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Made in us
Fresh-Faced New User




First post, and all that jazz.

My concept for this army is using the Librarian gate ability to gate around a unit of Sternguard, but also to have an otherwise decent list.

HQ
Librarian - Terminator armor, Epistolary, Storm shield, Nullzone and Gate of Infinity

Elite
Sternguard x9 - 4x combi melta
1 Sergeant

Troops
Space Marine tac x 9, flamer, MM
1 Sergeant - Power Weapon, Meltabombs, combi-melta
Rhino

Space Marine tac x 9, flamer, MM
1 Sergeant - Power Weapon, Meltabombs, combi-melta
Rhino

Fast
Landspeeder - MM/HF

Landspeeder - MM/HF

Landspeeder - MM/HF

Heavy
Land Raider Crusader - MM
Extra Armor
PMSB

Dakka Predator


Lib joins Sternguard in LR

Models: I have everything except the Sterngaurd. I'm planning to proxy test with friends before I commit. I have read it can be bad to have only a single pred, but I figure there are enough other legitimate threats that my enemy focusing on the pred might be to my advantage.

Are two tac squads too few? I have another tac squad worth of marines. Should I consider combining two of the landspeeders for KP considerations?


Edit: I just realized Teleport Homers do not work with Gate of Infinity. I suppose that gives me some points for a few combi-weps in the sternguard.

This message was edited 2 times. Last update was at 2009/07/28 14:01:54


 
   
Made in us
Brainy Zoanthrope




Knoxville TN

This list sort of reminds me of my old blood angels lists in 2nd and 3rd edition...

I'm not sure if everyone will agree or not, but if it were my list I'd like a little more reliable anti-tank. The landspeeders can get popped fast and more than likely will vs any major armor based lists.

The MM in the tactical squads only have a range of 24" (I'm assuming you will combat squad them so they get to shoot) which is shorter than a lot of the armor you will find them needing to shoot at. If it is a model issue then I understand though...I'm in the same boat.

Congrats on coming back and I hope you take to the new rules well, lots have changed since 2ed. Good Luck
   
Made in us
Fresh-Faced New User




I kinda thought the landspeeders would fulfill tankbusting fairly well. Obviously the landspeeder may end up as something of a sacrificial lamb in the process. I think of it a bit like taking a queen out in chess with another valuable, but less-valuable piece.

I envision the play-style of the army as being fairly up-close and in-your-face (though not to be confused as being in assault)


Automatically Appended Next Post:
Bump. I would value comments on the list.

Do I really need a longer range method for dealing with armor?

One of the weaknesses that comes to mind is that I don't have much CC specialization, but rather the ability to deny my enemy the mobility he needs to get into assault range and, once he is footslogging, dakka pred, LR armaments, and Sterngaurd rounds to pepper him with fire

What are the improvements I can make to the list? (Other than adding Vulkan, which I realize the list is screaming for. I'd like to stay away from the special characters for the moment, so this list was specifically made with that in mind.)

I considered doing a sternguard drop pod + lib deep strike, with the ability to Gate away with whatever has survived on turn 2.

This message was edited 1 time. Last update was at 2009/07/28 14:08:40


 
   
Made in us
Fixture of Dakka





Los Angeles

Riffraff wrote:Librarian - Terminator armor, Epistolary, Storm shield, Nullzone and Gate of Infinity
As you stated in post #3, GoI will work the Locator Beacon equipped DPS.

Riffraff wrote:Sternguard x9 - 4x combi melta
I think points are better spent just *getting* two full time meltaguns.

Riffraff wrote:Space Marine tac x 9, flamer, MM
1 Sergeant - Power Weapon, Meltabombs, combi-melta
Rhino
The combi-melta seems a bit much, unless you already know your LGS has a lot of players running a lot of armor ... and you gave sarge MBs.

Riffraff wrote:
Models: I have everything except the Sterngaurd. I'm planning to proxy test with friends before I commit. I have read it can be bad to have only a single pred
One of any of the *lesser* (for lack of a better term) tanks: pred, dreads, WWs, Vins means it'll likely go down faster. Two are always better, but ...

Riffraff wrote: but I figure there are enough other legitimate threats that my enemy focusing on the pred might be to my advantage.
Yes, a bullet magnet is sometimes a good thing, which Vins and Preds often are.

Riffraff wrote:Are two tac squads too few? I have another tac squad worth of marines. Should I consider combining two of the landspeeders for KP considerations?
General wisdom is a tac per 500 points. If the mission comes up KPs, then yes, combine the speeders. Otherwise, run 'em separate.

Decent enough list, and yes, as you cited a little shy in the h2h dept. I'd say run it as is and see how it fares.


Edit: I just realized Teleport Homers do not work with Gate of Infinity. I suppose that gives me some points for a few combi-weps in the sternguard.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Fresh-Faced New User




Combi-meltas were mainly to sink the points I had formerly spent on the tele homers, and are not in any specific number. I figured combi would be the way to go, keeping the full unit of Sternguard versatile and able to fire its special ammunition, and allowing for some AT in a pinch.

Speaking of meltas, I have gotten curious about my tac squad weapon choices. On one hand, the MM are great against enemy armor at 12", but by the same token, I can't think of a situation in which I would proactively use them against an enemy tank, being that most opponents will sensibly move out of range any imperiled vehicle. On the other hand, the MM can serve as a kind of ward against enemy vehicle movement, virtually assuring he will lose a unit if that unit gets within 12" of the MM.

The assault version of the melta has a greater effective AT range when equipped in a rhino-mounted squad (12" move & disembark + 6" range) Obviously this places the squad itself at great risk.

So ultimately my question is : what are the best tac squad armaments and why? (think all comers) Not having played much mech, do the tac squads tend to fulfill active or passive roles? Do they like going and getting the enemy, or do they like plopping on a point in the safety of their transport and wait to counter any approaching enemy units? The only role i can really see a MM playing is that of a deterrent, which may be powerful enough in itself. Otherwise, should tac squads be more passive, a longer range heavy weapon would be of greater benefit.

Can I replace the MM's in my tacs for a more useful heavy weapon?
   
 
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