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Space Marines Master of the hunt 1750 (Revised list posted 10/13)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fighter Ace






Ok it has been a while since I posted anything here mainly because I have been pouring over the new SM codex in utter awe and my mind has been spinning with possibilities. I have seen the large reaction to stern guard and such which are great units but I usually have a taste for different fair so I wanted something a bit different from the obviously powerful. So here is a quick attempt at a semi-competative Mechanized 1750

HQ:
Kor' Sarro Khan
160 points

Troops:

10 man Scout Squad With Srgt Telion a hellfire bolter and a missle launcher (edit: they also all have camo cloaks) all mounted in a Rhino w/ extra armor 240 Points

10 Man Tactical Marine squad with flamer Multi melta sargent with power weapon all mounted in a Rhino w/ extra armor 235 Points

10 Man Tactical Marine squad with flamer Multi melta sargent with power weapon all mounted in a Rhino w/ extra armor 235 Points

10 Man Tactical Marine squad with flamer Multi melta sargent with power weapon all mounted in a Rhino w/ extra armor 235 Points

10 Man Tactical Marine squad with flamer and Melta Bomb sargent with power weapon all mounted in a Rhino w/ extra armor 235 Points

9 Man Tactical Marine squad srgt with power weapon and Melta bomb all mounted in a Rhino w/extra armour 219 Points

Heavy Support:
Predator with Twinlinked las cannon and 2 x heavy bolter sponsons w/ extra armor 185 Points

Total 1744

I am still messing with this list a bit but in all the play tests it has proved to be absolutely brutal. Telion is just a pain to deal with since he can pick off high priced Independent characters or heavy weapons you would rather your opponent did not have. I have been tempted to drop the predator for a chaplain to run with Kor'Sarro but I need to test it before I commit to that.

12 Scorring units and an additional 6 untis that can contest makes this army a true threat during point capture scenarios and being able to flanking march with the whole army thanks to Kor'Sarror makes this army just as difficult to deal with during Kill point scenarios. The largest issue I have had with this army is that it has the possibility to give up 12 kill points and thats rough compared to armies of Grey knights or Templars in which they only give up 7-8 Kill points total.

Thanks in advance for any and all critisism or advice you all have to offer. Be brutal guys the list needs your help.

This message was edited 2 times. Last update was at 2008/10/14 06:19:13


When the Axe comes down just pray your face isn't beneath it.
2500 , 2500 100 points of Circle of Orboros 50 points of legion 50 points of Khador, 15 points of Cryx and 15 points of menoth  
   
Made in us
Fighter Ace






30 Views and no responses?? This list is far from perfect, help would be greatly appreciated.

When the Axe comes down just pray your face isn't beneath it.
2500 , 2500 100 points of Circle of Orboros 50 points of legion 50 points of Khador, 15 points of Cryx and 15 points of menoth  
   
Made in us
Fresh-Faced New User




Forget about extra armor, keep in mind that it only helps with one out of six results now and costs too much. Use the extra points to flush out that nine man squad if you want.

This army seems like it would get munched by any horde army, but could be fun.
   
Made in us
Fresh-Faced New User




You know you can't combat squad when you come in off of reserve, right? You have lots of troops, which is a good thing. However, I really think power fists are vastly superior to power weapons for tactical squads. Also, there is only a 1:6 chance of getting a crew stunned result so ditch all of that extra armor. Scouts can't take a transport. Finally, I don't see the role of the Predator. I think some bikes with meltaguns would serve you better.

Now, with those points free I'd say add a marine to your 9 man squad to bump it up to 10 for the free heavy weapon, some bikes, and fists for the squads.
   
Made in us
Fighter Ace






Watcher in the Dark wrote:You know you can't combat squad when you come in off of reserve, right? You have lots of troops, which is a good thing. However, I really think power fists are vastly superior to power weapons for tactical squads. Also, there is only a 1:6 chance of getting a crew stunned result so ditch all of that extra armor. Scouts can't take a transport. Finally, I don't see the role of the Predator. I think some bikes with meltaguns would serve you better.

Now, with those points free I'd say add a marine to your 9 man squad to bump it up to 10 for the free heavy weapon, some bikes, and fists for the squads.


Your correct but I do not intend to flanking march on point capture games so combat squading isn't an issue there. Good catch on the scouts not having the option of a rhino though so I will likely infiltrate them and that frees up 50 points of goodness, thank you.

The nine man squad is that size so Kor' Sarro can ride with them.

I am very hesitent to get rid of the extra armour because I cannot tell you the number of times that has saved me from not being able to move, but it is alot of points so I will play test it both ways and see which I prefer.

AngrBodr "This army seems like it would get munched by any horde army"

Not thus far it has alot of fire suppression, and most horde have 5+ or 6+ armor and bolters are all AP5 so provided I roll psuedo well Orks and nids sustain heavy casualties before they make it to me. Also the only thing in Ork armies that really hurts this army is Power klaws but telion is a great solution to those 30 man boy squads that aren't much more then a PK delivery system.

