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Made in gb
Member of a Lodge? I Can't Say



UK

Help and advise would be much appreciated.

Cato Sicarius (185)

Command Squad (265)
-Company Champion
-Apothecary
-2 Plasma Pistols
-3 Power Swords
-Storm Shield
-Flamer
-Rhino
-Extra Armour

Dreadnought (145)
-Power Fist w/ Heavy Flamer
-Multi-Melta
-Drop Pod

Tactical Squad (165) Infiltrating
Squad 1
-Multi-Melta
Squad 2
-Plasma Gun
-Sergeant

Scout Squad (115) Infiltrating
Squad 1
-5 Sniper Rifles
Squad 2
-Scout Sergeant

Stormtalon Gunship (125)
-Skyhammer Missile Launcher

(1000)

My issues with this list are that I don't feel like I've got much in there and also the Command Squad in the Rhino is a bit soft.

I'd be very grateful for any advise related to these and any other problems you can find in this list.

Thanks

This message was edited 1 time. Last update was at 2014/09/21 00:32:14



"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

The Stormton is nice, and provides good anti-infantry and light flyer defense.

I am not a real big fan of sniper scouts; they lost pinning, and even in a squad of 10, you're only going to average a couple wounds.. maybe one rending.. I much prefer bolter scouts in a land speeder storm or just more tactical marines because of their gear. If you do want to try them, definitely take 10 to minimize their poor accuracy.

The tactical squad is nice but I'd personally get them a transport and a combi to match the special weapon so they can fire effectively while moving.

The dreadnought is ok as a diversion, but for 35 more points you can get an Ironclad which is the only dread worth taking IMO because of its front armor 13. Plus, you can still keep a melta gun so it can try to do the same thing as a regular dread on the drop.

As for the command squad, the two reaons they're good are for their apothecary, or the ability to take 5 special weapons. If you have a nice CC HQ then the apoth ary can be a nice subtle boost. Otherwise 5 plasma guns or melta guns is nice. A drop pod or rhino is necessary though.

Sicarius is cool for giving tank hunter or something for a turn (I think?) and his reserves imputation, but Tigurius is a bit cheaper and is so much more versatile.. You could try to gate of infinity the command squad around; with endurance I think give out relentless (5 grav guns?); divination is great; the Los goes on.

Hope that all helps.


Automatically Appended Next Post:
What about this:

Tigurius
Command Squad (5) - apothecary, plasma gun x4
Ironclad - pod, melta & chainfist, heavy flamer & CCW
Stormtalon - skyhammers
Scout Squad (10) - sniper rifles, camo cloaks
Tactical Squad (10) - melta, combi-melta, melta bombs

This message was edited 1 time. Last update was at 2014/09/21 14:36:24


 
   
Made in gb
Member of a Lodge? I Can't Say



UK

Hey! Thanks for the response!

Just a query but can Tigurius use Gate of Infinity? its a daemonology power which is a field he doesn't have access to according to the codex.

Also again looking at the codex I don't think Ironclads can take Meltas either :/

I may be wrong on these though


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in us
Bounding Assault Marine




United States

Ironclads can take regular meltas.

I would never put extra armor on a rhino. I was going to say almost never. But I couldn't think of a single time it could justify the point cost.

Also command squads are fun, but all too often just feel like really expensive marines. I agree that maybe an all plasma gun composition will probably be the most effective way, but if you are playing casual games then your command squad sounds cool model wise.

I would also always try to bring a rhino for a tac squad. (if you can).

I also agree scouts are awful damage dealers. But I wouldn't say pit more on the field. I would say if you want them, bring the 5 and stick them on an objective and fire volleys of sniper fire in any direction. If they get a kill: great. If they dont: well let's hope they scored some victory points.
My scouts are almost always targeted last in a game and typically survive most games and grab me an objective or 2. I would use the 60 points somewhere else.

2000+

"Can we stop saying CCSM and CSM to just say CSM and SM? I mean really, don't we already know they have a codex? Plus my colon key is broken."  
   
Made in us
Regular Dakkanaut




I have to agree with yukondal on the command squad. at least in such a low points list. I mean really think about what you could get for those 265 points. I sometimes put extra armor on Rhinos just because their whole purpose is mobility. but then the rhino has the self repair rule so it's your call. use the points you save on the command squad to pump the scout squad up to 10, give them a missile launcher. it comes in handy. maybe throw Telion in there since you're playing Ultras. Other than that it really depends on what you're going up against.

