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Made in nz
Fresh-Faced New User




Hi,

Putting together a 2000 pt vanilla marine list with the Traits - Cleanse & Purify and Take the Fight to Them

The list I've come up with is an all drop pod list and I'd appreciate any constructive comment on it. I am keen to maintain the all pod theme.

Epistolary - Term Armour, Fury of the Anciants, Fear of Darkness with Command Squad of 4 Terminators, two bottom Cannons and Chainfist - Pod

Dreadnaught - Venerable, Extra Armour, Heavy Flamer - Pod

10 Marines - BP/CCW 2x Flamer, Vet Sgt with Fist - Pod

10 Marines - BP/CCW 1x Flamer 1x Melta, Vet Sgt with Fist - Pod

10 Marines - BP/CCW 2x Melta. Vet Sgt with Fist - Pod

10 Marines - Bolter, 2x Plasma, Vet Sgt with PW - Pod

8 Marines - Bolter, 2x Plasma - Pod

8 Marines - Bolter, 2x Plasma - Pod

6 Devastators - 4x Heavy Bolter - Pod

Appreciate the Devs are pretty inefficient but thought they might be something different.
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Well, the Devs with Heavy Bolters are one of the best units in the game. Esp with Tank Hunters.

You might consider giving the squads bolters and true grit. Costs 3 extra points per marine, but since odds are you'll be assaulted or shot alot--you want to maximize your firepower when you drop. Bolters do that for you, bolt pistols do not.
But, with bolters and true grit, you can at least have as many attacks standing there as you would anyway with assault troops.

If you don't bring 3 dreads or more, they'll usually be dead right after they land. I'd drop them and the devs and focus on more marines in drop pods. Veteran squads, for example.

Flamers are no good in drop pods, try a PG or melta instead. (Marines don't need more S4 hits is why.)

   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I would replace the Dev's with 2 Tornados.
This disrupts your drop-pod theme but the Tornados can be very efficient in this list:
Keep them behind cover and reposition them if necessary, until the drop podders arrive.
Then move them out and let them give fire support.
A downside of drop podded armies is that they are very static as soos as the pods are landed.
Keep this in mind when you drop the pods.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

i have played a lot of games with drop pod armies and have found them to be screwed if your foe takes a melee army i.e. nids, orks etc. with that said... they are really fun to play and can minimalize the lack of range that marines sometimes face when facing tau or some other lame shooty army. i agree that you should drop the flamers. plasma is definatly better. also... dreads die right away. you can save the points on the venerable one and just drop a regular one. good enough. might wanna deploy another squad of termis if you can. termis are awsome and if you have to have flamers in your army why not take 5 termis with 2 heavy flamers. i probably shouldnt mention this on this forum but f you go to bolter and chainsword they have a great advice piece in their marine tactica section for drop pod armies. i agree with the former poster that landspeeders work great and they make a nice addition to a drop pod army. biggest problem you will face is not having enought tank busting gear so some veteran marines might not be such a bad idea, especially if they had power fists. anyways. good start.

Pestilence Provides.  
   
 
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