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![[Post New]](/s/i/i.gif) 2009/02/27 02:56:55
Subject: 1750 Space Marines, need opinions
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Been Around the Block
Glen Burnie, MD
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Hello All,
I need some opinions on this list. I've played it once and it did pretty good, but I want to know if there are any glaring flaws I have missed.
HQ Librarian (Melta Bombs, Force Dome and The Avenger) 105
TR Tactical Squad 10 (Plasma Gun, Multi-Melta) 180
TR Tactical Squad 10 (Plasma Gun, Multi-Melta) 180
TR Tactical Squad 10 (Flamer, Missile Launcher) 205
Transport: Rhino
TR Tactical Squad 10 (Flamer, Missile Launcher) 205
Transport: Rhino
TR Scout Squad 10 (Bolters, Heavy Bolter) 150
EL Dreadnought (Multi-Melta) 105
EL Dreadnought (Multi-Melta) 105
EL Dreadnought (Multi-Melta) 105
FA Scout Bike Squadron 7 (Astartes GLs x3, Cluster Mines, Sgt: Meltabombs) 195
HS Vindicator (Extra Armor) 130
HS Whirlwind 85
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John Spencer
"Guns make you dumb. If at all possible, fight your wars with duct tape. Duct tape makes you smart."
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![[Post New]](/s/i/i.gif) 2009/02/27 03:21:41
Subject: 1750 Space Marines, need opinions
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Sneaky Sniper Drone
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Melta Bombs on your Librarian seem unnecessary. You should give the Rhino's to the Multi-Melta squads. I'd swap around the Plasma Gun and Flamer guys too.
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![[Post New]](/s/i/i.gif) 2009/02/27 13:08:03
Subject: 1750 Space Marines, need opinions
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Ladies Love the Vibro-Cannon Operator
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Well, three Tacticals should suffice.
Furthermore, I'd drop one Dread and for the points saved, I'd add a Terminator squad, and give the Librarian terminator armor, storm shield.
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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 |
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![[Post New]](/s/i/i.gif) 2009/02/27 15:14:25
Subject: Re:1750 Space Marines, need opinions
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Been Around the Block
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I agree that 3 tacticals are enough. I would drop the scout bike squad in favor for 3 Attack bikes with MM. You'll save 45 pts and they'll rack up more points than the scouts if used right. Use the Seige shield on the vindi (total 125 pts) and use LOS to block shots on it. It can fire as a barrage/ordance so set up a kill zone that your enemy has to come through without exposing yourself. You have alot of things that have to run through the line of fire to get to the enemy. You'll have to figure out how not to get shot to heck.
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![[Post New]](/s/i/i.gif) 2009/02/27 15:21:08
Subject: 1750 Space Marines, need opinions
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Confessor Of Sins
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i'm guessing this is a fluffy salamanders list.
The MM in the tac squads is ok, but if they are going to sit back... you would be better off with the free missile launchers. Melta guns are good because they get 2d6 at half range... your opponent will know this and out range you. In non- KP missions this is ok since they can combat squad... but in KP missions it will be a big hinderance tactically... if you don't want to change that.... you should also switch the squads to give the MM ones the rhinos since the Missiles have range.
what is the tactical role of the vindi? and Whirlwind?
I like the dreds... they are fun. Point wise there are better things... but I just love seeing a dread run into a unit that can't deal with it
AND
Needs more cowbell
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This message was edited 4 times. Last update was at 2009/02/27 15:40:42
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![[Post New]](/s/i/i.gif) 2009/02/27 17:57:27
Subject: 1750 Space Marines, need opinions
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Annoyed Blood Angel Devastator
UK, godalming
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u need to get risd of a tectical squad and bring in an assault squad or command squad
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SM blood ravens (2000)
orks (1000)
tyranids (2000)
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![[Post New]](/s/i/i.gif) 2009/02/27 20:00:15
Subject: 1750 Space Marines, need opinions
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Possessed Khorne Marine Covered in Spikes
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ye i agree with jammy get an assult squad or see if you could get a termy squad in there
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![[Post New]](/s/i/i.gif) 2009/02/27 20:14:12
Subject: 1750 Space Marines, need opinions
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Boosting Space Marine Biker
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Like the others have said: drop 1 Tac squad, give the remaining Tac squads either Missile Launchers or Lascannons, add an Assault Squad, consider changing Lib out for Chaplain with Jump Pack to go with Assault Squad.
