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Made in us
Tough-as-Nails Ork Boy






My Marine army was inspired by orks actually. My orginal army was Bad Moons and I loved getting right in people's faces and then shooting so much dakka into them they're side of the tables is a bunch of crators. So I decided to use the "See but dont be seen" trait and use them as a night fight force. Any comments, advice, critism, pats on the back, slaps to the forhead greatly appreciated.

HQ
Master of Sancity-Storm Bolter, Terminator Armour
Master of Sancity-Bolt Pistol, Teleport Homer
Command Squad x10, Terminator Honours (Sergeant and Specialists), Powerfist Plasma Pistol Combat sheild (Sergeant), Combat sheild (Apothecary & Standard Bearer) Champion, Plasma Gun, Infiltrate (Everyone)
Epistolary-Bolt Pistol, Teleport Homer, Fear of the Darkness, Veil of Time
Command Squad x10, Terminator Honours (Sergeant and Specialists), Powerfist Plasma Pistol Combat sheild (Sergeant), Combat sheild (Apothecary & Standard Bearer) Champion, Plasma Gun, Infiltrate (Everyone)
Used for-My HQ always been my primary assault force. With Infiltrate in both command squads I can pick either the Librarian to scatter low LD armies or my Chaplain to fight tougher armies. When they hit the lines they can flip on the teleport homer and call in the big termy chaplain for a nice one two punch.

Elites
Veteran Squadx7, Bolt Pistol, Chainsword, Infiltrate, Pair of Lightning Claws (Sergeant)
Dreadnought Heavy Flamer, Dreadnought Close Combat Weapon, Smoke, Searchlights, Extra Armour
Vindicare Assassin
Used For-Elites havent been my favorite of choices. My vet squad is always in to back up my command squad and my dreadnought sits back and sprays assualt cannon shots till deep strikers come in behind my advance lines. The Assassin naturally fits in to my 3rd elite slot since I designed it to be a night fight force and he is almost invisable at night with his stealth suit.

Troops
(See but dont be seen, Infiltrate and Acute Senses taken on all tactical squads)
Tactical Squadx8 Heavy Bolter, Flamer
Tactical Squadx8 Missle Launcher, Plasma Gun
Tactical Squadx8 Multi-Melta, Melta Gun
Scout Squadx7 Sniper Rifles(x6), Missle Launcher
Used For Basic core force used to build a wall and box enemies in while other things take objectives. Snipers used to pin down Dev team army equivlents.

Fast Attack
Assualt Squadx6 Plasma Pistolsx2, Melta Bombs(all), Terminator honours and Powerfist (Sergeant)
Land Speeder Squadronx3, 2 Tornados (Multi Melta Heavy Flamer), 1 Typhoon (Multi Melta)
Attack Bike Squadronx3, Multi Melta(x3)
Used for Assault squad and Landspeeder used to drop behind tanks and blast them open with melta weapons or cook entrenched infanty with heavy flamers/assault hiding or shooty character. Attack Bikes can swoop up and hit fast vehicles that and hit my army that starts out 12-24 inches away from my opponets or take objectives while the rest of the army is holding them in the deployment zone.

Heavy Support
(Dev Teams also have infiltrate and acute senses)
Devastator teamx7, Heavy Bolter(x2), Plasma Cannon(x2)
Devastator teamx7, Missle Launcher(x2), Lascannon(x2)
Vindicator Dozer, Extra Armor, Hunter Killer Missle, Pintle Mounted Storm Bolter, Smoke, Searchlights
Used for Dev Teams have always been my favorite SM unit. Used for sitting behind the Troop choices and shooting the big stuff. The Vindcator has always been my ace even though its always way behind to really do anything in the match. Simply because any deep strikers, that I've come to hate, can do alot of damage to my army thats all focused on eliminating the main force so the best rememdy that ive found is that when the deep strikers teleport, burrow, drop, etc in you throw a S10 AP2 Big Boom right on them.

