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Made in ca
Fresh-Faced New User



Canada

Hello everyone!

This is my first post.
I started playing the game 12 years ago. Took a leave of absence, and came back when 5th edition came out.
I find 5th edition less complex, and a lot more fun than 2nd and 3rd ed.

I'll be using this list to enter a couple of tournaments this year. I've been play testing it for the past month now. I've played against Orks, Nids, Tau, and Marines, with the record of 2-3-1 (mostly against staffs at GW and my local hobby store).

I want to know what you guys think, and what I should look out for when playing against other armies.

Here's the list:

HQ

Pedro Kantor
= 175

Troops

Tactical Squad #1
10 Marines
+ Meltagun, Missile Launcher, Serg. w/ Combi-flamer
= 185pts

Drop Pod
=35pts

Tactical Squad #2
10 Marines
+ Flamer, Melti-melta, Serg. w/ Power Weapon
= 185pts

Drop Pod
=35pts

Tactical Squad #3
5 Marines
+ Serg. w/ Combi-melta
= 100pts

Rhino
= 35pts


Elites

Terminator Assault Squad
4 TH/SS + 2 LC
= 240pts

Land Raider Redeemer (Transport)
+ Multi-melta, Extra Armor
= 265pts

Heavy Support

Vindicator
+Siege Shield
= 125pts

Vindicator
+Siege Shield
= 125pts


TOTAL = 1505pts



I've tried having only 5 Termies, and Drop Pods with Deathwind missile launcher. In 3 games out of 5, I never got the chance to shot at anything with the Deathwind (either out of range, or in assault). With only 5 termies, they die too quickly before the TH/SS get the chance to strike.
I've also tried switching termie chaplain with Pedro (of course, with chaplain riding with the termies).

Any help would be appreciated.
Thanks in advance!

- McSos88
   
Made in us
Committed Chaos Cult Marine






Kantor is good with pod Sternguard.
Don't run just one LR anymore, there's a ton of anti-raider meta these days.
Termie squad is ok, but they need a raider, and that means 2 raiders.
The vindis will be the only practical targets on the table if your opponent gets first turn (5-man tac squad is not worth killing turn 1, LR will eat DS CSM terms, Seraphim, Podding dread, etc, later).

Check out my blog at:http://ironchaosbrute.blogspot.com.

Vivano crudelis exitus.

Da Boss wrote:No no, Richard Dawkins arresting the Pope is inherently hilarious. It could only be funnier if when it happens, His Holiness exclaims "Rats, it's the Fuzz! Let's cheese it!" and a high speed Popemobile chase ensues.
 
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

The list doesn't seem very coherent, which I think is its biggest problem.

The individual elements are good but don't seem to have much synergy.

Kantor + Drop Pods works, but ideally has podding (and scoring) Sternguard and maybe Dreads
Tac squads in Rhinos works, but you're better with a few full-size squads.
Small Tac squads work in Razorbacks, but again in numbers - if you put 6 marines or less in a Rhino, you need to ask why you didn't buy a Razorback (5pts more gives you a heavy weapon)
Assault Termis + LR's work, but one shot can immobilise or destroy the LR, at which point you've lost all use out of nearly 1/3 of your army. At 1500pts, Assault termis in LR's are an 'all your eggs in one basket' strategy.
Finally, Vindis are awesome They work well with armoured/mech lists as these give your opponent other things to think about thatn getting out of the way of hot pie!


I personally would go for swapping the pods for Rhinos, maybe lose 1 termi, and exchange Kantor for a cheap captain. Use the points to beef up your third Tac squad to full strength.

Hope this is useful!!
C_C

While you sleep, they'll be waiting...

Have you thought about the Axis of Evil pension scheme? 
   
Made in ca
Fresh-Faced New User



Canada

I find that tactical marines are just not as good (points for points) as troop choices other armies offer.

Here's my revised list:

HQ

Chaplain Cassius
= 125pts

Troops

Tactical Squad #1
10 Marines
+ Flamer, Melti-melta, Serg. w/ Powerfist
= 195pts

Drop Pod
+ Deathwind Missile Launcher
=55pts

Tactical Squad #2
10 Marines
+ Meltagun, Missile Launcher, Serg. w/ Power Weapon
= 190pts

Razorback
+ Lascannon & Twin-linked Plasma Gun
= 75pts


Elites

Dreadnought
+ Multi-melta & Heavy Flamer
= 115pts

Drop Pod
=35pts

Terminator Assault Squad
4 TH/SS + 1 LC
= 200pts

Land Raider Redeemer
+ Multi-melta, Extra Armor
= 265pts

Heavy Support

Vindicator
+Siege Shield
= 125pts

Vindicator
+Siege Shield
= 125pts


TOTAL = 1505pts
   
Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

What do you do with the drop podding tac squad? It may seem stupid, but you've got half your scoring capacity in a potentially dangerous position, and I was just wondering what your plan with that was.

This message was edited 1 time. Last update was at 2009/02/05 02:11:58


I play (homegrown chapter)
Win 8
Draw1
Loss1

Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All

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Made in ca
Fresh-Faced New User



Canada

Shrike78 wrote:What do you do with the drop podding tac squad? It may seem stupid, but you've got half your scoring capacity in a potentially dangerous position, and I was just wondering what your plan with that was.


It will depend on how much stuff I can clear w/ the 2 vindies, and where my LR and the termies will be at the start of turn 2.
Ideally, I would like to use the pod to contest my opponent's objective (that's why it has a deathwind launcher on it), and use the 10-man squad to hold it for as long as possible.
The other 2 combat squads will stay near home to hold mine.
   
 
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