Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2010/03/01 08:44:09
Subject: 1500pts Vanilla Marines Tweaks?
|
 |
Member of the Malleus
|
After much tweaking I have sort of settled on the below list, but would like advice on it please as I don't play often enough to tweak it myself:
EDIT: New List, see below
|
This message was edited 1 time. Last update was at 2010/04/13 20:47:27
In a world gone mad, who is left to fight for truth, justice and all that gets you smashed for under a fiver....
First played 40k during 2nd edition, missed out 3rd and 4th, and haven't played 40k since 5th edition - but still read and occasionally paint |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/10 07:27:57
Subject: Re:1500pts Vanilla Marines Tweaks?
|
 |
Member of the Malleus
|
Swapped out one of the Vindicators for a pair of Land Speeders and had my first game with this list last night. I got an impressive draw against one of the best players in our club; he was playing his Tyranids.
At the end of turn 7, one objective (no-one within 3") had a swarm of Gaunts, a Hive Tyrant and another swarm of Gaunts hold up in a building. I had my Command squad swatting down one group of Gaunts, a Tactical squad 4" from the objective, a weapon destroyed Razorback keeping the Tyrant away from everything (physically) and the TL multimelta razorback providing backup ( tac squad could re-embark if needed)
The other objective ( Tac Squad in Razorback and Warriors within 3") had 7 warriors facing off against two razorbacks, one with Tactical squad still inside, and my Ironclad who'd just munched through a squad of Gargoyles and a squad of Gaunts.
I also still had my drop-pod and one of the Land Speeders (with HB and AC).
In my mind, that's a win
I think the key was killing his Venomthrope early on so that the Gaunts didn't get a cover save from HB's and the Tyrant Guard didn't get saves from the AC rending shots and Multi-Melta.
|
In a world gone mad, who is left to fight for truth, justice and all that gets you smashed for under a fiver....
First played 40k during 2nd edition, missed out 3rd and 4th, and haven't played 40k since 5th edition - but still read and occasionally paint |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/10 13:01:39
Subject: 1500pts Vanilla Marines Tweaks?
|
 |
Mekboy Hammerin' Somethin'
|
Grim. wrote:Razorback with TL multimelta and Extra Armour – 55pts
Playing some with Forgeworld rules? 55points for a TL MM and Extra Armour Razorback? Yah...about those rules.... Ironclad Dreadnought with Assault Launchers and extra armour – 165pts
Ironclads already comes with extra armour Question you spent 105 points on EA... was it worth it?
|
This message was edited 1 time. Last update was at 2010/03/10 13:03:22
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/10 16:20:52
Subject: 1500pts Vanilla Marines Tweaks?
|
 |
Tower of Power
|
Lysander doesn't go too much with the sternguard. Sure they can re-roll but lysander is a beast in close combat, the sternguard are a shooting unit and really don't belong in combat as they're not shooting with that funky ammo.
I don't see the point in the command squad. They only have one meltagun. A tactical squad can do the same thing and get more bodies or more or less the same points.
Power fists are better on sgt's than power weapons. Also your razorbacks don't appear to have any extra wargear, if they're just heavy bolters you will have anti armour problems.
Dreadnoughts should come in pairs and as General said they have extra armour as standard.
|
warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/10 19:09:32
Subject: 1500pts Vanilla Marines Tweaks?
|
 |
Member of the Malleus
|
General_Chaos wrote:Grim. wrote:Razorback with TL multimelta and Extra Armour – 55pts
Playing some with Forgeworld rules? 55points for a TL MM and Extra Armour Razorback? Yah...about those rules....
Heavy bolters cost the same as multi-meltas everywhere else in the codex so why not? And yes it is IA2
Ironclads already comes with extra armour
Yes, I realised this later
Question you spent 105 points on EA... was it worth it?
Not sure yet, but 15pts to raise the chance of keeping a tank moving from 33% to 50% on a penetrating roll seems good. I've not settled on it yet though.
mercer wrote:Lysander doesn't go too much with the sternguard. Sure they can re-roll but lysander is a beast in close combat, the sternguard are a shooting unit and really don't belong in combat as they're not shooting with that funky ammo.
The Sternguard always get charged unless I'm playing against IG, in which case Lysander still makes a huuuge mess of their back lines. I know that on paper it looks wierd, but trust me that it works really well.
I don't see the point in the command squad. They only have one meltagun. A tactical squad can do the same thing and get more bodies or more or less the same points
I use them as a cheap but effective Vet assault squad, with the only stackable save marines can use. I don't use them against tanks and MC so melta guns are a bit useless. Their main trick is their massive number of CC attacks, so Tactical squads can't do the same thing (plus 5 man tactical squads can't have a melta gun anyway).
Power fists are better on sgt's than power weapons. Also your razorbacks don't appear to have any extra wargear, if they're just heavy bolters you will have anti armour problems
I don't see the point in spending 10-20pts to potentially save the HB when they are primarily transports, and I refuse to pay 35pts for a single anti-tank shot (lascannon) which will usually fail to make any damage. I use Lysander and Sternguard to clear out armour; and the AC and MM Razorbacks if neccesary. I don't struggle with killing tanks
Dreadnoughts should come in pairs and as General said they have extra armour as standard.
Yes, I prefer having two  I might try and skim off enough points for another.
|
In a world gone mad, who is left to fight for truth, justice and all that gets you smashed for under a fiver....
