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Made in us
Longtime Dakkanaut





Greetings,
Looking for more feedback on this list.

HQ: Chapter Mastor
+Bolter
+HellFire Rounds................. 135 Pts

HQ: Chapter Mastor
+Bolter
+HellFire Rounds................. 135 Pts

Thought process here is that the 2 Hq's on turn one will drop Orb Strikes on anything thats a huge threat. Then link up with a tac squads and add Hellfire Firepower to em.

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Razorback with Lascannon and TL Plasma Gun...........255 Pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Razorback with Lascannon and TL Plasma Gun...........255 Pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Weapon
+Razorback with Lascannon and TL Plasma Gun...........270 Pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Weapon
+Razorback with Lascannon and TL Plasma Gun...........270 Pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Weapon
+Razorback with Lascannon and TL Plasma Gun...........270 Pts

The Troops are well rounded for killing anything. Bolters for horde, Plasma for Heavy Inf, Lascannons for MC or tanks

Troop: Scout Squad x10Men
+Cammo Cloak
+Sniper Rifles
+Heavy Weapon (ML)
+ Sgt. Telion.........................215 Pts for all

This squad has alot going for it. Sniper Rifles are awsome now, and Sgt. Telion ROCKS! If anyone can argue really well why the HB with spc ammo is better then the ML then please do. Not fully decided on this yet.

Heavy Support:
Predator
+Heavy Bolter side sponsons
+Storm Bolter...............................95 pts

Predator
+Heavy Bolter side sponsons
+Storm Bolter...............................95 pts

Lots of Shots here. TL Autocannon turrets, HB sponsons and a Storm Bolter up top. Added for Anti-Horde and sheer number of shots.


Here is where I need some help on......
I want to give the Troops and Hq power fists if possible, but the only way to do this is pull all the power weapons, and drop one troop choice for points. However, if drop a Troop then I lose a Lascannon, 2 plasma guns, a multi melta and 8 bolters, but I gain power fists. Is this worth it???
Also if I put in 3 whirlwinds instead of the Preds would that be a better option than what I currently have?

   
Made in ru
Fresh-Faced New User



Russia

jp400 wrote:Also if I put in 3 whirlwinds instead of the Preds would that be a better option than what I currently have?
I think YES and without any doubt
   
Made in us
Longtime Dakkanaut





HQ: Chapter Mastor
+Bolter
+HellFire Rounds
+Power Fist………………………160 pts

HQ: Chapter Mastor
+Bolter
+HellFire Rounds
+Power Fist………………………160 pts

Thought process here is that the 2 Hq's on turn one will drop Orb Strikes on anything thats a huge threat. Then link up with a tac squads and add Hellfire Firepower to em.

Troop: Tac Squad x6 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........216 Pts

Troop: Tac Squad x6 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........216 Pts

Troop: Tac Squad x6 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........216 Pts

Troop: Tac Squad x6 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........216 Pts

Troop: Tac Squad x6 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........216 Pts

I took the Tac squads down from 10 to 6, this way I shave points off for power fist upgrades and now they can ride in the razorback instead of foot slogging alongside it.

Elite:
Dreadnought
+Assault Cannon………………………………………………………..115 pts

Dreadnought
+Assault Cannon………………………………………………………..115 pts

Dreadnought
+Assault Cannon………………………………………………………..115 pts

I dropped the scout squad and used the leftover points off the Tac Squads and added 3x Assault Cannon Dreads. Heavy 4 rending awsomeness.

Heavy Support:
Whirlwind……………………………85
Whirlwind…………………..……….85
Whirlwind……………………………85

Changed out the Preds and went back to the 3x Whirlwind configuration. I think this was a better choice overall.

Well here is the new revised list for everyone. I changed alot around but overall feel that this list was better then the last one. Alot more Close Combat was added along with more shooty vehicles for the enemy to deal with.

Please review and feel free to post comments and suggestions. I really need some feedback on this list.
Thank you very much.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

The 2nd list looks quite good. But give the Chapter Masters relic blades so that they benefit from their higher initiative.

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 ru
Fresh-Faced New User



Russia

jp400 wrote:HQ: Chapter Mastor
Troop: Tac Squad x6 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........216 Pts
...
Excuse me but you can give any special weapons only for 10 fighters.

My choice: Dreadnought with plasmacannon instead of ass-cannon (three additional hard blast) and sergeant with fist and combi-melta
   
Made in ca
Charging Wild Rider





Canada

I hate to burst your bubble but you can have neither the multi meltas nor the plasma guns in your marine squads because thier not 10 man squads.

Never say die! Never surrender!

