARINES(ULTRAMARINES)

HQ:

Tigurius

Chapter Master - Shield Eternal, Bike, Power Fist, Melta Bomb, Digital Weapons, Artificer Armor

Command Squad - 5x Meltaguns, Drop Pod

TROOPS:

Bike Squad - 5 Bikers, 2x Meltagun

Bike Squad - 5 Bikers, 2x Meltagun

Bike Squad - 5 Bikers, 2x Meltagun

HEAVY:

Centurion Devastators - 4 Centurions, Gravcannons + Missile Launchers, Omniscope.

Thunderfire Cannon

INQUISITION

Coteaz

Ordo Xenos Inquisitor - Power Armor, 3x Servo Skulls, Liber Heresius

IMPERIAL KNIGHTS

Knight Paladin

Total: 1997.

Some thoughts I've had (and would love to hear from you guys about);

1: Drop the Servo Skulls + Power Armor from the Ordo Xenos, and drop the Digital Weapons from the Chapter Master, to get Psyker Level 1 on the Ordo Xenos. The extra roll on Divination, in my 1500 version of this list, has gotten me ignore cover when I've needed it. Of course, it's also gotten me Precognition, or whatever the power that lets my Centurions overwatch at ballistic skill (owait, SNP!). The Servo Skulls have come in handy in a grand total of one game, but, of course, the Centurions turned those enemy bikes into paste regardless. This will also give me one extra power dice, which is nice but not huge.

2: Drop the Command Squad, Digital Weapons, and the Melta Bomb, for a Stormraven to act as an Anti-Air weapon. Of course, this could backfire if I get the first turn, but it'd change my chances of hitting from 'PLZ DEV DOCTRINE/PRESCIENCE' to a somewhat reliable chance to shoot down an enemy flyer. Of course, that means losing the Command Squad's first turn ability to severly hurt an opposing Knight/Super Heavy, Or even just their ability to snag first blood. Of course, they also have the ability to die horribly to a Riptide, but we shockingly do not have many Tau players in our area. It's actually kind of scary. (Tons of Eldar though, damn knife ears.)

3: Drop a bike squad, and find 125pts to spend elsewhere. This of course is because of the fact that 7th edition is the magical land of scoring, and my army is going to be going for board control rather than going straight onto the objective game. Of course, with the popularity of Maelstorm in my area, and the fact that they are 12 - 24" a turn objective grabbers has led to be gaining a huge early game lead, but, other than getting pretty lucky and blowing up soulgrinders on the charge, they don't really contribute much to the stopping power my army puts out. The 125pts could be put into a Stormtalon to address part of my issues in #2, or even redirected into a combat squad in a rhino with a lascannon just hanging out playing turret on a homefield objective. (The Thunderfire does this, though, so that probably won't be where the 125pts go). Could also go into a 5th Centurion and upgrading the Inquisitor to be a Psyker again. Maybe throw an Auspex on the Chapter Master.

4: Knight Errant instead of Knight Paladin. The Melta Cannon is great for slagging enemy tanks, buuuut the Battlecannon is good for everything else that isn't in TDA. What I've read on the Knights says the Paladin has the better load out, but I'd be interested in hearing counter arguments if anyone has them.

Once again, thank you guys for reading, and I hope to hear all of your opinions!

This message was edited 1 time. Last update was at 2014/07/30 23:58:04


 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Seems pretty straight forward, cherry-picking the best units from each army for 2 hard-hitting squads. I think you will be in trouble against double/triple filer lists (thinkng GK Stormravens) maybe, and things like the Beastpack... but not sure how competitive you're going... probably pretty hardcore considering the build itself lol! I'd drop the dig. weapons and melta bomb on the CM and give the bike squads all melta bombs. I'd also give the CM an auspex (maybe drop the power armor on the Inquis?)

1) I'd keep the servo skulls... there are going to be lots of people fishing for the infiltrate warlord trait, especially with the new Ork relic that gives you a pretty good chance of getting it.

2) I don't see a Command Squad in the list you posted... perhaps it wasn't included? If so, I take it they're the standard apoth, grav x4 loadout?

3) no, don't bother dropping troops, you'll need the fast objective secured to contest pods coming in late game.

4) I prefer the errant when I only have 1 because I'm ususally using it to hunt AV14 vehicles, charge into broadsides, or blast 2+ units. If you have other melta-ish units, the paladin is more versatile and still shoots ordinance so you get a decent chance of penetrating vehicles.
   
Made in us
Stalwart Ultramarine Tactical Marine





I don't think you need the knight at all. You have so little targets that any army with a decent amount of firepower will wipe out one of your high power units. Make the inquisitor a psyker and lose the servo skulls + power armor. The skulls really don't help your own list and are dependent on your opponent. To be honest if you keep the knight then you might just dare your opponent to infiltrate/scout in close into the range of your centurions and knight. Speaking of centurions your army is susceptible to horde armies. You do not have a lot of shots, and any dedicated marine pod list, or ork horde list, or IG blob, or anything with a model count above 70 is going to give you trouble. So I would suggest dropping the missile launchers and one centurion off of the cent squad and also the knight for maybe just more bodies.


 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Dropping the Melta Bomb off the Chapter Master? I suppose he does have a fist, but it means he's only killing enemy Dreads/Iron Dreads when he rolls 5s or 6s. Though, it'll give my bikes more close up anti tank than they currently have (0). Of course, that means they just get to choose to run, rather than being stuck hoping the Sergeant Lives/his Melta Bomb hits.

1) The problems Hyozanman mentioned is solved by keeping the servoskulls. Unless there's somehow room within 18" of my army in my deployment zone, I should keep most things safely away from the Centurions and Knight, at least for turn 1.

And yes, Servo Skulls do depend on my opponent. They aren't the most useful against a IG list that stands back and shoots. However, I don't think 9pts is a lot to ask to stop my enemy from getting closer than I'd like turn 1 with their Scouting Plasma Guns.

2) Whoops! Edited in the Command Squad. Just wrote it off Battlescribe and forgot (like a noob) that they are in the 'no force org' section.

I decided against Gravs partly because the Centurions have been doing more than enough, and I've found that I lack the ability in 1500 to deal with Armor that hang out at range. I hope the Command Squad can deal with that issue, since they cost the same as the old Sternguard with Combi Meltas. Except their meltas are permenant, if they somehow live through their drop turn.

3) Yeah. Wasn't really planning on dropping the troops, since Objective Secured is a pretty damn good ability for Eternal War missions.

4) One of you suggest dropping the Knight, the other suggests keeping it. The main thing the Knight is there for is to help deal with Hordes; the two shot battlecannon will deal with a decent amount of enemies, and the ability to charge and then stomp will wipe out a blob of Orks or Tyranids pretty easily. Pretty much every other squad has some form of Melta, so I'm not to worried about dealing with tanks off the bat.

5) Extra bodies for troops? Ditching the Knight for a drop in killing power seems like it'd just end up with my army being outshot, or giving the enemy the ability to focus fire my one main unit down and then pick the rest apart with ease.

I mean, Tigurius fishing for invisibility gives them a pretty decent chance to get it, but, there's still things that could burn them if given the chance. Especially at 2000pts. Dropping a Cent would hurt the Deathstar, as well. Not so sure about this, but I'll take it into consideration.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
 
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