First played 40k during 2nd edition, missed out 3rd and 4th, and haven't played 40k since 5th edition - but still read and occasionally paint |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/10 23:11:30
Subject: 1500pts Vanilla Marines Tweaks?
|
 |
Mekboy Hammerin' Somethin'
|
Grim.Badger wrote:Heavy bolters cost the same as multi-meltas everywhere else in the codex so why not? And yes it is IA2
Some of the stuff in the Imperial Armour Book is just completely unbalancing and even tho I would like TL Meltas on a Razor back this just proves it again too me. A guy at my FLGS bought two of the Vultures from Forgeworld while awesome looking models, twin-linked Punisher Cannons on a fast skimmer? I let him use them in friendly games but really doesn't make it much fun for me.
|
This message was edited 1 time. Last update was at 2010/03/10 23:12:35
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/11 07:26:57
Subject: Re:1500pts Vanilla Marines Tweaks?
|
 |
Member of the Malleus
|
The Immolator has the option for them, mind you it does add up to 85pts (20pts more than base value).
To be fair though, the HBs cost more than the heavy flamers on the Immolator, whereas they cost less on the Razorback; now that's crazy maths to work that one out  Maybe Dark Mater is involved, or possibly Exotic Mater
Punisher Cannons in general are broken, but I see no problem with them on a Vulture. Certainly less broken than the Lucius pattern drop pod.
EDIT: Also doesn't compare to the annoyance of MMs on Land Speeders, I've seen someone offload most of his army at a single speeder because it had turbo boosted next to his Land Raider (after I told him not to bother as it was a waste of time).
|
This message was edited 1 time. Last update was at 2010/03/11 07:31:43
In a world gone mad, who is left to fight for truth, justice and all that gets you smashed for under a fiver....
First played 40k during 2nd edition, missed out 3rd and 4th, and haven't played 40k since 5th edition - but still read and occasionally paint |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/03/11 14:21:35
Subject: 1500pts Vanilla Marines Tweaks?
|
 |
Tower of Power
|
Grim.Badger wrote:
mercer wrote:Lysander doesn't go too much with the sternguard. Sure they can re-roll but lysander is a beast in close combat, the sternguard are a shooting unit and really don't belong in combat as they're not shooting with that funky ammo.
The Sternguard always get charged unless I'm playing against IG, in which case Lysander still makes a huuuge mess of their back lines. I know that on paper it looks wierd, but trust me that it works really well.
I don't see the point in the command squad. They only have one meltagun. A tactical squad can do the same thing and get more bodies or more or less the same points
I use them as a cheap but effective Vet assault squad, with the only stackable save marines can use. I don't use them against tanks and MC so melta guns are a bit useless. Their main trick is their massive number of CC attacks, so Tactical squads can't do the same thing (plus 5 man tactical squads can't have a melta gun anyway).
Power fists are better on sgt's than power weapons. Also your razorbacks don't appear to have any extra wargear, if they're just heavy bolters you will have anti armour problems
I don't see the point in spending 10-20pts to potentially save the HB when they are primarily transports, and I refuse to pay 35pts for a single anti-tank shot (lascannon) which will usually fail to make any damage. I use Lysander and Sternguard to clear out armour; and the AC and MM Razorbacks if neccesary. I don't struggle with killing tanks
Dreadnoughts should come in pairs and as General said they have extra armour as standard.
Yes, I prefer having two  I might try and skim off enough points for another.
Fair enough on the sternguard, I guess whatever works for you.
Wel if you don't use the melta what it's job is for then what is the point? Perhaps change if for a flamer which you can use before assaulting, however, if you plan getting this in assault I would make them c.c orientated. Command squad's aren't brilliant in assault because they only have 2 attacks and no invulnerable save. So I would give them storm shields at least. If not switch the meltagun to a flamer as it will serve your purpose more.
I totally agree on the extra points for the razorbacks; but that is not my point. My point is you lack anti tank. If you fancy a heavy armour army lysander cannot be in more than one place at once and the sternguard only have combis. You then have one razorback with a twin-linked multi melta which everyone may not let you play with because it's not a standard codex item. Also your ironclad doesn't have a drop pod so how is it going to get into assault?
hope that helps
|
warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/04/13 20:43:12
Subject: Re:1500pts Vanilla Marines Tweaks?
|
 |
Member of the Malleus
|
New List
Darnath Lysander
200pts
Tac Squad 1 – 6 man tactical with power weapon and plasma pistol
Transport 1 – Razorback with extra armour, twin linked multi-melta (15pts) and storm bolter
216pts
Tac Squad 2 – 10 man tactical with plasma cannon and meltagun
Transport 2 – Rhino
215pts
Tac Squad 3 – 6 man tactical
Transport 3 – Razorback
146pts
Land Speeder with Multi-Melta and Assault Cannon
100pts
Stern Squad - 6 man Sternguard with Lightning Claw, Heavy Flamer, Melta Gun and 2x combi weapon
Transport - Razorback with Extra Armour and TL Assault Cannon
275pts
Ironclad Dreadnought with 1x Heavy Flamer and Assault Launchers
Transport - Drop Pod with Locator Beacon
205pts
Vindicator with extra armour
130pts
1487pts
I think I've balanced it out much better, without diverting too much from my style of play. Comments please
|
In a world gone mad, who is left to fight for truth, justice and all that gets you smashed for under a fiver....
First played 40k during 2nd edition, missed out 3rd and 4th, and haven't played 40k since 5th edition - but still read and occasionally paint |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/04/14 00:45:49
Subject: 1500pts Vanilla Marines Tweaks?
|
 |
Slippery Ultramarine Scout Biker
Camp Pendleton CA
|
You can drop the locator if your only running one pod, its 10 points, that would give you a total of 23 left over, find 2 and add a stern. Maybe from the EA on the vindi as the EA only works against shaken, that would give you 38, 25 for a stern and 10 for 2 more combis with 3 left over to drive you nuts!
|
|
 |
 |
|