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Made in us
Regular Dakkanaut




Utah (Oh god)

This is a repost from the tactics list, it was in the wrong area.  If a mod could delete my post in the other forum I'd be much obliged. 

2 HQ, one Master, close combat weapon and a pistol (term honors and stubborn)  and one Librarian codicier, term honors, stubborn, close combat weapon and force weapon, with FotA and  a jump pack.

6 tactical squads, each with six marines with one armed with a lascannon

2 10-man assault squads veteran sergeant in each with stubborn, plasma pistol and powerfist along with two other marines armoed with a plasma pistol and a flamer.  All with melta bombs

2 8 man devestator squads with 4 rocket launchers in each
1 5 man devestator squad with 4 heavy bolters

My master is so that my guys have a high chance to save against pinning
Codicier to cause pinning and to get rid of mob armies
Assault squads are pretty obvious (granted together they cost me nearly 600 pts)
The Devestator squads and the tact squads are pretty good anti-tank (I mean honestly 14 heavy weapons....and assault on melta bombs, tanks aren't my worry)
The rocket launchers are great for the dual option of frag missiles to take down mass armies.
Heavy bolters are great to take down light to medium armored troops
Librarian also has a decent chance of taking out psychic powers, (or at least trying)

Plus side:  Most vehicles and large creatures end up dead on turn one. 
                   I've noticed that most opponents that are fast are poorely armored, thus reacting with a flamer is generally a good                         idea for counter assault
The army is going to be great against Necrons, CSM's, Space Marines, Tau, possibly good against WraithDar armies

Criticisms: Two HQ's I know its a little bit of a points drain, however, the term armor comes at only 10 pts, and it takes care of my requirement for terminator honors (LAME) Also the terminator armor makes my guys VERY immobile so the HQ's can't really get into the game.

Aside from the assault squads, I have no ability to get into an opponents face. Additionally, two assault squads is very expensive, and is easy VP's to my opponent. 

Have a problem with IG and Nids, haven't tried Dark Eldar

Once the big units are dead, what is the point of all that heavy firepower?

Any recomendations tactically, would be nice, notice I don't use vehicles,  I just like guys better, besides 79 models of Marines is always scary for an opponent.


Lasguns the new Assault Cannon. 
   
Made in us
Regular Dakkanaut




Utah (Oh god)

Please, someone, any help.

Lasguns the new Assault Cannon. 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

I'd tune the Assault squads back; at the very least, cull out 2 guys and drop the plasma pistol on the sarge (it'd suck to lose him to an overheat before he can 'fist someone). Personally, I'd drop one entirely, and use the remaining one for counterassault, while the extra points go for more shooting. Like you said, the Assault squads are easy points if they go charging off at the enemy.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Dakka Veteran




Yeah, ditto on tuning the assault guys back. 6 is a good number. 8 if you play alot of non-MEQ lists.

Also, you are very, very, very immobile. Your assaut guys are your only mobile group, a mobile shooty list (Tau, Eldar, and Dark Eldar) will likely do a number on you.

Also, pods would be a problem.

Maybe trade one of your ML dev squads for a Landspeeder tornado and perhaps some whirlies or Preds. Preds with HB sponsons and TLLCs can help out with anti-infantry or anti-tank and do it on the move.

Mainly, you heavily risk being outmanuevered with the list.

Also, Iron Warriors outshoot the crap out of you, but this is not something to be concerned about. They do that to everybody.
   
Made in us
Regular Dakkanaut




Utah (Oh god)

I should also mention this is my generalist list, I don't like to play tailored lists against my opponents, but it is looking like I should start.

Ya no kiddin. I figured the 600 points in assault, although VERY pricey, adds a load of mobility that is great for my army, if I need to counter assault a pod army, or anything like that, they are there. Generally though those assault squads make back their points really well,

Most of the people I have played have had a really rough time of the sheer number of marines. I've done okay against the BA player in my shop, Necrons are easily owned by this list, just because I am always in range and they aren't (its easy to target priority the Necrons). My problem has been fighting armies I am unfamiliar with, generally when I know and have memorized the target priority the playing field us much more level. (My biggest problem is shooty nids)

One thing, surprisingly this army has consistenly outlasted the tau armies it has fought. So many heavy weapons, they just can't handle it, removing their vehicle power is generally done by turn 2 if not turn 1. Of course FotA doesnt' hurt either.

Lasguns the new Assault Cannon. 
   
Made in us
Rampaging Carnifex





Terminators with assault cannons are the move and shoot that marines have been wanting for so long. Not so much in DA, but eh.
   
