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Made in us
Adolescent Youth with Potential




California

I'm pretty new at this and I've been trying to work on how to make a SM list. If there's any advice in general it would be appreciated as well as critique on the list.

HQ
Chapter Captain
Lightnight Claw
Artificer Armour
Jump Pack
180

Troop
Tactical Squad
Unitsx5
Launcher
Flamer
Chainsword
Rhino
205

Tactical Squad
Unitsx5
Launcher
Flamer
Chainsword
Rhino
205

Elite
Dreadnought
Plasma Cannon
115

Dreadnought
Plasma Cannon
115

Fast
Assault Squad
Unitx5
Lightning Claws
220

Assault Squad
Unitx5
Lightning Claws
220

Heavy
Vindicator
115

Vindicator
115

Total
1490

I was trying to figure out what to do with the last 10 points. I found i could do either Dozer Blades, Combat Shields, or Melta Bombs and I wasn't sure which my army would need the most.

This message was edited 1 time. Last update was at 2009/09/11 19:17:42


My work blog: Hand Meets Glue
around 4000pts
around 1500pts 
   
Made in us
Stealthy Warhound Titan Princeps






your lists main problem is that it has no long ranged anti-tank... sure, you have 2 missile launchers, but against a true mech army thats a drop in the bucket.

You need a way to pop tanks... and your best answers for that are in the fast attack slots (normally i'd recommend las/auto predators, but your heavy slots are pretty full....)

if you drop the dreads, that gives you 240 points to work with... you have a few viable options here.

you can go with 2x squadrons of 2 speeders with multimeltas... if your army will be focused on brutal, up close assault, this might be the best option. if you can sqeeze out 40 more points, you can equip those with heavy flamers to make them more versatile.

If you want to go a longer ranged route, you can go with a squadron of 3 land speeder typhoons... you'd need to find an additional 30 points in your list to make this happen though. Shouldn't be that hard, drop your assault squads to power weapons.

but either one should provide some good anti-tank firepower. Against land raiders, your best bet is vindicators...
   
Made in us
Regular Dakkanaut





I would scrape together the points to field Captain Kayvaan Shrike to replace that captain who has pretty much the same loadout.
   
Made in us
Adolescent Youth with Potential




California

Ok, I've made some changes and I now have two choices from which to choose:

HQ
Chapter Captain
Lightnight Claw, Artificer Armour, Jump Pack
180

Troop
Tactical Squad
Unitsx5, Launcher, Flamer, Chainsword, Rhino
205

Tactical Squad
Unitsx5, Launcher, Flamer, Chainsword, Rhino
205

Fast
Assault Squad
Unitx5, Lightning Claws
220

Assault Squad
Unitx5, Lightning Claws
220

Land Speeder
Unitsx2, Multi-melta
120

Land Speeder
Unitsx2, Multi-melta
120

Heavy
Vindicator
115

Vindicator
115

Total
1500

That is a modified list that still uses all of the standard units, no heros. The following list incorporates Captain Shrike.

HQ
Captain Shrike
195

Troop
Tactical Squad
Unitsx5, Launcher, Flamer, Chainsword, Rhino
205

Tactical Squad
Unitsx5, Launcher, Flamer, Chainsword, Rhino
205

Fast
Assault Squad
Unitx4, Lightning Claws
202

Assault Squad
Unitx5, Lightning Claws
220

Land Speeder
Unitsx2, Multi-melta
120

Land Speeder
Unitsx2, Multi-melta
120

Heavy
Vindicator
115

Vindicator
115

Total
1497

Any suggestions?

This message was edited 1 time. Last update was at 2009/09/11 23:41:38


My work blog: Hand Meets Glue
around 4000pts
around 1500pts 
   
Made in au
Utilizing Careful Highlighting





Australia

little squads can cause you to lose killpoints quick in kill point missions (a third of the time)

using small tac squads you miss out on free hvy weapons

Also think minimum assault squad is 5 marines

Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)

1st in Lords of Terra Open (Sydney) 2012

Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Stavromueller Beta

I know everyone loves two vindicators but everyone also has plenty of anti tank in their lists and with only two vindicators for them to shoot at both vindis will be shooting just about never.

If you want to go shrike I'd lose the two Vindi's and fill in the Assault squads with ten guys and Powerfists, flamers too if you can fit it.

The fists will let these squads, one of which starts real close with Shrike, assault vehicles, Monstrous creatures, whatever, and two flamers will give you a kind of fighting chance to assault big mobs of Orc boyz.
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

Slight problem - if your tac squads aren't 10 strong you don't get to use heavy weapons.

Sorry, but this needs a rethink to make it legal...

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

Have you thought about the Axis of Evil pension scheme? 
   
Made in fi
Sneaky Striking Scorpion






Finland

Chimera_Calvin wrote:Slight problem - if your tac squads aren't 10 strong you don't get to use heavy weapons.

Sorry, but this needs a rethink to make it legal...


I think he means that he bought 5 extra men into the squads when he says "Units x5" so the normal 5 + 5.

Same for the assault marines where he said "Units x4", so that'd be 5+4, which is totally legal.

At least the point value says so...

Ontopic : I think you should have more than the basic 2 troops in 1500p, so a squad of scouts or so?

People often diss the assault squads, but I actually have had good experience with them, but they are costy. Without shrike I'd only take 1 of them




 
   
 
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