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![[Post New]](/s/i/i.gif) 2008/06/20 04:14:12
Subject: Space Marine 1500 pt
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Fresh-Faced New User
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I'm new to space marines so I need suggestions on what i should change :/
HQ
-Librarian w/ terminator honors, bolt pistol, fear the darkness psychic ability
Elites
-Terminator squad w/ 2 assault cannons
-Dreadnought w/ assault cannon, extra armor, flamer
Troops
-Tact squad 1 w/ 8 man, take the fight to them, furious charge, flamer, rhino (extra armor), sergeant (term. honors+powerfist). I will have the librarian join this squad.
-Tact squad 2 w/ 10 man, furious charge, meltagun, rocket launcher, rhino (extra armor)
-Tact squad 3 w/ 10 man, furious charge, meltagun, rocket launcher
Fast Attack
-Land speeder tornado squadron w/ 2 speeders, assault cannons
Heavy Support
-Vindicator w/ power of the machine spirit
I'm trying to make a close combat army with an assault cannon/vindicator support base. I'm not sure if this army will have many oppurtunities at destroying tanks >.< so if there are any suggestions, I'm open to new ideas. Thanks
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![[Post New]](/s/i/i.gif) 2008/06/20 04:22:43
Subject: Space Marine 1500 pt
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Preacher of the Emperor
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Pretty decent list. My suggestion is to find the points for vets with either fists or power weapons in your other two tac squads. Also, split the speeders. Since you have the slots open, you can run them in tandem without incurring the normal weaknesses of a vehicle squadron.
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![[Post New]](/s/i/i.gif) 2008/06/20 04:33:46
Subject: Space Marine 1500 pt
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Fresh-Faced New User
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The only problem with splitting up the speeders though is that it would be breaking my drawback: eye to eye
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![[Post New]](/s/i/i.gif) 2008/06/20 15:23:15
Subject: Space Marine 1500 pt
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Combat Jumping Rasyat
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Take Flesh over Steel then split your Speeders.
Asscans are pretty good AT guns, for now at least, 5 should get the job done. If you need more trade the Vindicator for another AC dread.
Smoke Launchers on Rhinos. Best 3 pt investment you can make.
Bad weapon mixes on tactical squads. The missile launcher, which is a utility weapon, doesn't work well with a melta, a specialist weapon. Might as well take the only thing that has reach, plasma. The stand and shoot squads don't need 10 guys to protect the weapons, 8 will suffice.
Also your wasting the ML shots on your 2nd squad for at least 2 turns by hiding it in a Rhino. Either get rid of the Rhino or equip the squad for CC.
You don't have to put furious charge on every squad, only on the ones you plan on getting into assault.
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![[Post New]](/s/i/i.gif) 2008/06/20 16:15:39
Subject: Space Marine 1500 pt
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Executing Exarch
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avantgarde wrote:Bad weapon mixes on tactical squads. The missile launcher, which is a utility weapon, doesn't work well with a melta, a specialist weapon. Might as well take the only thing that has reach, plasma. The stand and shoot squads don't need 10 guys to protect the weapons, 8 will suffice. You don't have to put furious charge on every squad, only on the ones you plan on getting into assault. Echo. In general, any tac squad that is going into a rhino should not have a heavy weapon in it. The squad is going to be on the move all the time and you are never going to use the heavy weapon. Even if you do end up using it, you will be wasting the firepower and/or mobility of the rest of the squad. As for furious charge, only put that on units that are going to be moving forward to the enemy to get into assault. Units with heavy weapons are either going to be hanging back and thus not need furious assault or they are going to be moving forward and wasting the points spent on their heavy weapons which can't shoot while moving. Either way, you are burning points you don't need to. Figure out what you want each squad doing and then give it the equipment and abilities to acomplish that job.
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This message was edited 1 time. Last update was at 2008/06/20 16:16:40
**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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![[Post New]](/s/i/i.gif) 2008/06/21 00:21:42
Subject: Space Marine 1500 pt
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Irked Necron Immortal
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If he takes flash over steel then he'll need to lose a rhino. Which is fine, but what do you suggest he do with the points/unit?
In 5th, I think you should consider dumping the heavy weapons into a devastator squad. I believe 8 marines, 4 missle launchers is optimum or so I'm told. Your troops are going to be running around objective grabbing.
This next suggestion is not based on experience:
I would think about tooling them out with bolters, a flamer, and a heavy bolter. You'll have a flamer to help clear out objectives in cover, and you'll have a heavy bolter to help hold it. IMHO 5 pts for a tactical option is reasonable.
And since your librarian is in a dedicated assault unit, how about giving him the Might of Heroes power? Same amount of points and you might find it more useful.
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