When the Axe comes down just pray your face isn't beneath it.
2500 , 2500 100 points of Circle of Orboros 50 points of legion 50 points of Khador, 15 points of Cryx and 15 points of menoth  
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

How about this...

HQ:
Kor' Sarro Khan
160 points

Troops:
4 x Tacticals... Sgt w PW, Flamer, Melta in Rhino 220 880
1 x Scout... Cloaks Sniper Rifles, Missile Launcher, Tellion 220

Fast Attack:
1 x 10 Vangard Vets... Sgt w Relic Blade, 3 x PW, 6 x CCW in Rhino 320
1 x 3 Attack Bikes with MM 150
1 x 3 Attack Bikes with HB 120

1. The attack bikes replace the predator... seeing you are going to be outflanking, they can move and fire.
2. The Vangard Vets are lead by Khan... with Furious Charge and Hit & Run, you have a foot unit he can rock with.
3. The scout unit is intended to sit in terrain on or near an objective... 3+ cover saves or 2+ cover saves if you are willing to go to ground.

2000
2000
WIP
3000
8000 
   
Made in us
Fighter Ace






DAaddict wrote:How about this...

HQ:
Kor' Sarro Khan
160 points

Troops:
4 x Tacticals... Sgt w PW, Flamer, Melta in Rhino 220 880
1 x Scout... Cloaks Sniper Rifles, Missile Launcher, Tellion 220

Fast Attack:
1 x 10 Vangard Vets... Sgt w Relic Blade, 3 x PW, 6 x CCW in Rhino 320
1 x 3 Attack Bikes with MM 150
1 x 3 Attack Bikes with HB 120

1. The attack bikes replace the predator... seeing you are going to be outflanking, they can move and fire.
2. The Vangard Vets are lead by Khan... with Furious Charge and Hit & Run, you have a foot unit he can rock with.
3. The scout unit is intended to sit in terrain on or near an objective... 3+ cover saves or 2+ cover saves if you are willing to go to ground.


It is interesting but that is an 1850 list I am working towards a 1750 list.
I agree though running Kor 'Sarro with the Vanguards is a good ideal but if I am going to do that I am going to put a chaplain in the group as well so I can re roll to hit when I assault.

Will attempt a rewrite and will repost it here shortly.

When the Axe comes down just pray your face isn't beneath it.
2500 , 2500 100 points of Circle of Orboros 50 points of legion 50 points of Khador, 15 points of Cryx and 15 points of menoth  
   
Made in us
Fighter Ace






Rewrite attempt #1

HQ:

Kor'Sarro Khan 160 Points

Chaplain PW, and digital weapons 110 Points

Troops:

10 man Scout Squad with Telion and camo cloaks 217 Points

10 man Tactical Marine Squad with Flamer Multi Melta and Srgt with PW all in a Rhino 220 Points

10 man Tactical Marine Squad with Flamer Multi Melta and Srgt with PW all in a Rhino 220 Points

10 man Tactical Marine Squad with Flamer Multi Melta and Srgt with PW all in a Rhino 220 Points

10 man Tactical Marine Squad with Flamer Multi Melta and Srgt with PW all in a Rhino 220 Points

Fast attack:

8 man Vanguard squad srgt with relic blade and 7x power weapons all in a rhino 340 Points

TOTAL: 1737

This gives me a good amount of table support with 10 scoring units if the need arises, unfortunately still alot of KP though =(.
the chaplain and Kor'Sarro with the vanguard will be a brutally viscious CC unit.

When the Axe comes down just pray your face isn't beneath it.
2500 , 2500 100 points of Circle of Orboros 50 points of legion 50 points of Khador, 15 points of Cryx and 15 points of menoth  
   
Made in au
Ultramarine Scout with Sniper Rifle





The only issue I can see if putting so many points in a Rhino. Including characters you have 575 points in a vulnerable transport. I guess this is a good army for objectives though.

   
Made in us
Brainy Zoanthrope





you are paying 35 points per vanguard marine.. you essentially created an honour guard squad but they are less cost effective (no champion, no 2+ save)

they dont all need power weapons. its nice yes, but thats 105 points you dropped into str 4 int 4 ws 4 p-wep attacks. the unit will be nasty against basic troops but will still have trouble against tough units like councils and such.. anything with t5 or more and/or invulnerable saves.

take 2 fists for some more hurt against monstrous creatures, right now that unit only has korsarros sword (basically a mini-skulltaker) and the relic blade from the sarg. 2 fists would combo up a lot better with the chaplain then the 7 power weapons.

also. take a helfire heavy bolter in the scout squad, for 10 points its a steal. give 5 sniper rifles, 3 reg bolters. and combat squad them like this
1: 5 sniper scouts 2: telion, hvy bolter scout, 3 bolter scouts

