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Made in us
Adolescent Youth with Potential




California

I'm new to 40k and I wanted ask for some help on my list.

HQ
Space Marine Captain
Artificer Armour
Space Marine Bike
150

Troop
Tactical Squad
5xAdditional
Missile Launcher
Flamer
Chainsword
Rhino
205

Tactical Squad
5xAdditional
Meltagun
Multi-Melta
175

Elite
Terminator Squad
Assault Cannon
230

Dreadnought
Plasma Cannon
Drop Pod
150

Fast
Assault Squad
Flamer
Storm Shield
Power Sword
130

Bike Squad
3xAdditional
2xMeltagun
185

Heavy
Devastator
2xMissile Launcher
Lascannon
155

Vindicator
Dozer Blade
120

Total
1500

There are a few points I see as weakest. The second Tactical Squad is one of them as I'm not really sure what they're doing. I saw them as holding the original point but I'm not sure. Help and comments on any and all of it would be appreciated.

This message was edited 5 times. Last update was at 2009/09/08 20:28:02


My work blog: Hand Meets Glue
around 4000pts
around 1500pts 
   
Made in ca
Buttons Should Be Brass, Not Gold!






Soviet Kanukistan

IMO, your army is too unfocused. Here are my general thoughts. It looks like it wants to get to grips with your opponent, but there are slow elements which do not support your main thrust:

You have lots of fast units. Let's look at the ones which are not fast, and/or are undersized:

Unmounted tactical squad: Suggestion: Give drop pod to support dreadnought.

5x Assault Marines without HTH support = dead assault marines... In my experience, this squad will always loose in attrition at size 5. An option would be to drop their jump packs and buy them a free drop pod. Kit them out with plasma pistols and attach the captain to them. I've also heard good things about adding a techmarine w/ servo harness to this squad.

5x Devestators - you're better off taking another missile launcher instead of the lascannon and saving 20 points, or taking a 4th missile launcher and save 5 points! The size 5 makes me uneasy, but YMMV.

1x podding dreadnought without support = dead dreadnought - if you have 3x drop pods, you get 2 on the first turn, giving your opponent more targets. Hopefully one will draw enough fire such that your units won't be killed piecemeal. The rest in Rhinos rushing across no mans land will give your opponent some pause.

I'm not sure what purpose you intend for your terminators. They are slow, and are armed with anti-personnel weapons. I'd just drop these guys in favor of another mounted tactical squad as you don't have enough points to spend on a landraider.

Here's my list at 1500. I've had some reasonable success with this despite its above average KP number.

Librarian, Smite, Gate of Infinity
10x Tac w/ Lascannon, Flamer, Powerfist, HB Razorback
10x Tac w/ Lascannon, Flamer, Powerfist, HB Razorback
10x Tac w/ Multimelta, Melta, Powerfist, Combimelta, Pod
Ironclad, Heavy Flamer w/ Pod
Ironclad, Heavy Flamer w/ Pod
Vindicator
Vindicator
Whirlwind

I drop the two Ironclads in on turn 1. As they are "must kill" targets in the opponent's backfield - due to disruptive posibilities from unbreakable HTHs or their anti-tank threat, they usually soak enough fire that the vindicators are relatively unmolested. 3/6 scoring units is a good number.
   
Made in us
Adolescent Youth with Potential




California

I spent some time and made a number of changes. Here's the new list:

HQ
Space Marine Captain
Artificer Armour
Hellfire Rounds
Auxiliary Grenade Launcher
Space Marine Bike
175

Command Squad
Meltagun x4
Space Marine Bikes
245

Troop
Tactical Squad
Additional x5
Missile Launcher
Flamer
Chainsword
Rhino
205

Tactical Squad
Additional x5
Flamer
Chainsword
Drop-pod
175

Elite
Dreadnought
Plasma Cannon
Drop-pod
150

Dreadnought
Plasma Cannon
Drop-pod
150

Fast
Assault Squad
Flamer
Storm Shield
Power Sword
Drop-pod
140

Heavy
Vindicator
115

Vindicator
115

Total
1500

This message was edited 1 time. Last update was at 2009/09/09 20:46:47


My work blog: Hand Meets Glue
around 4000pts
around 1500pts 
   
Made in us
Deadly Dark Eldar Warrior





Under current marine dex, The captain on a bike counts bikers as troop choices. I did that once and they were sick. So bikes are troops as long as that captain is on a bike, I aslo suggest if it is a CC unit you should put as many power weapons in there.

Don't due boredome its a mass murderer!
1500 points, Astral serpents
starting now! Kabbal of Shattered Sorrows, with wyches from the cult of the bloodied shadow, Hamonculi from the Coven of the Third pain, and Hellions from the Arterial haunters. 
   
Made in us
Adolescent Youth with Potential




California

I was thinking about that but I was worried that the bikes might be too valuable and too weak at 1W. It would take advantage of the Captain better however. I was aiming for a bit more of a balanced list instead of just falling into one of the SM specializations that I have seen.

My work blog: Hand Meets Glue
around 4000pts
around 1500pts 
   
 
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