This message was edited 1 time. Last update was at 2008/02/13 04:24:37


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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, its an impressive force.
However, the list contains 3 HQs. Of course, you can have 6 HQs, but distributed into 2x3 Cmd squads.
I guess you know that the HQ (leading an infiltrating Cmd squad) has to pay for infiltrate, too.
The Dread needs a drop pod to arrive close to enemy ranks. Otherwise, he will hardly make it into flamer range.
An Assassin can only be taken if the army contains an Inquisitor.
The Vindicator would benefit from MotMS.

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
Longtime Dakkanaut




Cherry Hill, NJ

As Codex assassins is no longer in exsistance (over ruled by Daemonhunters) You need to have an inquisitor Lord inorder to take an Assassin in this list.

Dev squads should have only one of two weapons and all should be the same. Those weapons are heavy bolters and missiles. Plasma Cannons will be amazing come 5th eddition but until then they are not worth the 35 points you pay for them. Las Cannons should only be in tactical squad as you are paying an enormous premium on points in Dev Squads.

Unless in a transport Tac Squads should be a sit back and shoot unit. This meaning they should be equiped with Las Cannons and Plas Guns. Regardless of size this is the best role for them to be in.

Squad sizes need to be in even numbers. This is because at even numbers and extra wound needs to be don to the squad to bring them below scoring.

6 man need to kill 4 to make them below scoring
7 man need to kill 4 to make them below scoring
8 man need to kill 5 to make them below scoring

so keep them at either 6 or 8 man.

With the speeders you are better off with HB/AC than MM/HF as it gives you a whole lot more bang for your buck.

Also Put Power of the Machine Spirit on that Vindicator. Haing it immune to shaken and stunned results makes it 10x more effective.

Alos I agree with everything wuestenfux has said.
   
Made in us
Tough-as-Nails Ork Boy






Thank you for the adivce. I didnt know that they changed the assassins rule. So is it an inquistor lord (hq) or just an inquistor (elite) that needs to be in the force?

Yeah I took the extra HQ as an optional depolyment. Its either the Chaplain to fight stronger opponents (Marines, Chaos, Demonhunters, Witch Hunters) or the Librarian to get close and scatter large low LD armies (IG, Tau)

I know the dreadnought rarely is used. If I ever deploy him its against someone that uses alot of deep strikers (marines in pods mostly). Hqs that can deep strike have been a real pain to my dev/tac squads so I use him to cover one side of the field while my vindicator covers the other. I looked it over and decided to put the machine spirit on it as well. Originally I didnt want to tac to many points on it because its my only real armour and thats means alot of anti tank comes its way.

As for the speeders AC/HB may be more bang for your buck but that also means that more bang comes its way. No matter what your fielding no one likes fighting rending weapons. Plus with MM/HF it makes it my only real anti tank anti cover weapons. After all if you got marines right up on you first turn most players stick most of everything in cover.

I dunno as for the dev teams, the PC may be alittle expensive but against marines (or any 3+-2+ save) your looking at hitting 4 out of the 6 turns roughly two-three hits on the blast template 2+ to wound no armour saves thats 25-45 pts it just made in a turn. Personally outfitting the Tac squads with nothing but las and plasma makes their options really limited to heavy tanks & heavy infantry. I mean thats what the dev teams are for. Plus two las in a dev team, followed by two kraks destroys AV 14. I dunno maybe im just lucky but I think they're worth the pts.

I really appreciate the advice and ill put most of it into my list. If anyone could clear up my question with the inquisitor id appreciate it. Thank you for the advice and happy night fighting

This message was edited 1 time. Last update was at 2008/02/15 01:59:36


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Made in us
Implacable Black Templar Initiate







It doesn't matter as long as it's an inquisitor of sorts

I don't expect you to die a meaningless death I expect you to die for the emperor now CHARGE

You know what we do to liars Petty
No wait I'm not ARGHHH
We kick em in the balls

Brother octavius ''open up on the genestealers''
Brother there are rippers closing in on the right RIPPERS''
"there only 3 of them"
"Fire upon the rippers NOW'' 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Right, any sort of Inquisitor. But he will fill one HQ or Elite slot.

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 
   
 
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