This message was edited 4 times. Last update was at 2008/10/14 17:13:02


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Made in us
Fighter Ace






Ztryder wrote:you are paying 35 points per vanguard marine.. you essentially created an honour guard squad but they are less cost effective (no champion, no 2+ save)

they dont all need power weapons. its nice yes, but thats 105 points you dropped into str 4 int 4 ws 4 p-wep attacks. the unit will be nasty against basic troops but will still have trouble against tough units like councils and such.. anything with t5 or more and/or invulnerable saves.

take 2 fists for some more hurt against monstrous creatures, right now that unit only has korsarros sword (basically a mini-skulltaker) and the relic blade from the sarg. 2 fists would combo up a lot better with the chaplain then the 7 power weapons.

also. take a helfire heavy bolter in the scout squad, for 10 points its a steal. give 5 sniper rifles, 3 reg bolters. and combat squad them like this
1: 5 sniper scouts 2: telion, hvy bolter scout, 3 bolter scouts


I will play test it both ways and see which I like better. I have the extra 10 points so I can easily get the hellfire bolter I just forgot to add it in.

Aether: you are correct rhinos aren't exactly durable but if everything works out it is a first turn rush, smoke 2nd turn deploy and the fun starts. Even if they pop a couple rhinos I really only need them to get me that full 12 inches closer to my target.

When the Axe comes down just pray your face isn't beneath it.
2500 , 2500 100 points of Circle of Orboros 50 points of legion 50 points of Khador, 15 points of Cryx and 15 points of menoth  
   
Made in ca
Long-Range Ultramarine Land Speeder Pilot






Zhetsuken wrote:The nine man squad is that size so Kor' Sarro can ride with them.


Another possibility is to maybe add the marine and then swap rhino for drop pod. If you only have one drop pod it automatically comes in first turn, no rolls needed. Allows you to deliver him where ever you wanted him in the first turn and protects him a bit better, but at the cost of not being able to drive around in that rhino later. Which isn't a problem for the hero because he can always switch squads and jump in someone else rhino later anyways. Just a thought not sure if its better or worse for your play style.

This message was edited 1 time. Last update was at 2008/10/14 19:46:34


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Made in us
Fighter Ace






Drop pod is an interesting idea and I may toy with that in some later test games, I am ususally not a big fan of DP's they are 12 armor but they are open topped so even glances can blow them up.

When the Axe comes down just pray your face isn't beneath it.
2500 , 2500 100 points of Circle of Orboros 50 points of legion 50 points of Khador, 15 points of Cryx and 15 points of menoth  
   
Made in us
Neophyte Undergoing Surgeries




Wisconsin

You might be better served by replacing your chaplain w/Cassius using "counts as". He is a bargain for the points with his T6 and killer combi flamer w/hellfire rounds.
   
Made in us
Fighter Ace






Ya he is only 15 points more as well but he lacks the ability to have digital weapons so I am a little reluctant to sacrifice 15 points else where in the army to pick him up.

But it is deffinately worth a play test or two.

Thanks for the input all it is really appreciated.

This message was edited 1 time. Last update was at 2008/10/14 22:32:54


When the Axe comes down just pray your face isn't beneath it.
2500 , 2500 100 points of Circle of Orboros 50 points of legion 50 points of Khador, 15 points of Cryx and 15 points of menoth  
   
Made in au
Regular Dakkanaut




Give the chaplain Lightning claws and drop the PW and digital weapons for the same effect
   
Made in us
Fighter Ace






Freaky Freddy wrote:Give the chaplain Lightning claws and drop the PW and digital weapons for the same effect


I would love to but in the new codex chaplains do not have the option to take LC's so pw digital weapons will have to surfice. Plus it isn't like you pay for the power weapon it just comes with the standard chaplain.

When the Axe comes down just pray your face isn't beneath it.
2500 , 2500 100 points of Circle of Orboros 50 points of legion 50 points of Khador, 15 points of Cryx and 15 points of menoth  
   
Made in us
Been Around the Block





I woul dkeep the chaplian as basic as possible.
I seem to get better results that way.

Telion is a SC I am thinking of using too.
Except the rocket launcher is the same points cost as the heavy bolter.
The rocket will instant kill most HQs and squad leaders.
Plus they will use Telion's BS for the shot.
48 inch Vindicare style rocket.
Nice.
   
Made in us
Fighter Ace






Gsm3Koth wrote:I woul dkeep the chaplian as basic as possible.
I seem to get better results that way.

Telion is a SC I am thinking of using too.
Except the rocket launcher is the same points cost as the heavy bolter.
The rocket will instant kill most HQs and squad leaders.
Plus they will use Telion's BS for the shot.
48 inch Vindicare style rocket.
Nice.


I had the extra points and being able to reroll a failed wound percombat is acually pretty handy, though I would rather he had a LC but a chaplain rerolling to hit and too wound would be just gross.

Ya so far Telion has been a game maker for me on alot of occasions namely against orcs who try to hide a mean Special character in a large group of nobs or boys.

When the Axe comes down just pray your face isn't beneath it.
2500 , 2500 100 points of Circle of Orboros 50 points of legion 50 points of Khador, 15 points of Cryx and 15 points of menoth  
   
 
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