Personally I don't like a single Vind or Whirlwind. Take 2 of one and drop the other. If you put Plasma Guns in the 3 remaining Tac squads I would probably take 2 Whirlwinds. Put the remaining points into the bike squad or get a cheap Landspeeder.
Overall a solid list. Some armies cannot handle mass marines. People forget that the basic 105 Dread is pretty good.
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There is a place beneath those ancient ruins in the moor…
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![[Post New]](/s/i/i.gif) 2009/02/28 05:07:55
Subject: 1750 Space Marines, need opinions
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Been Around the Block
Glen Burnie, MD
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This actually not a Salamanders list. This is just the stuff I like to take.
The Plasma/Multi-Melta Tac Squads are supposed to sit at 24" and shoot. If nothing is within 24", then they should be moving to an objective or better firing position.
I have a build that drops one of the Flamer/ML squads (and Cluster Bombs) for an Assault Squad on foot with 2 Flamers and a Rhino. I was kinda torn on it. The libby would be good joining this unit.
I use the Scout Bikes (and Scouts if warranted) to outflank. Scout bikes are great for it. If you end up on the wrong side of the table, they just Turbo boost to the other side. I've used them once like this and they were pretty good. (Though I do love me some MM Attack Bikes)
The Vindicator is there to draw fire and scare people. It can also help kill larger units and stubborn tanks.
The Whirlwind is for those obnoxious cover save units and general fire support.
The two of them, along with the Rhinos and Dreads, are supposed to overwhelm your anti-tank with options, diluting the fire.
It always helps to talk out your tactics, thanks for the opinions and keep 'em coming.
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John Spencer
"Guns make you dumb. If at all possible, fight your wars with duct tape. Duct tape makes you smart."
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![[Post New]](/s/i/i.gif) 2009/02/28 05:19:51
Subject: Re:1750 Space Marines, need opinions
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Fresh-Faced New User
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eltharion72 wrote:Use the Seige shield on the vindi (total 125 pts) and use LOS to block shots on it. It can fire as a barrage/ordance
Actually, no it can't. Whatever that argument had going for it has been FAQ'd. It's just barrage, the way it's always been.
- C2
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![[Post New]](/s/i/i.gif) 2009/02/28 05:34:47
Subject: 1750 Space Marines, need opinions
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Hooded Inquisitorial Interrogator
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dreadnought spam!!!!!! though i suggest when you take away one of the tactical squads you upgrade one dread to ironclad dread
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i want to play and ride with you on your predator. i want to be friends with you
too bad alien scum
arrrghhhhhhhhh *cuts off head of space marine*
dat was fun friend....friend??? friend!!!!
humph your not my friend any more *walks off to the predator* now for some fun!
i play as and needs the new sm army codex!!!!! |
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![[Post New]](/s/i/i.gif) 2009/02/28 05:45:41
Subject: 1750 Space Marines, need opinions
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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This is all personal opinion but......
I'd probably drop the extra tac squad, upgrade the scouts to have sniper rifles. In place of the tac squad i'd take a 5 man assault terminator squad, drop the librarian and get a master of the forge. No need to upgrade, he's actually pretty cool to start and moves a dread to heavy support.
Then I'd probably drop 2 scout bikes and whatever else you need to get a multi-melta attack bike. Just some thoughts. The rest of the lists and tactics you've outlined will be pretty solid but i feel the suggestions could make it tougher.
