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Made in gb
Discriminating Deathmark Assassin






Trying a busy Marine army. Not sure if this will work. Will it be too much of a one trick pony? Can I deal with Knights. Etc.

Haven't really ever played a marine army. Certainly not a boots on the ground type force. What do you think? Can I compete in an ITC environment with this? What will mess me up?

Lion's Blade
Battle Company
Company Master (artificer armour, power fist)
Chaplain
Devestators (2 Grav Cannon and amp, drop pod)
Devestators (2 Grav Cannon and amp, drop pod)
Assault Squad (Drop Pod)
Assault Squad (Drop Pod)
Tactical Squad (Razorback - TL Assault Cannon)
Tactical Squad (Razorback - TL Assault Cannon)
Tactical Squad (Razorback - TL Assault Cannon)
Tactical Squad (Razorback - TL Assault Cannon)
Tactical Squad (Razorback - TL Assault Cannon)
Tactical Squad (Razorback - TL Assault Cannon)
10th Company
Scouts
Skyhammer Annihilation Force
Devastators (3 Grav Cannon, Drop Pod)
Devastators (3 Grav Cannon, Drop Pod)
Assault Squad (jump packs, flamer)
Assault Squad (jump packs, flamer)

What do you think? More special weapons? Ditch the skyhammer and take some DA bikes for fluff/pain infliction? Could take some Grav/plasma talon bikes... Scouting.... or a marine CAD with Quad Mortars...
   
Made in us
Been Around the Block




I recently came across a build for Skyhammers that actually switched up the Devastator loadouts a bit:

Devastators x5
2x Grav Cannon // 2x Multi Melta // Combi-Grav // Armorium Cherub

This build costs exactly the same as the one using 3 Grav Cannons, and replaces 2 Grav shots (on the 1st turn which is the only turn that matters with Skyhammer) with two Multi Melta shots. However the extra points allow you to get a Cherub which rerolls all those failed to-hit rolls when they show up. This will definitely help out specifically with scoring definite kills on AV14 and AV13 vehicles.

+++++++

Have you thought about which Chapter Tactics your Skyhammer will use?
   
Made in us
Bounding Dark Angels Assault Marine





Tau could be an issue I think. Or anything with interceptor. Also, rhino/razorbacks' get popped pretty easily and once they're gone your lions blade won't have much to handle anything that has a decent armor save or any armor.

I'd suggest keeping the company master stock and treating him like a tax for free transports. He's not the best and you could use the 45 points you'd save there to maybe spread some special weapons around the tac squads so you have more options when the razorbacks start going down.

I think this could be strong. Just depends on who goes first and how you deploy. I think You may be able to handle Knights, especially turn 1. Between the skyhammer dropping down and all the assault cannons you should be able to threaten a couple of sides at once to get around their ion shields. Plus target prioratization could become an issue for someone playing against this list. The stuff coming in that can kill a lot or all the obsec units grabbing objectives.

If you try it out let me know! I've been trying to decide if I'd want to try this out or not. I think I'd definitely run the skyhammer as smurfs and use the devestator doctrine turn 1 to reroll misses so you don't have to put points into the cherub.

Dark Angels - 8000
Blood Angels - 4000
Astra Militarum - 2000
 
   
Made in gb
Discriminating Deathmark Assassin






sizzlebutt666 wrote:
I recently came across a build for Skyhammers that actually switched up the Devastator loadouts a bit:

Devastators x5
2x Grav Cannon // 2x Multi Melta // Combi-Grav // Armorium Cherub

This build costs exactly the same as the one using 3 Grav Cannons, and replaces 2 Grav shots (on the 1st turn which is the only turn that matters with Skyhammer) with two Multi Melta shots. However the extra points allow you to get a Cherub which rerolls all those failed to-hit rolls when they show up. This will definitely help out specifically with scoring definite kills on AV14 and AV13 vehicles.

+++++++

Have you thought about which Chapter Tactics your Skyhammer will use?


I'd definitely thought Ultramarines for the Dev rerolls... I'll have a think about that other build for the secs. Was wondering about getting some melta in. I will mull that. Though the cherub only give one model rerolls of course.
   
Made in us
Longtime Dakkanaut






Simple changes to spread out your threats:
switch Razorbacks and dev drop pods to Rhinos,
remove one grav cannon from each of the dev squads,
Add one grav cannon to each Tactical Squad.
Use leftover points to give flamers to assault squads

Now all of your units are a threat, not just half of them. But they're all lean, with only one or two upgrades each. This is the strength of Battle Company. See also Brandon Grant's tournament winning Dark Angels Battle Company.

Battlescribe Catalog Editor - Please report bugs here http://battlescribedata.appspot.com/#/repo/wh40k 
   
Made in us
Discriminating Deathmark Assassin






Okay. Following this advice and some other thoughts... I had this re think:

LION'S BLADE
Battle Company
Captain (auspex)
Chaplain (auspex, bike)
Tactical Marines (Razorback with TL Lascannon)
Tactical Marines (Razorback with TL Lascannon)
Tactical Marines (Razorback with TL Lascannon)
Tactical Marines (Razorback with TL Lascannon)
Tactical Marines (Razorback with TL Lascannon)
Tactical Marines (Razorback with TL Lascannon)
Devastor Squad (1 Grav Cannon/Amp, Rhino)
Devastor Squad (1 Grav Cannon/Amp, Rhino)
Command Squad (4 Melta Guns, Drop Pod)
Command Squad (4 Melta Guns, Drop Pod)
Assault Squad (2 Flamers, Drop Pod)
Assault Squad (2 Flamers, Drop Pod)
Dreadnought (2 TL Autocannons, Drop Pod)
Raven Wing Attack
Ravenwing Bike Squad (2 Grav Guns, Combi Grav)
Landspeeder (2 Heavy Bolters)
Raven Wing Attack
Ravenwing Bike Squad (2 Grav Guns, Combi Grav)
Landspeeder (2 Heavy Bolters)

Thoughts?
   
