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Made in dk
Fresh-Faced New User




Hi everyone

Here is my first try with a space marine list, it's based on all the great feedback in this thread:http://www.dakkadakka.com/dakkaforum/posts/list/225526.page, but there is probably still a lot of fat that can be cooked away. So any comments is very welcome.

/Chris

Chapter Master Pedro Kantor @ 175 Pts
Master of the Forge @ 120 Pts

8 Sternguard Veteran Squad @ 290 Pts: Combi-Meltagun (x4), 1 Sergeant, Drop Pod, Locator Beacon
8 Sternguard Veteran Squad @ 290 Pts: Combi-Meltagun (x4), 1 Sergeant (PF), Drop Pod
9 Sternguard Veteran Squad @ 330 Pts: Combi-Meltagun (x4), 1 Sergeant (PF), Drop Pod

9 Tactical Squad @ 205 Pts: Flamer, Missile Launcher, 1 Sergeant (PW), Drop Pod
9 Tactical Squad @ 205 Pts: Flamer, Missile Launcher, 1 Sergeant (PW), Drop Pod

Ironclad Dreadnought @ 185 Pts: Seismic Hammer, 2xHeavy Flamer, Drop Pod
Ironclad Dreadnought @ 185 Pts: Seismic Hammer, 2xHeavy Flamer, Drop Pod

Total Roster Cost: 2000

This message was edited 1 time. Last update was at 2008/12/27 10:58:25


 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





MotF is only 100pts if you take him naked, not 120pts.

I would definitely let the Ironclads keep their Meltaguns as well. You have combi meltas like crazy on the SG, but they're only 1 shot weapons.

I'd probably take a few more locator beacons, that way you won't give your opponent a chance to kill your only way to make precise drops. I'd give 1/2 the pods locator beacons (all the ones you wnat to come down on turn 1).

I'd also drop a unit of Sternguard for a decent sized unit of TH/SS Assault Terminators. These guys are just so resilient its incredible, especially in comparison to Sternguard (basically, Sterguard are somewhat fragile for their points and you want at least one rock solid unit running around in there, thus Assault Termies). If you teleport them near your locator beacons they won't scatter either, which is very nice.

Definitely looks not bad for an all DP list though, those Sternguard can be quite nasty. Pedro makes them scoring, which is very nice as well. Just be careful with them, they're very expensive units that aren't the most resilient choices out there, if you leave thme out to dry they will die very quickly.
   
Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

Isnt this the SM codex idea that was used extensively at baltimore GT this year and didnt do so well?

If your opponent DECIDES to go second in a DoW mission, you'll get hosed.

I have never failed to seize on 4+ in my life!

The best 40k page in the Universe
COMMORRAGH 
   
Made in us
Crazed Troll Slayer




Virginia

You don't have any troops to capture objectives with. You have an absurd amount of kill points to be EASILY gotten, because marines aren't really that tough, contrary to popular belief. Power armour is overrated. List fails for the above reasons.

Dark Eldar could potentially enslave the galaxy.
Necrons could potentially destroy everything.
Chaos could potentially slaughter everyone.
Tyranids could potentially eat everyone.


Tau could potentially raise prices on import good from the Eastern Fringe. 
   
Made in us
Longtime Dakkanaut



Somewhere in the confinds of central Jersey

Drop the power weapons on the tacs and make the MOTF 100 like he should be and then get those last 2 sternguard. I think that combat squadinf=g is neseccary for vehicles and being a pain in the ass with scoring units.
   
Made in dk
Fresh-Faced New User




PinkSpaceHippy wrote:You don't have any troops to capture objectives with. You have an absurd amount of kill points to be EASILY gotten, because marines aren't really that tough, contrary to popular belief. Power armour is overrated. List fails for the above reasons.

I have 5 squads to capture with, 2 tac squads and 3 sternguards. I think I have about average killpoints for a SM list, but granted the drop pods are a vulnerability KP wise.

I don't really get the point about the list failing for being high killpoint and in powerarmour, thats the challenge most marine lists have these days, so unless you're complaining about 5th edition, that seems to be the name of the game.