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2009/02/28 14:29:37
Subject: 1750 Space Marines, need opinions
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Flashy Flashgitz
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I'd take 3 Tacs with Multi-Meltas and Flamers in Rhinos, then switch the Libby to a MotF with Conversion Beamer, stick him with the Scouts (probably 5) with Camo Cloaks and Sniper Rifles. Then switch your Fast and Heavy choices for either triple HB Preds or triple Whirlwinds and use the remaining points in MM+HF Speeders.
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This message was edited 1 time. Last update was at 2009/02/28 14:32:01
"Because Dakka and More Dakka are the answers to everything in life" |
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![[Post New]](/s/i/i.gif) 2009/02/28 14:54:06
Subject: 1750 Space Marines, need opinions
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Regular Dakkanaut
OLD MAN ULTRAMARINES' BASEMENT
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Prophet of Dakka wrote:I'd take 3 Tacs with Multi-Meltas and Flamers in Rhinos, then switch the Libby to a MotF with Conversion Beamer, stick him with the Scouts (probably 5) with Camo Cloaks and Sniper Rifles. Then switch your Fast and Heavy choices for either triple HB Preds or triple Whirlwinds and use the remaining points in MM+HF Speeders.
Sorry, i don't like this. MoTF isn't that good. the libby would be better served in termie armour with CC termies. Gate/Null Zone for his powers. Flamer/Multi-melta in each rhino, drop 1 tac squad, change the scouts to snipers, drop one dread, you have 185 pts to play with, take CC termies(2 T.H/S.S, 3 Lightning claws), libby in termie armour with S.S with epistolary, drop the melta bombs, and take 2 Whirlwinds. Still leaves you with like 30 pts, 2 locator beacons on the tacs in the rhino for the deepstriking termies. fun list, and some power in it
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PEACE OUT HOMIES!!!ONE111!!!
ON A ROPE!
1K SONS?
Username "teachermickeymouse" for all your SM and orc needs. Ebay.com
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![[Post New]](/s/i/i.gif) 2009/02/28 15:26:51
Subject: 1750 Space Marines, need opinions
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Flashy Flashgitz
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Assault Terminators without a transport? Right... Any standard army will just fire everything at you: "oh yey, I just handed 2 KP and ~400pts". Epistolary????
Anyway, the MotF isn't meant to be "that good", it's meant to be cheap and hold your objective in the back with improved cover saves and throw blasts wherever it's needed. If you want a Libby you need to give him an escort, which makes him expensive if your army isn't packing that unit already.
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"Because Dakka and More Dakka are the answers to everything in life" |
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![[Post New]](/s/i/i.gif) 2009/02/28 15:53:36
Subject: 1750 Space Marines, need opinions
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Longtime Dakkanaut
Beaver Dam, WI
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Do the chaplain with an assault company. Assaults rerolling to hits with speed leaves you mobile tacticals to hold objectives not assault them. 2 flamers doesn't hurt either.
Your scout squad is just a tac squad saving 20 points for taking a 4+ save. Give them shotguns and let them assist your assault or lose them. Other option would be to take a teleport homer and work them into position for a terminator drop.
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![[Post New]](/s/i/i.gif) 2009/02/28 19:04:09
Subject: 1750 Space Marines, need opinions
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Missionary On A Mission
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Right now, you need some type of assault unit for counter-charging. I agree with most here that you need to add either some terminators or assault marines. To get the points. drop one dread and a tac squad.
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![[Post New]](/s/i/i.gif) 2009/03/01 05:43:49
Subject: 1750 Space Marines, need opinions
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Been Around the Block
Glen Burnie, MD
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The Chappy with Assault Marines is pretty good idea. (I don't have a chappy right now, so I hadn't thought of it). I do like Force Dome, though. Saves my butt when my Rhino is destroyed.
I'm not sure about sniper scouts, especially in a small unit. The bolters (IMO) give me flexibility. If I don't need to outflank, they can just find a good position and give supporting fire (possibly from an objective).
I'm not a big fan of the MoTF. I'd only take him if I was adding more Dreads(which I have a list in the works for). Otherwise, i'd rather take a different HQ.
