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Made in gb
Esteemed Veteran Space Marine




Sheppey, England

Hi folks,

I'm new to the Emperor's Finest (primarily a Necron player) and I'll be playing an exploratory game this weekend. I think I'll be facing Dark Angels (although it might be 'Nids, depending upon my opponent's whim). My list is as follows ... advice greatly appreciated:

HQ:
Master of the Forge (100)

Troops:
10-man tac-squad w/missile launcher and plasma cannon (175)
10-man tac-squad w/meltagun and flamer (175) - combat squadded with melta and flamer element in Razorback (40)

Elites:
Dreadnought w/extra armour and drop pod (155)
Dreadnought w/extra armour and drop pod (155)

5-man Terminator squad (200)

Total: 1. 000 points.

MOTF will be in the Razorback and will try to link up with the Dreads in the enemy's rear (favourable DS permitting). I plan to keep one tac-squad on an objective in some Bolstered ruins. Terminators will be deployed where they can cause the maximum annoyance whenever they decide to DS in.

Click for a Relictors short story: http://www.dakkadakka.com/dakkaforum/posts/list/412814.page

And the sequels HERE and HERE

Final part's up HERE

 
   
Made in us
Executing Exarch






Odenton, MD

Do you have the new Codex?

Tac-squads can not take two Heavy weapons or two special weapons. They can only take one of each.


So having said that I would do this:


HQ

Drop the Master of the forge, in 1000 points you don't have enough armor to bother fixing stuff, and you don't need to have your dreads count as heavies. Add a with Librarian, Null zone, and avenger.

Troops:
10 Tac-squad w/ Flamer, Combi-flamer, and missile launcher. In a Drop pod
10 Tac-squad w/ Flamer, missile launcher (scouts would work well instead of this since they are just going to sit on the objective for the rest of the game.)

Elites:
Dread Extra armor w/ Drop pod
Dread Extra armor w/ Drop pod

5-man terminator squad w/ T. Hammer and shield


Total: 1000pt

By adding one more pod instead of a razor back you gain a lot more strategic flexibility.

Turn 1 you survey the board for threats. If the opponent has a lot of tanks you Drop both dreads 1" away on the rear face of the tank and fire away with the multi-meltas. If its infantry you drop the marines w/ the librarian and toast them with 3 flame templates, then fire 14 bolter shots at anything that is left.

on turn 2+ you roll for your DS terms and last remaining pod.

Also it is nice to have some troops in reserve for games with objectives.

This message was edited 1 time. Last update was at 2009/04/06 20:56:30


 
   
Made in gb
Esteemed Veteran Space Marine




Sheppey, England

Thanks for the advice, Clthomps! Thanks for catching the tac-squad booboo ... wasn't aware it was an illegal load-out (Marine newb!). I'll give it a tweak and try it.

Cheers!

Click for a Relictors short story: http://www.dakkadakka.com/dakkaforum/posts/list/412814.page

And the sequels HERE and HERE

Final part's up HERE

 
   
Made in us
Tough-as-Nails Ork Boy




Avon, IN

You need more melta, at least at the tac squad lvl. While at 1000 points you don't need 10 melta/MM guns, having 1 melta in the tac squad is a good idea. It is 5 points for a shot that can force a termie to take a 5+ save over a 2+ or help in killing MCs, tanks, and nob bikerz.

also

I am not a big fan of assault terminators in this list. The turn you DS them in you can only run them at something, they then eat a ton of incoming fire while what even you put them near SHOULD run away. So you have a 200 point unit that could have trouble getting into HtH. I personally don't like taking that gamble BUT assault terminators are freaking brutal vs just about anything. On the plus side you do have 2 dreads that will be playing in their part of the board to distract a chunk of their stuff.
Overall I do like this list, I would just add at least 1 melta gun to the at least 1 tac squad to deal for when the big nasty things that have a high armor save try and attack. Good luck with your game.

Goff Boyz iz da Rudest Boyz 
   
 
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