This message was edited 1 time. Last update was at 2014/09/22 01:24:51


 
   
Made in hk
Warwick Kinrade





Hong Kong

If you want to go assault with the command squad & Cato, just swap it out for a normal assault squad and trade in the jump packs for a drop pod. Also, the two flamers will be much more use at close range than the 3 x PP. If you are worried about Cato, you could even max the squad for meat shield, and still have points left over compared to the command squad option;

Assault Squad x 5, 2x flamers, meltabombs, drop pod 100pts
Assault Squad x 9, 2x flamers, meltabombs, drop pod 168pts (9 to leave room for Cato)
Command squad (as per your fit out) 265 pts

Personally I find scouts almost always justify the points - they either hang in their and score you objectives or worry your opponent so much after infiltrating that they attract attention away from other more valuable units. With a HB & HF shells they are not bad damage dealers either.

If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
Made in gb
Member of a Lodge? I Can't Say



UK

Cato Sicarius (185)

Dreadnought (145)
-Power Fist w/ Heavy Flamer
-Multi-Melta
Drop Pod

Tactical Squad (205) Infiltrating
-10 Tac Marines
Combat Squad 1
-Multi-Melta
Combat Squad 2
-Meltagun
-Combi-Melta
Rhino

Scout Squad (172) Infiltrating
-10 Scouts
Combat Squad 1
-4 Sniper Rifles
-Heavy Bolter w/ Hellfire Rounds
Combat Squad 2
-Scout Sergeant
-Land Speeder Storm w/Heavy Flamer

Assault Squad (168) with Cato
-9 Assault Marines
-2 Flamers
-Sergeant w/ Melta Bombs
Drop Pod

Stormtalon Gunship (125)
-Skyhammer Missile Launcher

(1000)

Apologies, I think I've formatted that terribly.

Is this better? The only downside I can see is that Cato isn't on the table to give +1 to reserves from the start to get the Stormtalon on ASAP


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in au
Slippery Ultramarine Scout Biker




Australia

 Iapedus wrote:
If you want to go assault with the command squad & Cato, just swap it out for a normal assault squad and trade in the jump packs for a drop pod. Also, the two flamers will be much more use at close range than the 3 x PP. If you are worried about Cato, you could even max the squad for meat shield, and still have points left over compared to the command squad option;

Assault Squad x 5, 2x flamers, meltabombs, drop pod 100pts
Assault Squad x 9, 2x flamers, meltabombs, drop pod 168pts (9 to leave room for Cato)
Command squad (as per your fit out) 265 pts

Personally I find scouts almost always justify the points - they either hang in their and score you objectives or worry your opponent so much after infiltrating that they attract attention away from other more valuable units. With a HB & HF shells they are not bad damage dealers either.


Also with the assault squad option, it has a sergeant to take challenges to put Cato to his full potential. (unless they removed challenges in 7th, only just getting back from a break)
   
Made in us
Longtime Dakkanaut




Taffy17 wrote:
Cato Sicarius (185)

Dreadnought (145)
-Power Fist w/ Heavy Flamer
-Multi-Melta
Drop Pod

Tactical Squad (205) Infiltrating
-10 Tac Marines
Combat Squad 1
-Multi-Melta
Combat Squad 2
-Meltagun
-Combi-Melta
Rhino

Scout Squad (172) Infiltrating
-10 Scouts
Combat Squad 1
-4 Sniper Rifles
-Heavy Bolter w/ Hellfire Rounds
Combat Squad 2
-Scout Sergeant
-Land Speeder Storm w/Heavy Flamer

Assault Squad (168) with Cato
-9 Assault Marines
-2 Flamers
-Sergeant w/ Melta Bombs
Drop Pod

Stormtalon Gunship (125)
-Skyhammer Missile Launcher

(1000)

Apologies, I think I've formatted that terribly.

Is this better? The only downside I can see is that Cato isn't on the table to give +1 to reserves from the start to get the Stormtalon on ASAP


I like the list, but then I am biased as I was thinking about a very similiar list.
   