/Chris

This message was edited 1 time. Last update was at 2008/12/27 16:47:17


 
   
Made in dk
Fresh-Faced New User




MotF is only 100pts if you take him naked, not 120pts.
Corrected!
I would definitely let the Ironclads keep their Meltaguns as well. You have combi meltas like crazy on the SG, but they're only 1 shot weapons.
I'm really considering that, but then i'm pretty vulnerable to horde armies, my only real trick there was the dual heavy flamers on the iron clads.
I'd probably take a few more locator beacons, that way you won't give your opponent a chance to kill your only way to make precise drops. I'd give 1/2 the pods locator beacons (all the ones you wnat to come down on turn 1).
Noted!
I'd also drop a unit of Sternguard for a decent sized unit of TH/SS Assault Terminators. These guys are just so resilient its incredible, especially in comparison to Sternguard (basically, Sterguard are somewhat fragile for their points and you want at least one rock solid unit running around in there, thus Assault Termies). If you teleport them near your locator beacons they won't scatter either, which is very nice.
I'm really tempted, but then I loose a claiming unit, on the other hand i get something which is hard as nails...

/Chris

This message was edited 1 time. Last update was at 2008/12/27 16:53:03


 
   
Made in dk
Fresh-Faced New User




Ok, here you have it with the suggested changes:

Couldn't quite find the last points for more locator beacons, but I think it's pretty solid:

/Chris

Chapter Master Pedro Kantor @ 175 Pts
Master of the Forge @ 100 Pts

9 Sternguard Veteran Squad @ 315 Pts: Combi-Meltagun (x4), 1 Sergeant, Drop Pod, Locator Beacon
9 Sternguard Veteran Squad @ 315 Pts: Combi-Meltagun (x4), 1 Sergeant, Drop Pod
7 Terminator Assault Squad @ 320 Pts: TH&SS (x7), 1 Sergeant TH&SS

9 Tactical Squad @ 205 Pts: Flamer, Missile Launcher, 1 Sergeant, Drop Pod
9 Tactical Squad @ 205 Pts: Flamer, Missile Launcher, 1 Sergeant, Drop Pod

Ironclad Dreadnought @ 185 Pts: Seismic Hammer, Melta Gun, Heavy Flamer, Drop Pod
Ironclad Dreadnought @ 185 Pts: Seismic Hammer, Melta Gun, Heavy Flamer, Drop Pod, Locator Beacon

Total Roster Cost: 1995
   
Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

Better off going 1/2 drop, 1/2 start on board.

Just a personal thing, I just dont like 100% drop, its too easy to take advantage of if you're able to choose what turn you come on.

I have never failed to seize on 4+ in my life!

The best 40k page in the Universe
COMMORRAGH 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Deadshane1 wrote:Better off going 1/2 drop, 1/2 start on board.

Just a personal thing, I just dont like 100% drop, its too easy to take advantage of if you're able to choose what turn you come on.


Agreed. I think 3-5 pods is ideal, with the rest of the army starting on the table. I'd probably lean more twoards 3 pods and a unit of Assault Termies to teleport in (its just too hard to not include these guys at this point).

PinkSpaceHippy wrote:You don't have any troops to capture objectives with. You have an absurd amount of kill points to be EASILY gotten, because marines aren't really that tough, contrary to popular belief. Power armour is overrated. List fails for the above reasons.


Why so rude? That last sentence is really not necessary at all. You're also wrong about scoring units, Kantor makes all Sternguard units count as scoring units, so he has 4-5 (pending if he takes assault termies instead of one of the SG units or not). Also, killpoints will only be a factor about 33% of the time, and if the opposing player decides to shoot the pods, he's ignoring the units that actually do damage. If the list is getting tabled, it won't make a difference how many killpoints it has to give. In close games where the opponent can pick off one or two pods in the last turn to put him over the top then sure, but the person playing the SM list should probably not allow units with a high chance of trashing the pods to survive that long as they tend to be the same units that trash marines well.
   
 
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