LunaHound wrote:Woo thats a good looking Pedo

DA:80S++G++M++B+I++Pw40k95#+D+A++/swd100R+++T(M)DM+

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Absolutely true. To make the 2nd list legal, drop one of the Razorback squads and beef up the other Tacticals.
Basically, three Tacticals with the option to split them into combat squads should suffice. So instead of the 4th Razorback squad I'd add some fast attack support, say in the form of Attack Bike squadrons.

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 ca
Charging Wild Rider





Canada

no can do to bump them all hed need 320 points. hes gona have to drop one squad and possibly all his p fists or another squad just to bump the rest to 10.

This message was edited 1 time. Last update was at 2008/11/17 08:59:17


Never say die! Never surrender!

LunaHound wrote:Woo thats a good looking Pedo

DA:80S++G++M++B+I++Pw40k95#+D+A++/swd100R+++T(M)DM+

 
   
Made in us
Longtime Dakkanaut





Ah my bad. The older list was 10 men strong, I added wargear then changed the model count later... so my mistake lol

hmmm... reworking as I type this... follow up to follow very soon
   
Made in us
Longtime Dakkanaut





HQ: Chapter Mastor
+Bolter
+HellFire Rounds
+Relic Blade………………………165 pts

HQ: Chapter Mastor
+Bolter
+HellFire Rounds
+Relic Blade………………………165 pts

Thought process here is that the 2 Hq's on turn one will drop Orb Strikes on anything thats a huge threat. Then link up with a tac squads and add Hellfire Firepower to em. Also added Relic Blades to them to take advantage of there stats and add some more oomph in CC.

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........280 Pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........280 Pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........280 Pts


I had to fix my error so this is my solution/thought process. Went from 5 squads of 6 to 3 squads of 10. Same number of models both ways. I lost 2 lascannon in the process, but gained Special Weapons in the Tac squads.

Elite:
Dreadnought
+Plasma Cannon………………………………………………………..115 pts

Dreadnought
+Plasma Cannon………………………………………………………..115 pts

Dreadnought
+Plasma Cannon………………………………………………………..115 pts

Changed from Assault Cannons to Plasma Cannons on the Dreads.

Heavy Support:
Whirlwind……………………………85 pts
Whirlwind…………………..……….85 pts
Whirlwind……………………………85 pts

Kept my 3 Whirlwinds from previous list. They rock.

Fast Attack: (SQUAD)
Land Speeder
+Typhoon ML.........................................90 pts

Land Speeder
+Typhoon ML.........................................90 pts

Land Speeder.........................................50 pts
I lost two lascannon from the dropped Razorbacks, so I added 2 Typhoon ML's to help counter the lost ranged firepower.


Here it is. Revised to correct my silly error from the last list. The bold explains my changes/thought process pretty well.
Please Comment and suggest away! Thanks everyone for there continued support.




   
Made in us
Smokin' Skorcha Driver






Utah

THe latest incarnation isn't that bad. You won't stand up to dedicated assault, so make sure you do what you can to stay away from the enemy.

12 vehicles, + 3 squads on the board(1/2 the combat squads) presents your opponent with lots of targets, which individually do not detract from the army very much. In objective based missions make sure you keep one or two of the squads together(don't combat squad them) so that when you get on an objective you have enough models to hold it. Five or six man squads don't stand up to shooting or assault very well.

It's lists like this that make me love the new codex .. it's not awesomly broken or anythign, but it will be fun to play against different marine lists in almost any battle against marines.

Good luck!

Meph

   
Made in us
Longtime Dakkanaut





Thanks for input Mephistoles.
You seem to have a pretty firm grasp on the Marine Rules, so I was wondering... what would you change if anything on this list? Not trying to build the ultimate broken make baby jesus cry uber list that most people seem to be trying to make. Just want one that will be fun to play and have a good chance of either winning or forceing a draw.

Also everyone please feel free to make suggestions and comments also. Every bit of input helps

This message was edited 2 times. Last update was at 2008/11/17 23:27:43


 
   
Made in us
Boosting Space Marine Biker





St. Louis, MO

I would drop both Chapter Masters for a counts-as Pedro, he's only 10 pts more, and take a unit of Sternguard with you if you want to use Orbital Bombardment and have some shootiness. They'll be scoring units as well... you can squeeze out 6-7 more bodies/shots for between 150-175 pts roughly the same as you spending the 165 pt Chapter Master who will likely not score a hit on the Orbital Bombardment your depending on in the game.

 
   
Made in us
Longtime Dakkanaut





Hmmm,
Im not really depending on those orb hits to win or break me the game. I just think they are cool and would be fun to use. So lets see if I understand you correctly... you want me to drop both my Hq choices and replace one with Pedro, then spend the other points of a squad of Sternguard. Since Sternguard are Elites I would have to drop one of my Dread to make slot space for em.