Made in gb
Member of a Lodge? I Can't Say



UK

Thanks,

Would it be better or worse if I swapped the scout squad for a Tac squad in a rhino?

Just thinking to make it more of a pure battle company since I'd like it to be fluffy.


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in hk
Warwick Kinrade





Hong Kong

Taffy17 wrote:
Is this better? The only downside I can see is that Cato isn't on the table to give +1 to reserves from the start to get the Stormtalon on ASAP
Cato will be on table turn one in the DP, and your stormtalon wont come in until turn 2 at earliest so not a problem.

List looks better - if you are going for scouts + LSS though make sure they are CCW fit out for assault role, this will get the best out of them. Otherwise, drop the LSS and spend money on HB + HF.


Automatically Appended Next Post:
 dylz_22 wrote:
Also with the assault squad option, it has a sergeant to take challenges to put Cato to his full potential. (unless they removed challenges in 7th, only just getting back from a break)
Yeah, its still in 7th, good point

This message was edited 1 time. Last update was at 2014/09/23 02:13:27


If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
Made in gb
Member of a Lodge? I Can't Say



UK

 Iapedus wrote:
Taffy17 wrote:
Is this better? The only downside I can see is that Cato isn't on the table to give +1 to reserves from the start to get the Stormtalon on ASAP
Cato will be on table turn one in the DP, and your stormtalon wont come in until turn 2 at earliest so not a problem.


Wouldn't it be better to drop the dreadnought in on turn one?

Also what would you say to swapping the Scouts for a Tac squad identical to the one I've got already?


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in hk
Warwick Kinrade





Hong Kong

Taffy17 wrote:

Wouldn't it be better to drop the dreadnought in on turn one?

Also what would you say to swapping the Scouts for a Tac squad identical to the one I've got already?

Whatever doesn't come in first turn could potentially stay out of the game until turn four, so you need to consider which unit you could most live without for that long. In that regard, Cato has to come in first turn. Also, if he comes in first, he increases the likely hood of both the dread and Stormtalon coming in before turn 2. The only way around this is to DP another unit, but that's means less models on the board turn one.

Personally I like the scouts, although I prefer them more stripped down (just HB & hellfire) to cause a bit of carnage before they inevitably get wiped. They are not there to win the game, but to cause problems for your opponent and maybe grab a few objectives if you are luck (esp. Eternal War).

You could tweak your list to something like this;

Cato Sicarius (185)

Dreadnought (145)
-Power Fist w/ Heavy Flamer
-Multi-Melta
Drop Pod

Tactical Squad (115) Infiltrating
-5 Tac Marines
-Multi-Melta
Rhino

Tactical Squad (125)
Combat Squad 2
-Meltagun
-Combimelta
Drop pod

Scout Squad (159) Infiltrating
-10 Scouts
Combat Squad 1
-4xsniper rifles
Combat Squad 2
-5xBolt pistol & CCW (or shotguns, which are great in assault role too)
-Scout Sergeant
-Land Speeder Storm w/Heavy Flamer

Assault Squad (146) with Cato
-8 Assault Marines
-2 Flamers
Drop Pod

Stormtalon Gunship (125)
-Skyhammer Missile Launcher

(1000)

Sacrifices a few toys on the scouts and an assault marine to give you a drop pod for a 5man TAC, which with its MG/Combimetla (and1 one krak grenade if in range) acts as a sort of 'poor mans meltapod' stike. You still get your infiltrating MM in the rhino, which will cause him problems, as well as the scouts in the dual role (sit n shoot/assault out of the land speeder)

If you want some more ideas for SM lists, have a read of the battle report I just did for an SM vs SM game I played on the weekend - between us we used a lot of different combinations with varying degrees of effectiveness
http://www.dakkadakka.com/dakkaforum/posts/list/616152.page


If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
Made in gb
Member of a Lodge? I Can't Say



UK

Thanks, that's a good idea to split the Tac squads to get the Cato and the Dread in first turn.

I liked your batrep as well. Seems like it was a good game.

I like your chapter as well. You just need a Chapter Master called Mero now!


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in hk
Warwick Kinrade





Hong Kong

Taffy17 wrote:
I like your chapter as well. You just need a Chapter Master called Mero now!

If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
 
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