Made in fi
Regular Dakkanaut




You make some pretty outrageous claims like saying it's great against everything but IG and Nids, and that all enemy vehicles will explode by turn one. 14 heavy weapons isn't much at all in 2000 points, and your weapons' effect is further lessened by being completely immobile. A shooty Iron Warrior army will bring 27 heavy weapons and 6 plasma guns into 2000 points, while remaining much more mobile than you, and possessing units that can destroy your Assault Marines in close combat.

You should try to improve your mobility by investing in a couple of Tornado Speeders and a unit of Terminators so that you can compete for mission objectives. Why don't your Tactical Marines have plasma guns? You should definately buy them especially if you are worried about Tyranids.

If you don't want to make any major changes atleast cut down your Assault Marine units to 6 men each, losing the plasma pistols and buying flamers instead for everyone who can have them, and buy your Librarian a 4 man Terminator Command Squad with two assault cannons.

Well, as Ed Maule once famously said: "Therion's from Finland, where comp does not exist. Where he's from the trash we're forced to field for a tournament would lose to a 12 year old." - bigchris1313 
   
Made in us
Regular Dakkanaut




Utah (Oh god)

Therion I understand this list isn't the end all list, there was not any bombast on my part, its just my experience has been that most vehicles are gone by turn 1, or at least incapacitated and for where I play, yeah having 14 heavy weapons is a whole lot when none of them come on tanks. No one I know plays IW. Also keep in mind, I'm not trying to be tournament competitive for something like a RT just something to have fun with and be competitive with my friends.

I don't have plasma guns because I haven't seen them really do all that well when I put them in my list, it could just be the area I am playing but, honestly, things generally don't get into range with me for me to fire plasma guns at a useful target. (Plasma pistols are different, and have been a boon to the army). (IE tough stuff generally doesn't make it up the field so I could fire a plasma gun at it). Then again, this is entirely my experience with my gaming group. YMMV with this list.

I'll give everyones recommendations a try and post up my results from the next week or two.

Lasguns the new Assault Cannon. 
   
Made in us
Dakka Veteran




Overall, one thing you need to consider is that it sounds like the general environment you play in does not require you to tune your list to Dakka standards.

Dakka Dakka is one of the more competition focused sites out there, and we will generally throw things out that only work decently in favor of things that work really well, to compete against lists that are in an equal state of efficiency.

Your area may not require you to do all the above.
   
Made in us
Regular Dakkanaut




Utah (Oh god)

Ya, it sounds like it. Its all good though, still good recommendations.

Lasguns the new Assault Cannon. 
   
Made in us
Been Around the Block




The list looks nice for tables with less than 25% terrain or day time missions.  For friendly games that will work, but I just played three games in a tournament last week, and two of them used Night Fight rules, one for the whole game, and one for the first turn against an army that is in assault on turn 2 from 30" away. 

What does your army do when you have Night Fight or play with more than 25% terrain?  If you play at a store that has little or no terrain on the tables then it's not a problem.  But even in friendly games you can't always expect to play on an open grassy plain.  Also, Night Fight would cripple this army, especially against assault oriented armies, many of which can charge on turn 2.

The lack of AP 2 fire in the list would be a serious liability against podding armies that use lots of terminators, and the lack of mobility would allow your opponent to block off most of your shooting to his drop podding units.  This is where you would want those plasma guns in your tac squads, and the Land Speeders so you can move around the pods.

   
Made in us
Regular Dakkanaut




Utah (Oh god)

I actually tend to do fine in terrain, we have lots of terrain at the shop, we generally have from 30% to 50% terrain, most of it giving an invulnerable save of some kind.

Night fight has been a problem, but nothing my assault squads weren't able to handle. Again though it is more of a friendly atmosphere, so night fight only exists in the standard in limited form in the standard missions (which is all we play). When I play nightfight I generally have an easier time because I allow my opponent to get closer to me (Although I have yet to fight Dark Eldar so I might have to revise this tactic) and then I open up fire like a beast followed by an assault squad down the tail pipe. It tends to work rather well.

You are right about a pod list, I've yet to fight one, I'd like to think that my guys could move in and rip a pod army to pieces ( I generally leave the assault squads in the back row until turn 3 or 4 for just this reason) as they can't assault. You are right, a lack of AP2 is nasty, against standard marines bolters have proven to work excellent. Against 2+ saves, I generally focus fire with lascannons and LOTS of rapid fire bolter shots. When it comes down to it, lots of shots forces saves, which in turn forces failed saves for terminators. I've had 8 man terminator squads die to 10 guys armed with arbite shotguns. If the shotgun can do it, so too can a bolter.

Lasguns the new Assault Cannon. 
   
Made in us
Fresh-Faced New User




I think it's great that you make lists for fun! That's the way to play this game.
Tell us how your list went!

(Don't worry about Therion's comments. I don't.)
   
 
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