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Made in us
Fresh-Faced New User




Advantages: Cleanse & Purify, Never Despair
Major Disadvantage: Eye to Eye


HQ

Master: bolt pistol, power weapon, combat shield, frag grenades, krak grenades, furious assault (107)
9 Man Command Squad: meltagun, frag grenades, furious assault, vet sgt with powerfist. (211)

Epistolary: bolt pistol, combat shield, jump pack, frag grenades, meltabombs. Fear of the Darkness (167)


TROOPS

10 Tactical Marines: meltagun, flamer, vet sgt with powerfist (200)

10 Tactical Marines: meltagun, flamer, vet sgt with powerfist (200)

10 Tactical Marines: lascannon, flamer (171)

10 Tactical Marines: lascannon, flamer (171)

10 Tactical Marines: plasmagun, multi-melta (170)

10 Tactical Marines: plasmagun, multi-melta (170)


FAST ATTACK

10 Assault Marines: flamer, vet sgt with bolt pistol, powerfist, and meltabombs (261)

10 Assault Marines: flamer, vet sgt with bolt pistol, powerfist, and meltabombs (261)

10 Assault Marines: flamer (226)


HEAVY SUPPORT

7 Devastator Marines: 4x missile launcher (185)

20KP, no vehicles and 108 marines on the board.

In scenario 1 I hope to push early with the 3 assault squads, 2 melta/flamer tac squads, and both HQ to contest/take distant objectives while the devs and remaining 4 tac squads stay in the back, potentially advancing a MM/PG squad to a middle objective if opportunity presents itself. Hopefully massed bolter/flamer fire can thin out ork hordes enough for FotD to take effect.

Scenario 2 depends on the opponent, if they are defensive (gunline tau/guard) then I run the gauntlet towards a single side with everything but the devs after taking out any large template wepons in the first round(s), if they are aggressive (orks, all berserker list) then I hope for a turn or two at long range and then attempt to force them to split their advance between two targets while my reinforcements arrive. I can afford to risk the tac squads, but must protect both HQ and the assault squads unless I am guaranteed a solid outcome in an assault since that is where the majority of my KP are to be found.

Scenario 3 I go for broke again and push all the squads except the lascannon tac squad towards the enemy's objective while support rolls on turns 2+ to quickly advance (except devs of course). I figure playing it safe and trying to win thru KP is not going to go in my favor against smaller lists, especially if they have significant range or speed on their side.

Any and all thoughts and/or criticisms are very welcome. Thanks
   
Made in us
Fixture of Dakka






San Jose, CA

Stalin wrote:Quantity has a quality all it's own


I've seen the "tons o' marines" approach work well. I'm mildly concerned about your ability to deal with, as you phrase it, "large template weapons," though. Versus AV 14 targets (think Leman Russ tanks), you have relatively little that can threaten them at extended ranges. In a worst-case scenario (e.g, you're going second in mission 3 against a 3-Russ Guard army), you'll need to cross at least 42" of table to reach the tanks with meltabombs, and 24" to get into (useful) range with your multimeltas.

But aside from that one scenario, looks pretty good. Unless your local gaming scene features a lot of Guard players, I wouldn't change much to adjust for it. Fully mechanized lists (11+ AV targets) may also cause you some early-game issues.

Got a plan for outflanking genestealers or the like? You can probably handle horde orks with bolters and faith in your armor, which is a nice change.

If you can get a Psychic Hood in there, I would. Eldrad & Lash are going to be very popular tomorrow.

This message was edited 1 time. Last update was at 2008/09/12 22:53:25


Quis Custodiet Ipsos Custodes? 
   
Made in us
Fresh-Faced New User




Thx for the input,

That 3 russ list you mention is one of my less-than-ideal opponents, but using terrain and a sacrificial tac squad for cover saves, I'll have no option but to tough it out and hope for good run rolls. Shaking them a couple rounds with the lascannon tac sqds and devs while I approach should help too, or possibly getting a lucky wrecked/destroyed roll. Also, I should only have 24" at most to cross for my initial tac squads & HQ in the Dawn of War setup in scenarios 2 & 3, which will help alot, though the units arriving from reserves will still need a turn or two to catch up with the rest.

Vs lists which have concerning amounts of outflanking troops, I'll probably stay 18" away from the board edges since most lists that bring them don't have alot in the way of large blast weapons, so I can risk bunching up a bit.

The epistolary already comes with a psychic hood (at ld 10), so that is my meta vs lash lists and eldrad. Hoping that between the hood & FotD he can earn his keep or vs a fearless army, maybe go HQ hunting if it is to my benefit, depends on the scenario/opponent really.
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

You arrive on turn one with anything not declared held in reserve in DoW. That means unless you are deepstriking the Assault Marines they arrive on your turn one, they then move between 13-18" which means they'll catch up pretty quick. Just a heads up.

I agree that against the 3 Leman Russ/3-4 Landraider/Nidzilla/Chaos MC list you'll have a lot of problems due to low ranged shooting power. If your not going to use vehicle to help then i'd suggest a squad of TH/SS Termies for combat help/MC help. I don't like PF's any more due to the low number of attacks(1 hit per turn). That means even a shooty Hive Tyrant/Carnifex will kill nearly, if not all, of a marine squad in combat. You just need more hitting power in those advancing squads. Maybe switch out your never despair for take the fight to them? Just some thoughts

If i was you i'd up for a scout bike squad. that's a first turn charge in game 1 and a fast flanker in games 2+3. You could always also make the assault squads elite choices if you want to use that trait, just some suggestions

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Fixture of Dakka






San Jose, CA

Doyl wrote:Also, I should only have 24" at most to cross for my initial tac squads & HQ in the Dawn of War setup in scenarios 2 & 3, which will help alot, though the units arriving from reserves will still need a turn or two to catch up with the rest.


If I was playing guard in a DoW deployment AND had first turn, you can be sure I'd drop a squad or two along the 24" line, just to push you all the way back to 6" in from your board edge. Turn 1, they start moving backwards to join their friends along my board edge.

I had forgotten about the free hood; that's always handy to have around.

Short of breaking your theme, which is also the strength of the list (no "must kill!" targets running around by themselves), I don't know what you could change.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Fresh-Faced New User




You arrive on turn one with anything not declared held in reserve in DoW. That means unless you are deepstriking the Assault Marines they arrive on your turn one, they then move between 13-18" which means they'll catch up pretty quick. Just a heads up.


Thanks, completely spaced that. It makes a pretty big difference.

If I was playing guard in a DoW deployment AND had first turn, you can be sure I'd drop a squad or two along the 24" line, just to push you all the way back to 6" in from your board edge. Turn 1, they start moving backwards to join their friends along my board edge.


Hopefully my opponents aren't clever enough to do that, but even if they do, it is only an 18" bubble around the squad, so I might be able to toe the line at a different point, though that could easily be their intention as well. If they want to throw multiple squads to the line to push me back across width of the board, I should be able to land a turn 2 assault if the turn 1 run roll goes well. Good thought though, I'll watch out for that when the time comes.

Thanks for the thoughts, more perspectives are always appreciated.
   
 
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