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![[Post New]](/s/i/i.gif) 2014/07/27 08:00:28
Subject: [2000] - Space Marines
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Freaky Flayed One
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Hi all, I'm looking for some pointers on my Marines list. I'm wanting to stay to a battle company type setup so not too many elites, but I think I am bit lacking in anti armour firepower. I will be playing against a varitey of armies but mostly Eldar and Tau, and very few flyers.
Space Marines (1743/2000)
Imperal Fist Successors
HQ
Captain = 120 Points
Power Fist, Storm Bolter
Chaplain = 90 Points
Command Squad = 215 Points
Company Champion, Apothecary w/Storm Bolter, Company Standard w/Storm Bolter, Rhino
Elites
Terminator Squad = 225 Points
5, Cyclone Missile Launcher
Dreadnought = 120 Points
2 Twin Linked Auto Cannons
Troops
Tactical Squad = 195 Points
10, Flamer, Heavy Bolter, Sergeant w/Melta Bombs, Rhino
Tactical Squad = 195 Points
10, Flamer, Heavy Bolter, Sergeant w/Melta Bombs, Rhino
Fast Attack
Bike Squad = 138 Points
3 Bikes, 1 Attack Bike, 2 Melta Guns, 1 Multi Melta
Heavy Support
Devastator Squad = 130 Points
5, 4 Missle Launchers
Centurion Devastator Squad = 250 Points
3, Grav Cannons and Grav Amps
Whirlwind = 65 Points
Also if the Command Squad is embarked on a Rhino does a Marine standing within the Standard radius benefit from it's effects?
Thanks
EdO
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Orks orks orks orks.......and so on |
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![[Post New]](/s/i/i.gif) 2014/07/28 00:18:39
Subject: [2000] - Space Marines
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Land Raider Pilot on Cruise Control
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Right, so I agree with the lack of anti-armor. Really what I see with this list, is a split from things your imp. fists want to do.
For example: what does that dreadnought accomplish for you with 4 S7 ap4 shots going to accomplish for you? It can't threaten armor 14, can't explode armor 13 or less (and barely harms armor 13).
For Imp fists, taking advantage of devastators + your slightly strong tacticals is your best bet. I'd lose the ww and dreadnought. I'd replace them with another Dev squad with ML launchers.
Truth be told, I've found razorbacks to be incredibly helpful for imp. fists (and marines) in general. You can combat squad your units, secure objectives, and move forward with additional damage. TLLC razors with the devs can can help with vehicles, TLAC with the forward units to provide fire support. Even HB can be effective).
If you play maelstrom, it's an even more effective tactic.
As well, the captain is pretty darn squishy. If it's easy to lose, it's easy to lose the points for its death.
Finally a word of warning: the current, plain Imp. Fist rules really aren't that strong. Bolters are only so good, and storm bolters really aren't that much better. Devestators can be utilized pretty well, but bolter drill really isn't as powerful as you'd think. As such, it's probably not worth throwing out a command squad just to get additional storm bolters.
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Fiat Lux |
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![[Post New]](/s/i/i.gif) 2014/07/28 18:40:05
Subject: Re:[2000] - Space Marines
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Freaky Flayed One
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Hi, thanks for the feedback.
I wasn't sure on how it equip the dreadnought, In the past I found the autocannons useful as anti air/light vehicle. I really do want a dreadnought in the list though as it's one of my favorite models.
The whirlwind was a bit of pastime from when I played marines in the past, so I put it there, so I would happily drop it for some more devastators.
I think you're right with the Razorbacks, though the points cost for the lascannons makes me a bit weary.
I had the captain and command squad for the fluff really. I'm just not sure on how best to equip them.
Thanks
EdO
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Orks orks orks orks.......and so on |
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![[Post New]](/s/i/i.gif) 2014/07/28 20:18:01
Subject: [2000] - Space Marines
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Monstrous Master Moulder
Cleveland, Ohio, USA
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Command squads shine with special weapons. The captain can tank wounds for them. 4x plasma guns + apothecary + Captain. Artificer armor on the captain, power fist if you want, shield eternal very much suggested.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2014/07/30 04:59:02
Subject: Re:[2000] - Space Marines
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Horrific Howling Banshee
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Probably a thunder hammer and shield eternal on the captain with artificer, a bike is highly recommended to make bike troops then you can make up for anti armour with 5 man bike squads with 2 meltaguns, you also don't have any anti air you can take flakk on your missile launchers if you want though a stalker would be better idea, and 4x plasma on your command squad is also a good idea, also a chain fist on your terminators would also be good
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Wh40k Eternal Crusade Referral Number: EC-J79JWAXML7RYP |
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![[Post New]](/s/i/i.gif) 2014/07/30 16:10:47
Subject: [2000] - Space Marines
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Judgemental Grey Knight Justicar
Northern Texas, USA
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If you're looking to play Imperial Fists, I'd use the supplement: Sentinels of Terra; it replaces "bolter drill" with "close range bolter drill" (which makes all your bolters twin-linked at half range... it's amazing!). You also get access to some nice relics like the Bones of Osrak (boosts a librarian's effectiveness) That change in mind, I'd really take advantage of lascannon devastators. I'd take 2 sets of 5, with 4 lascannons. That means your 3 heavy slots are all tank-hunting beasts... and the centurions already re-roll to-wound so they're awesome... I'd take a librarian and give him lvl 2 with the bones of osrak, and try to get some useful powers on the Centurions like invisibility, or dome, etc. Then you could walk them up the field in cover, leave the other dev squads back to fire and not take all the heat. I'd drop the dreadnought; he doesn't really get you anything here. The Tactical Terminators are actually pretty nice with SoT CTs... I'd deepstrike them in at 12" and get lots of twin-linked bolter shots, nice S8 missile shots, and some power-fists up close. Just be smart about where you put them, and of AP2 weaponry. This basically means that I'd drop the chaplain, and probably the captain... for the Librarian. You still get access to the command squad, which can be quite effective in a drop pod with 5 melta guns and bombs as a unit to wipe out superheavies in an alpha strike. I'd strongly consider that. If you have the points, a simple captain with terminator armor and a chainfist could also tank for them, hopefully extending their life til turn 2... maybe. As for the Tac Squads, they should be fine taking objectives in a Rhino with bolters and maybe a flamer... I'd personally take a 10 man unit in a rhino with melta gun and call it a day; keep them mobile, scoring objectives, and don't forget to combat squad in that transport! One more unit to consider is bolter Scouts... 5 of them in a Land Speeder Storm are very effective at taking an objective thanks to their twin-linked bolters being able to fire when they deep-strike in,.. and give the land speeder a heavy flamer! Hope that helps! Automatically Appended Next Post: After taking a few mins to work-out a list that uses most of what you have listed, and adheres to the requirements you have outlined, what about this? Sentinels of Terra, 2000 pts. Librarian - lvl 2, bones of osrak, auspex Chapter Master - terminator armor, chainfist Command Squad - drop pod, apothecary, melta gun x4 * CM goes here, maybe libby too if he rolls crap powers that don't benefit the Cents? Terminator Squad (5) - cyclone missile launcher Scout Squad (5) - bolters, land speeder storm w/heavy flamer Tactical Squad (10) - rhino, melta, combi-melta, melta bombs Tactical Squad (10) - rhino, melta, combi-melta, melta bombs Bike Squad (5 + 2) - grav x2, comb-grav, multimelta attack bike Centurion Devs (3) - grav, omni-scope Devs (5) - lascannon x4 Devs (5) - lascannon x4
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This message was edited 3 times. Last update was at 2014/07/30 16:32:37
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