So Now I come to a split in the road..... Which list do you all think works better. List A or list B?

LIST A:
For info on thoughts behind each squad see previous post and look for bold highlights.
HQ: Chapter Mastor
+Bolter
+HellFire Rounds
+Relic Blade………………………165 pts

HQ: Chapter Mastor
+Bolter
+HellFire Rounds
+Relic Blade………………………165 pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........280 Pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........280 Pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........280 Pts

Elite:
Dreadnought
+Plasma Cannon………………………………………………………..115 pts

Dreadnought
+Plasma Cannon………………………………………………………..115 pts

Dreadnought
+Plasma Cannon………………………………………………………..115 pts

Heavy Support:
Whirlwind……………………………85 pts
Whirlwind…………………..……….85 pts
Whirlwind……………………………85 pts

Fast Attack: (SQUAD)
Land Speeder
+Typhoon ML.........................................90 pts

Land Speeder
+Typhoon ML.........................................90 pts

Land Speeder.........................................50 pts
----------------------------------------------------------------------------------------------------------------------------------------------------

LIST B:

HQ: Pedro.......................................175 pts
Honour Guard x4
+Relic Blade x4
+Razorback with TL HB...................250 pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........280 Pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........280 Pts

Troop: Tac Squad x10 Men
+Plasma Gun
+Multi-Melta
+Power Fist
+Razorback with Lascannon and TL Plasma Gun...........280 Pts

Elite:
Sternguard x6.......................................150 pts
Sternguard x6.......................................150 pts

Heavy Support:
Whirlwind……………………………85 pts
Whirlwind…………………..……….85 pts
Whirlwind……………………………85 pts

Fast Attack: (SQUAD)
Land Speeder
+Typhoon ML.........................................90 pts

Land Speeder
+Typhoon ML.........................................90 pts

The second list I decided to add an HG for Pedro. THis way my army has a little dedicated H2H to counter anything that may survive my shooting. I have 12 Sternguard in two squads of 6. To max out there time fireing (and since run is awsome when your not) I didnt put them in a transport.

So there you have it dakka. My two varients of the same list. Now please please PLEASE tell me which list you think is better and why/why not. Thank you for your time everyone!

   
Made in ca
Charging Wild Rider





Canada

honestly I like the second list better. my only problem with it is that the sternys are far to static. Everything else in your list can move at a relativly decent pace and they will get left behind.

What id probably suggest is get rid of one squad. make the one a 10 man and throw them in a rhino. You could probly give them some combis with what ever points are left over.

This message was edited 2 times. Last update was at 2008/11/18 06:25:26


Never say die! Never surrender!

LunaHound wrote:Woo thats a good looking Pedo

DA:80S++G++M++B+I++Pw40k95#+D+A++/swd100R+++T(M)DM+

 
   
Made in us
Longtime Dakkanaut





Hmmm, Thanks for the input! Lets see if we can get a few more votes/opinion on this

BUMP!

PLease Comment people!
   
Made in us
Boosting Space Marine Biker





St. Louis, MO

Sorry if I didn't relay my point very well but you got the idea.

I agree with Golga about the Sternguard's mobility.

Maybe try this...

Sternguard x10 (Combat Squad)
+Combi-Melta or Combi-Plasma
+Combi-Melta or Combi-Plasma
+Razorback with TL HB.................300 pts

Or just a Rhino with points left for a third combi weapon.

This message was edited 1 time. Last update was at 2008/11/19 00:57:43


 
   
Made in ca
Charging Wild Rider





Canada

hmm now that I think about it id probly want to go for the rhino myself. if you use the razor back your going to want to move 6 a turn to fire with the h bolters. You want to get them into position asap so you can riddle the enemy with 20 rounds of what ever ammo you picked that turn. Granted the h bolters might be nice against something but id probably want to throw in another combi weapon. Just my opinion.

Never say die! Never surrender!

LunaHound wrote:Woo thats a good looking Pedo

DA:80S++G++M++B+I++Pw40k95#+D+A++/swd100R+++T(M)DM+

 
   
Made in us
Regular Dakkanaut





Instead of Razorbacks, I'd take Rhino's and let 2 of your Tac models shoot the plasma gun and multi-melta (meltagun or flamer?) out the top hatch and save a lot of points. Then if the Rhino is destroyed, the unit gets to disembark (usually unharmed) and you don't lose the heavy firepower. You can get up close and personal and basically even if the opponent takes out the rhino, your disembarked unit gets to shoot and assault them on your turn.
This can work for Sternguards with combi-weapons's as well.
   
 
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