Made in gb
Pyromaniac Hellhound Pilot






Both lists look nasty! The only thing that sticks out as a bit suboptimal is the dread in the second. Have you considered swapping him out for a couple more grav cannons and some multi meltas or assault cannons for the speeders? I usually run my attack squadrons with a mm+AC on the speeders and the bikes just as you have them

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Perfect Shot Dark Angels Predator Pilot





Eastern CT

One thing I don't like about either list is that you have a lot of squads that are just there to unlock Razorbacks. Once those tracks get popped, they're not going to be able to contribute much to defeating your opponent. I agree units should be kept lean, but they should have enough upgrades to make them a threat. The Tac Squads in my Lion's Blade list all get a special weapon and a sergeant with a matching combi-weapon. That gives them all a battlefield role besides sitting on an objective and hoping not to attract any attention.

So, looking at your second list, instead of buying a pair of Command Squads with 4 meltaguns, you could buy one Command Squad kitted out as you have, give meltaguns and combi-meltas to all your Tac squads, and if I'm correct about how much the Command Squad cost you'll have 20pts left over. You could then save a pile of points by having drop pods for them instead of Razorbacks, though you might not want to go overboard on the pods, because an all-pod army only half comes in first turn, and then has a tendency to dribble in the rest of the game.

So, having some units in Razorbacks is good, but I'd shy away from spending points upgrading the weapons. That just makes you want to not move them so you can shoot those expensive weapon upgrades. If you stick with the heavy bolter turrets, you won't feel compelled to have them stand still to shoot to justify the points you invested in them, because they're free. You could then spend the points saved by keeping your tracks stock on giving second heavy weapons to your Dev Squads, and maybe some kit for your Company Master. You could give combi-flamers to the Assault Squad sergeants too - might as well be really burny when they come out.

As for the Dreadnought, I expect you're going to have it on the table shooting, and the pod is going to come in empty. That's a solid use. That said, I'd consider either the multimelta or the twin linked heavy flamer, with the heavy flamer upgrade for his power fist, and pod him in. If you hold him back from the alpha strike, then have him drop in turn 2 or 3, you give your opponent a conundrum - a pretty significant threat just hit his backfield, and odds are his main striking force has already moved across the table. He either has to let your Dread run rampant through his backfield, or turn something around to deal with it. Throwing your opponent off his game plan is always worth some points.

I'm going to disagree with ILegion about the Company Master. If you have to take him, he might as well have some inherent worth to the army. I'm not saying go overboard on his gear, but spending some points on him does add some versatility to the army. I'd suggest arty armor and the Mace of Redemption. The Mace goes at initiative and he gets a bonus attack for having a pistol with the Mace.

The Ravenwing Attack Squadrons are solid. I'd consider HB+Typhoon missile launcher for your Speeders. Gives them the ability to engage vehicles and MCs with a reasonable chance of doing damage. Plus, adds 12" to their standoff range if needs be.

Here's a link to a thread where I discuss the list I recently brought to an ITC event, and how I modified it based on my experience. It's a Lion's Blade and a Ravenwing Strike Force, which is nice because it's a one-source list, and the Ravenwing Strike Force lets you take Black Knights, who are the star unit in our dex.
http://www.dakkadakka.com/dakkaforum/posts/list/0/707658.page#9032107

Check out my brand new 40K/gaming blog: Crafting Cave Games 
   
Made in us
Discriminating Deathmark Assassin






Okay. So taking the advice I've received here and elsewhere on board, this is what I have finally decided to build/model/paint.

Lion's Blade
Battle Company
Captain (artificer armour, auspex)
Chaplain (auspex, bike)
Assault Squad (Drop Pod, 2 Flamers)
Assault Squad (Drop Pod, 2 Flamers)
Command Squad (Drop Pod, 4 Melta Guns)
Command Squad (Drop Pod, 4 Grav Guns, Sacred Standard)
Devastator Squad (Grav Cannon, Rhino, Dozer Blades)
Devastator Squad (Grav Cannon, Rhino, Dozer Blades)
Tactical Squad (Grav Cannon, Rhino, Dozer Blades)
Tactical Squad (Grav Cannon, Rhino, Dozer Blades)
Tactical Squad (Razorback TL Lascannon)
Tactical Squad (Razorback TL Lascannon)
Tactical Squad (Razorback TL Lascannon)
Tactical Squad (Razorback TL Lascannon)
Raven Wing Attack Squadron
Ravenwing Bike Squad (2 Grav Guns, Combi-Grav)
Ravenwing Landspeeder
Raven Wing Attack Squadron
Ravenwing Bike Squad (2 Grav Guns, Combi-Grav)
Ravenwing Landspeeder

1850 on the nose.

Wish me luck and feel free to throw up any tips on playing Battle Company. My first Imperial army!
   
 
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