A counter-charging unit would help, but pretty much any unit in my are can do that in a pinch. That's why I like Space Marines, flexible units.
That being said, I think I will drop one of the Flamer/ML units (and cluster bombs) for 10 Assault Marines with 2 Flamers in a Rhino.
Definitely alot of food for thought here. Thanks, and keep 'em coming.
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John Spencer
"Guns make you dumb. If at all possible, fight your wars with duct tape. Duct tape makes you smart."
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![[Post New]](/s/i/i.gif) 2009/03/01 08:42:05
Subject: 1750 Space Marines, need opinions
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[ARTICLE MOD]
Longtime Dakkanaut
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JohnOSpencer wrote:Hello All,
I need some opinions on this list. I've played it once and it did pretty good, but I want to know if there are any glaring flaws I have missed.
HQ Librarian (Melta Bombs, Force Dome and The Avenger) 105
TR Tactical Squad 10 (Plasma Gun, Multi-Melta) 180
TR Tactical Squad 10 (Plasma Gun, Multi-Melta) 180
TR Tactical Squad 10 (Flamer, Missile Launcher) 205
Transport: Rhino
TR Tactical Squad 10 (Flamer, Missile Launcher) 205
Transport: Rhino
TR Scout Squad 10 (Bolters, Heavy Bolter) 150
EL Dreadnought (Multi-Melta) 105
EL Dreadnought (Multi-Melta) 105
EL Dreadnought (Multi-Melta) 105
FA Scout Bike Squadron 7 (Astartes GLs x3, Cluster Mines, Sgt: Meltabombs) 195
HS Vindicator (Extra Armor) 130
HS Whirlwind 85
Five troop units seems a bit excessive, especially since you can combat squad in exchange for more scoring units if needed. Replacing one of the Tactical squads with an assault squad or a devastator squad would probably work a bit better for you. If you take the devastators, I'd make all your tacticals flamer/multi-melta, and give them all rhinos. That lets your devastators stand back and lay down missiles, while your tacticals move forward.
I've come to a new respect for bolter-equipped scouts, however, even though the BS3 hurts.
Looks like your basic plan would be to shoot, with the dreadnoughts as a counter-attack force.
Not the biggest fan of scout bikers, but if you're going to take them, it seems to me that you should include something that can make use of the locator beacon (do they get that for free?)
All in all, looks like a reasonably resilient force, in that you can afford to lose any give unit without degrading your army's performance much. The only real flaw I see is the flip side of that: that you don't have any units that can hit hard on their own.
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"I was not making fun of you personally - I was heaping scorn on an inexcusably silly idea - a practice I shall always follow." - Lt. Colonel Dubois, Starship Troopers
Don't settle for the pewter horde! Visit http://www.bkarmypainting.com and find out how you can have a well-painted army quickly at a reasonable price. |
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![[Post New]](/s/i/i.gif) 2009/03/02 18:29:03
Subject: 1750 Space Marines, need opinions
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Been Around the Block
Glen Burnie, MD
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Probably going to try this version:
HQ Chaplain (Melta Bombs) 105
TR Tactical Squad 10 (Plasma Gun, Multi-Melta) 180
TR Tactical Squad 10 (Plasma Gun, Multi-Melta) 180
TR Tactical Squad 10 (Flamer, Missile Launcher) 205
Transport: Rhino
TR Scout Squad 10 (Bolters, Heavy Bolter) 150
EL Dreadnought (Multi-Melta) 105
EL Dreadnought (Multi-Melta) 105
EL Dreadnought (Multi-Melta) 105
FA Scout Bike Squadron 7 (Astartes GLs x3, Cluster Mines, Sgt: Meltabombs) 195
FA Assault Squad 10 (2x Flamers, Rhino)
HS Vindicator (Extra Armor) 130
HS Whirlwind 85
I have thought of replacing the Whirlwind with a Predator (AC/HBs).
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John Spencer
"Guns make you dumb. If at all possible, fight your wars with duct tape. Duct tape makes you smart."
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