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Made in us
Stalwart Dark Angels Space Marine





Hey all,

I'm still in the process of learning the game, and I was told to assemble a 1200 point game for a one on one "live fire demo" and a 500 point step by step game. I'm wondering if you guys can rate what I've thrown together and tell me if it seems like a rather solid army list for a beginner.

500 points:
Tactical Squad 90 pts (just bolters)
Tactical Squad 90 pts (just bolters)
Pedro Kantor 175 pts
Dreadnaught 105 pts (multi melta, storm bolter, cc weapon)
Drop Pod 35 pts

I figure I'll have my two Tact squads run around with Kantor. Then when the time is right (aka turn 2) drop in my Dread as close to my opponent as I can. I'll have the Dread draw some fire and do some damage while my Tacts run up the map and I'll have Pedro bombard when the time is right.

1200 points:
Tactical Squad 170 pts (bolters, missile launcher, flamer)
Tactical Squad 170 pts (bolters, missile launcher, flamer)
Pedro Kantor 175 pts
8 man Termie squad 320 pts (power fists, storm bolters)
Speeder 100 pts (assault cannon, multi melta)
Dreadnaught 105 (multi melta, storm bolter, cc weapon)
Dreadnaught 105 (multi melta, storm bolter, cc weapon)
Drop pod 55 (deathwind missile launcher)

I'll deep strike my Termies and drop in a Dread near the Termies. In a perfect world, I'd find a way to draw the enemy towards my drop pod so I can keep my Termies and Dread within range of the deathwind. I'd bombard with Pedro. I'd have my Tact squads and Speeder run around and try and take care of any infantry and light/medium armor that'll come my way.

Any tips, suggestions, ideas that I can use to improve what I've got going?

4,000+

 
   
Made in us
Slippery Scout Biker



Wassertown

Hoo boy... I'll start with the 500 pt. list first.

1. Kantor is too expensive for 500 points. He isn't durable, and his special rules go to waste. Just take a 100 point chappie or Librarian. No need to buy upgrades, you have a capable character, and you won't break the bank.

2. Drop Pods have the "Drop Pod Assault" rule, where half (rounded up) of your pods arrive first turn. So your Dread will have to drop first turn.

3. You need full 10 man Marine Tactical squads. You get free special/Heavy weapons, and 10 man either provides staying power or combat squads.

Here's a decent 500 point list I used in a tourney, won against everyone except the club champ. Even beat the cheese dealer with a Russ

Librarian w/ Avenger/Machine Curse

Tactical Squad: 10 SM, Melta gun, Plasma Cannon, Sarge with Powerfist

Tactical Squad: 10 SM, Melat gun, Missile Launcher, Sarge with Power Weapon and Melta bombs.

Comabt squads, Heavy weapons hold objectives, Special weapons and Sarges advance, Libby takes care of vehicles.




1200 points... That's wierd. Eh.

Your list is better, but it's still lacking. Why Kantor? Take a Captain with Relic Blade, Storm Shield, and Artificer Armor. Only a handful of points more, and you get 2+/3++ and Str.6 attacks. Much better than Kantor's 3+/4++ and Init 1. PF. PFs belong on Sarges anyhow.

Dreads will work well, but the Termies will fail like that. DS leaves them open, and every AP 2 and 1 weapon will go for them right then. You'll lose too many, as 5++ is near worthless.

Also, more troops! You're running them around, right? A smart opponent will just focus on them, and 20 Marines won't last in the open against a whole army's worth of shooting.

Ditch the Termies and Kantor. Take more troops, a Captain, and maybe another Dread. The skimmer might work, I haven't used them before.

Oh, yeah. Don't rely on Orb. Bombardment. It sounds great, but isn't a sure thing. It's gravy on a Master, not the reason to take one.

Screamin' Banshees 23-9-2 5th Ed. 
   
 
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