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Made in us
Regular Dakkanaut





Im new to space marines and was wondering what would be a decent 500 point list that would be good to start out with.

   
Made in gb
Sneaky Striking Scorpion






What kind of chapter tactics are you looking at? FW or Codex?

There's no turning back... Triumph or oblivion. 
   
Made in us
Regular Dakkanaut





I'm thinking codex.
   
Made in gb
Sneaky Striking Scorpion






Centurions are a very good choice in a marine, but at 500pts I fear that they just aren't takeable.

There's no turning back... Triumph or oblivion. 
   
Made in us
Regular Dakkanaut





I was thinking a couple tactical squads maybe a transport or something but I dont know very much just got the codex recently and its hard to understand.
   
Made in gb
Sneaky Striking Scorpion






Small tactical squads in rhinos are good for objective hunting, and squads in drop pods are good for decoys, objectives and target hunting.

There's no turning back... Triumph or oblivion. 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Welcome to the hobby, and to playing Space Marines!

As you start to build your collection and army, I'd stick to units that are entirely useful at many different point levels. I'd start with a simple Tactical Squad and a dedicated transport. If you like the idea of an army that arrives in drop pods, get them a pod; if you like the idea of tanks rolling forward, I'd go with a Rhino. Unless you plan on most of your army being able to get in the opponent's face right away and support one another, I'd just go with the Rhino.

Your Tactical Squad should be 10-man strong (so you can combat squad) and have a special weapon and a matching combi-weapon on the sergeant for most effectiveness. I like melta gun and combi-melta because it's an assault weapon (just in case you have to assault something to finish it off or avoid getting shot) and because it's good in close-quarters gun fights against other infantry transports. It's also useful if you eventually want to put your squad in a drop pod at a later point to hunt a tank. Plasma is also nice because it's rapid fire like your bolters, but whatever you do, be sure to match the special weapon and combi. I would not include a heavy weapon because most of the time you will want to be moving, and it's shooting effectiveness will not be worth the points.



Automatically Appended Next Post:
The next thing I'd do is think about what kind of "fun unit" you want in your army... and if it's something your HQ will contribute to, or not. What I mean is, if you want to play with an HQ that does well in close combat, consider they types of units he will pair well with. If you envision using some bikes, start to consider an HQ that could join them on a bike. If you want to transport a large, deadly squad of Assault Terminators in a Land Raider, think about one that will buff them (a Chaplain or Chapter Master perhaps).

If you give us some ideas of the type of units you want to field, we can help prescribe an HQ that will mesh well!

This message was edited 1 time. Last update was at 2015/03/04 21:09:58


 
   
Made in us
Regular Dakkanaut





Some tactical squads and of course a rhino I don't know where to go from there. Maybe a predator
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Honestly, I would not recommend a Predator... they are terrible. The main problem is they're not a fast vehicle, and can't re-position and bring all its weapons to bear effectively. I would look into a Thunderfire Cannon or start analyzing your HQ choice and a unit in which you want him to support or excel in. Do you like the idea of assault - perhaps terminators and land raiders? Or do you like the mobility and look of Bikes? etc. Do you want to play the psychic game and try for some psykers and psychic allies?

If you are interested in Forge World units, take a look at the Sicaran... it's a really amazing tank (and it's fast! yay!).

This message was edited 1 time. Last update was at 2015/03/04 21:43:33


 
   
Made in us
Regular Dakkanaut





I'm not into the psychic thing is a couple tactical squads a rhino and a captain deepstriking with terminators any good?


Automatically Appended Next Post:
I think i got a list, you guys just give me advice

Captain with boltgun and artificer armour 110 points he's with 9x tactical space marines their equipment one heavy bolter and multi-melta with 1x veteran sergeant with melta bombs

Another tactical space marine squad with 9x tactical space marines with heavy bolter and multi-melta 1x veteran sergeant with melta bombs inside a rhino thats my 500 point army
499 to be exact.

This message was edited 2 times. Last update was at 2015/03/05 00:38:39


 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

You can't take two heavy weapons on the Tactical Squads, and you can only take a special and heavy if you are a full 10-man unit. So your first squad has to be re-arranged a little.

I also take it they are both in Rhinos?

Also, the Vet Sgt. upgrade is really only good if you are giving him close combat weapons, because it gives him an extra attack (that doesn't apply to melta bombs). If you are planning on getting into cc, then give him a power weapon, bolt pistol and the vet upgrade (so he has 1 attack base, +1 from the vet upgrade, +1 for having a pistol and cc weapon, and another +1 if you are charging!)

If the first tactical squad is sitting still, then just go with a heavy bolter and the Primarch's Wrath on the Captain so he can fire lots of bolter fire down-range if not moving.

The squad in the rhino I'd gear up as a melta squad, so melta, combi-melta, melta bombs in a rhino. That will be good for contesting an objective which will most likely involve another enemy transport and some troops.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I’m not a fan of captains at low points. They need a decent investment of gear to work well, and the other HQs perform better bare-bones out of the box.

If you do want to put your HQ in with a squad, consider transports a/o squads that fit well. 5 marines in a razorback has a spare seat. Squads like assault marines and sternguard don’t need to be full 10 man squads quite like tactical marines do, so also make a good place to stick a HQ.

You might also want to take a long term view on where you are going with your army. While a captain with a bolter might work in a 500 point list, will you ever field him in a 1,000, or 1,500 point list? Odds are no. So unless you magnetize (recommended) you might end up with a mini collecting dust on the shelf.

My 500 point lists generally take this format:
Basic HQ
10 man tac
5 man scout
<insert fun toy here>

And I’m going to disagree about preds being bad. They might not be the best thing in the world, but they can get the job done. If you like tanks, you can build a list around them.

   
Made in au
Horrific Howling Banshee





I sugget a master of the forge if you don't want a libarian its cheap as chips, he comes stock with artificer armour, 2 Power fists a Plasma Pistol, a flamer, and a boltgun along with what marines get stock and he has some nice special rules

Wh40k Eternal Crusade Referral Number: EC-J79JWAXML7RYP 
   
 
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