Switch Theme:

2k SM traits List  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User




Thanks to all for looking. I've recently become interested in marines, and i've got a good color scheme to go with them.

Traits
Suffer Not the Alien to Live
Heed the Wisdom of the Ancient
Eye to Eye
Have Pride in Your Colors

HQ
Master w/ Terminator Armor, Power Weapon, Storm Bolter, Teleport Homer

T
3 x 10 Marines w/ Missile Launcher, Plasma Rifle

E
2 x 5 Terminators w/ 2 Assault Cannons

FA
2 x 10 Assault Marines w/ 2 Plasma Pistols, Veteran Sergeant w/ Powerfist

HS
1 Venerable Dreadnought w/ Heavy Flamer, Assault Cannon

2 x Dreadnought w/ Heavy Flamer, Assault Cannon

Total: 2000pts
Numbers: 64
Scoring Units: 10

All units have preferred enemy if possible.

Thanks for looking
   
Made in jp
Fate-Controlling Farseer





Fort Campbell

You could knock the 10 man squads down to 8 for the Tac and Assualt, still have strong scoring units, and have enough points left over for another 8 man Tac squad, giving you one more scoring unit. Other then that, it's all I could really suggest. A pretty solid list.

Edit:  Oh, give Teleport Homors to your Assualt squads.  1 Homer for 2 term squads equals failure.  Keep them with your fast moving units incase you can exploit holes in his line with the assualt cannons, or you need a real quick reinforcement.


Full Frontal Nerdity 
   
Made in us
Fresh-Faced New User




ooh never thought of that, thanks. i've been fiddling around with some points, as you can see.

and i've never got a "solid list" before.

WOOHOO!
   
Made in us
Fresh-Faced New User




ok, here's an update.

i couldnt get another marine squad without dropping some important stuff (for me at least), so i kept the 10 man squads. I can always change if it turns out to be wiser

HQ
Master w/ Power Weapon, Stormbolter

E
2 x 5 Terminators w/ 2 assault cannons

T
3 x 10 Tactical Marines w/ Missile Launcher, Plasmagun

FA
2 x 10 Assault Marines w/ 2 Plasmapistols, Veteran Sergeant w/ Powerfist, Teleport Homer

HS
2 x Venerable Dreadnought w/ Heavy Flamer, Assault Cannon

Dreadnought w/ Heavy Flamer, assault cannon

Thanks again! I really like the idea of the homers in the assault squads. Never hurts to have some backup!
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

Cut the Tac squads down to 6 each, upgrade the ML to LC, and you can afford 4 in place of 3. Since they're your only real long-range anti-tank/MC, maximize your numbers.

Preferred Enemy isn't worth it. It doesn't count vs. the things you need it for (MCs), and it's either has too little effect (like against Genestealers) or is overkill (like against everything else). Either way, it gives away free VPs for little actual improvement.

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
Fresh-Faced New User




Sadly enough, the tac squads are for anti-infantry. The missile launcher is there in case i need some quick tankbusting. I dont face too many heavy vehicles (AV13 and 14), so the assault cannons can make short work of them.

Last time I checked, preferred enemy was free, so why not take it?
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

Posted By Uzbog Gitsmasha on 12/28/2006 8:59 AM


Last time I checked, preferred enemy was free, so why not take it?



Check again.

1. Prefered enemy costs 1pt

2. You have to specify what the prefered enemy is.

3. You have to model the unit appropriately.

This means you will often be paying the 1pt for no effect whatsoever. The only way I would tolerate prefered enemy ias to have a drilled hole in the top of some infantry models backpacks, to which a wire pole with an appropriate hed would be attached. This could be swapped between ork, Eldar and nid heads as wanted.


n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in jp
Fate-Controlling Farseer





Fort Campbell

Preferred Enemy is good for friendly games, and thats it really. It costs 1 point for ever model in your army, and has to have the army designated before hand, so it's almost worthless in tournament play.

Full Frontal Nerdity 
   
 
Forum Index » 40K Army Lists
Go to: