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![[Post New]](/s/i/i.gif) 2010/04/13 12:43:00
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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Wondering if people have anything to say about this army list....
HQ:
Captain
Artificer Armour
Relic Blade
Storm Bolter
Cost: 148
Command Squad
Storm Bolter
Powerfist
Company Champion
Company Standard
x 2 Plasma Pistols
Thunder Hammer
Storm Shield
Cost: 248
ELITES
Terminator Squad
Assault Cannon
Cost: 230
Dreadnought
Twin-Linked Lascannon
Missile Launcher
Cost: 145
TROOPS
Tactical Squad
Chainsword
Melta Gun
Missile Launcher
Cost: 175
Tactical Squad
Chainsword
Plasma Pistol
Flamer
Missile Launcher
Cost: 185
TRANSPORT
Rhino
Hunter-killer Missile
Extra Armour
Cost: 60
ASSAULT
Assault Squad
Power Sword
Combat Shield
x 1 Plasma Pistol
Cost: 135
Assault Squad
Lightning Claws
Flamer
Cost: 140
HEAVY SUPPORT
Devastator Squad
x3 Heavy Bolter
x 1 Plasma Cannon
Cost: 160
Devastator Squad
x 3 Heavy Bolter
x 1 Plasma Cannon
Cost: 160
Devastator Squad
x 3 Lascannon
x 1 Missile Launcher
Cost: 210
TOTAL: 1996
I think this army is pretty versatile. Not taking many troops I know, but I want to try out my assault sqauds and devastators.
I'm hoping I've got long enough range to take out most armour or larger creatures before they hit my lines, and a good enough close combat core to fend off anything that gets too close.
Comments? Criticism? Random Ravings?
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![[Post New]](/s/i/i.gif) 2010/04/13 12:58:49
Subject: Re:2000 pt Space Marine Strike Force
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Mekboy Hammerin' Somethin'
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I understand your going for a Gunline and the whole thing kinda all over the place. But without just totally trashing your list which I am tempted to do. Lets go with focusing on making it better with your basic theme intact. With that in mind here's my take.
So first off you need more transports. Get a Rhino for your other tactical squad. Next I would get razorbacks for your command squad and devastators. I would drop the heavy Bolters off the devastators you can take rocket launchers for the same price and they have better range and are more versatile.
You can shave some points by dropping the plasma pistols they rarely make back the investment. Drop the Lascannon and plasma cannons on the Devastators they are to expensive in those units. Take the Lascannons or the Plasma Cannons with tacticals. I would drop the terminators and bulk out the assault squads to use for counter attack and speed bump depending on who your fighting.
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![[Post New]](/s/i/i.gif) 2010/04/13 13:09:21
Subject: 2000 pt Space Marine Strike Force
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Ultramarine Chaplain with Hate to Spare
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Here's the issues:
Command squad:
Storm shield on a 1 wound model is a bit of a waste put that on your captain and he'll become a combat monster. The plasma pistols are overpriced for under effectiveness. Take normal plasmaguns or preferably melta guns you are short on melta.
Elites:
Terminators are OK for deep striking but are likley to become a little isolated.
Dread on it's own is pointless needs a buddy or needs dropping.
Troops:
Both need transports always EA and the HK missile are both wastes of points here. I'd suggest more troops but if you want to go with 20 MEQ they need to sit in rhinos!
Fast Attacks:
5 man assault squads won't do anything. They are easy to shoot up and don't even deliver much of a punch when they do hit home. Need to be 10 man and referably lead by a chaplain.
Devastators:
Likewise suffer from being 5 man. No ablative wounds menas every casualty is reducing your fire power. Devastators are in general over priced for under effectiveness, but if you're going to take them then they need to be in 10 man squads and tey need to be solo armed. What is the point of firing 3 heavy bolters into terminators? Whilst what is the point of firing the plasma cannon into a horde? You need to ensure your squads (or you combat squads at least) have the same heavy weapon.
Other than that you whole army is a bit of a mess. it doesn't really seem to have a sort of idea of what it is trying to do. If you wnat to take Devastators they are very expensive so to get the best out of them you have to build your army arround them. that means loads of tac squads and razorbacks to surround them and make the enemy come to you. Likeiwse if you're taking assault squads they need to be 10 man and you need to have at least 2 squads one lead by a chaplain for them to actually acheive anything. In reality Devastator squads and assault squads should never appear in the same army.
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![[Post New]](/s/i/i.gif) 2010/04/13 13:24:29
Subject: 2000 pt Space Marine Strike Force
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Tower of Power
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The command squad isn't that good really. It's like a terminator squad with hammers and power fists but costs more! Get terminators which are cheaper and have 2+/3+*
Terminators on foot?
Single dreadnought needs support.
One transport won't cut it. You need all squads mobile and it gives unit multiple threat. If you take h-k's you take them en-mass. Also extra armour isn't a benefit, you don't have to get those marines into range like terminators for example.
Two small squads of assault marines will get blown to pieces easily. You need 2 full size squads.
Devs are expensive, but I do like the mass line up.
As others have said the army is a bit of a mess. You need to focus on what you really want to do and go from there.
If you want a gunline I'd probably be inclined to take a master of the forge with mass dreadnoughts with selection of rifleman and las/mis setup. Then troop wise go for razorbacks with lascannons. You'll have a nice gunline then and your troops will be mobile, but can hang back with the lascannons if you want. Here's a example:
http://www.imperiusdominatus.com/2010/02/army-lists-dreadnoughts-bikes-with-hint.html
Dreadnoughts, Bikes & Drop Pods - 2,000 points
HQ
1 x Master of the Forge - conversion beamer & bike
1 x Captain - storm shield, thunder hamemr & bike
Elite
1 x Dreadnought w/ Drop Pod - multi melta & heavy flamer
1 x Dreadnought w/ Drpo Pod - multi melta & heavy flamer
1 x Dreadnought w/ Drop Pod - multi melta & heavy flamer
Troops
5 x Space Marine Bikes - 1 x meltagun - sgt w/ power fist
5 x Space Marine Bikes - 1 x meltagun - sgt w/ power fist
5 x Space Marine Bikes - 1 x meltagun - sgt w/ power fist
5 x Space Marine Bikes - 1 x meltagun
Fast Attack
1 x Land Speeder - multi melta & heavy flamer
1 x Land Speeder - multi melta & heavy flamer
Heavy Support
1 x Dreadnought - twin-linked lascannon & missile launcher
1 x Dreadnought - twin-linked lascannon & missile launcher
1 x Dreadnought w/ Drop Pod - multi melta & heavy flamer
Ok so what we got? We've got a MoF who is mandatory in this list. Without the MoF no mass Dreadnoughts. I've popped this guy on a bike seems this list isn't static, really and given a conversion beamer to wreck infantry and vehicles. He could also hang with the lascannon and missile launcher Dreadnoughts and having T5 will help being a static fire position, if you want. He can also bolster a ruin so if you pop your Dreadnoughts in there and have them 50% covered you now get 3+ cover save on those Dreadnoughts - yikes!
Captain is just a assault support unit and also helps getting those bikes as troops. This way the two HQ's are the bed of this tough army. In total got 6 Dreadnoughts and then 4 bike units as troops all because the HQ choices. Some tough units to deal with. Captain has a thunder hammer for something different, probably not the best choice. Storm shield keeps him alive longer for a nifty 3+ invulnerable save.
I've got 3 elite Dreadnoughts in drop pods. They pod in and alpha strike on target if needed, all 3 elites have multi meltas and heavy flamers. The flamers will be useful for busting hordes or survivors from any trasports.
Bikes make some tough troops, though I'm a little worried on the numbers. Will T5 be enough? Wargear they've got meltaguns and power fists for smashing tanks, can deal with monstrous creatures too.
Speeders can turbo boost ahead and support the drop pods with multi meltas and heavy flamers. With a total of 4 multi meltas from the dreadnoughts in pods up front and then 2 from the speeders I think mech armies will struggle; especially when meltaguns and power fists are coming from fast moving bikes.
One other good thing about this list is that the entire army could possibly get cover saves for a entire turn, yes the entire army! The bikes and speeders can turbo boost getting 3+ cover save and the Dreadnoughts all pop smoke for a 4+ cover save. But the heavy support Dreadnoughts should be in cover, if possible and you'll get a 3+ for them!
Heavy Support Dreadnoughts work in two different ways. The two ranged ones go as a pair and hang back and shoot stuff, that's all really. As mentioned several times if position in a ruin and correctly they can get a 3+ cover save from the MoF's bolster special rule. The Dreadnought in the pod forms up another half of the pod landings, so 2 land first turn and then another 2 as when.
So, any thoughts?
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/13 14:57:48
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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hmmmmmm ok........
thanks for the criticism.
Only have one transport cause at current I can't afford another (and no i'm not spending £35 on a whim)
Devastators and tactical squads: I'll consider putting my plasma cannons and 2 heavy bolters in the tactical squads.
That'll mean I get 4 missile launchers to put in my Dev squads.
As far as command squad goes.......I'm kinda meh about including it now, apart from the fact it looks cool.
My captain i'm not going to model more stuff on. Unless I stick a storm shield to his storm bolter and use either/or in games.
Problem is relic blades are two-handed weapons. I've got round this by putting the storm bolter on the captain's arm, but a storm shield would turn the relic blade into a mere power weapon.
SO. New and improved list:
HQ:
Captain
Storm Shield
Artificer Armour
Power Weapon
145
ELITES
TERMINATOR CC Squad
x5 3 TH/SS
x 2 Lightning Claws
200
TERMINATOR Tac Squad
Assault Cannon
230
TERMINATOR Tac Squad
Heavy Flamer
205
Troops
Tactical Squad 1
Heavy Bolter
Plasma Gun
Power Sword
195
Tactical Squad 3
Plasma Pistol
Chainsword
Flamer
Heavy Bolter
185
Tactical Squad 4
Chainsword
Melta Gun
Heavy Bolter
175
Tactical Squad 5
Combi-Plasma
Plasma Gun
Heavy Bolter
205
HEAVY SUPPORT
Devastator Squad
x 3 Missile
x 1 Plasma
160
Devastator Squad
x 3 Missile
x 1 Plasma
160
Devastator Squad
x1 Lascannon
x 1 Missile Launcher
140
Terminator heavy perhaps. And gone ultra shooty.
But reason is I don't like saying "this model counts as". If I don't have the model it isn't in my army.
YES taking a MotF would mean a lot long ranged firepower. Same as replacing my vanilla Captain with my Chapter Master who has same stat line as Marneus Calgar.
But this is the Second Company i'm trying to create, not the First.
So again helpful nice criticism appreciated, but may not be listened to lol
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![[Post New]](/s/i/i.gif) 2010/04/13 15:25:21
Subject: 2000 pt Space Marine Strike Force
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Tower of Power
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Try www.buyforlessonline.co.uk I just brought a Land Raider for £29.47 that's over £5 off retail. Also e-bay is good too.
You can still use a storm shield and relic blade - this has been FAQ'd.
TBH I think your updated list is perhaps in a worse situation - why? Because you've got better unit synergy but no transport!
Captain should take a relic blade as mentioned above.
Assault terminators need a land raider. No point foot slogging and deep striking will attract a bucket of attention.
All troops need rhinos or those flamers are never going to get into range.
Dev squads are too mixed up. Plasma cannon is anti troop mostly and light armour, missile launchers can do both. When firing the plasma it probably won't do much against armour. Same applies with the lascannon and missile launcher squads more or less.
What is the point in asking for criticism and then saying may not bte listen to, kind of pointless don't you think and also insulting people saying I want your help but I am not listening.
Best thing to do is post your army list if you want criticism if not then don't bother. Also its best to incorporate the changes suggested or else you're going to keep going round in circles like we already are, about the transports.
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/13 15:36:29
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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I will always accept criticism Mercer. I may not always follow advice, but I do appreciate it.
And I guess i'd better explain i've only played 2 games so far, so a total newbie.
I'll consider getting another Rhino. But I don't really have the storage space for many vehicles.
Is it possible to take a rhino to a game and say "counts as" a LR?
Automatically Appended Next Post: OK FINAL LIST
HQ
CAPTAIN
Relic Blade
Stom Shield
Artificer Armour
160
ELITES
Terminator Squad Spartus
x 3 TH/SS
x 2 LC
200
Dreadnought Leto
Twin-Linked Lascannon
Heavy Flamer
145
Venerable Dreadnought Honorus
Assault Cannon
Storm Bolter
175
TROOPS
Tactical Squad Varrus
Power Sword
Plasma Gun
Heavy Bolter
195
Tactical Squad Berncolt
Chainsword
Flamer
Multi Melta
170
Tactical Squad Arvel
Plasma Pistol
Chainsword
Flamer
Heavy Bolter
185
Tactical Squad Heraklos
Power Sword
Combi-Plasma
Plasma Gun
Heavy Bolter
205
TRANSPORTS (If I ever get enough)
x 4 Rhinos
140
FAST ATTACK
Landspeeder Recaro
Tornado Pattern Heavy Bolter
Heavy Flamer
60
HEAVY SUPPORT
Devastator Squad Orrus
x 2 Missile Launchers
x 2 Plasma Cannon
170
Devastator Squad Aurelo
x 2 Missile Launchers
x 2 Lascannon
190
TOTAL: 1995
Hope I included most of your suggestions......
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This message was edited 1 time. Last update was at 2010/04/13 16:02:07
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![[Post New]](/s/i/i.gif) 2010/04/13 16:15:14
Subject: 2000 pt Space Marine Strike Force
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Tower of Power
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You don't have to follow advice, obivously that's your choice. But saying you may not listen to it is kind of ignorant and a kick in the teeth to those like myself who are taking the time to help you have a more quality game. In future I wouldn't put that, it may attract some un-wanted comments. Particularly as you're new to warhammer then you're probably best listening to those who have played longer.
As for a rhino I wouldn't have a issue as long as properly explained at the start. Did you check e-bay and buyforless btw?
You still need a land raider for the assault squad or else they're going to be assaulting nothing. I cannot make this point stand out more than I already am.
Drop all power weapons on the tactical squads. You'll be combat squading them so that means only 5 guys in combat, which won't fair well power weapon or not. Just get combi weapons to enhance the shooting.
If you take speeders you take them in pairs and you do not need a tornado because of the devs. A multi melta speeder is cracking, add a heavy flamer for anti troop too once it's done the job of busting transports.
You're getting there but still somethings are still not getting through to you. Take your assault terminators, they can only move 6" a turn so if you foot slog them then they will be picked off and take ages to reach the fight. If you deep strike them then every gun will be attracted to them and they will get hammered.
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/13 16:25:56
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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Ok thank you mercer.
Land Raider for Terminators.....I guess having the Captain attached to them and steaming into battle in a LR is cool.
Lose the Landspeeder and a Dev squad to make up for the points of the LR?
As far as power weapons go, i'll just have to make sure opponents know i'm using them as chainswords instead.
And combi-weapons.....What's the point of a combi-weapon if you can only fire the secondary weapon once in a game?? Just stick with a bolter and chainsword. Since you can choose to ditch the bolt pistol I think.
Then again with 4 squads of 10 men on the field why would I want to combat squad them?? Depending on the foe much better (IMO) to form a long gunline and watch the bolts fly.
Yes i'm a newbie and I apologise for being annoying.
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![[Post New]](/s/i/i.gif) 2010/04/13 16:56:50
Subject: 2000 pt Space Marine Strike Force
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Tower of Power
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Certainly is cool my friend. Now you need to decide what Land Raider to get. This link from my blog should help: http://www.imperiusdominatus.com/2010/04/land-raider-analysis-and-tactica.html
Definately lose the speeder or take in pairs. If you drop a dev squad you will still have 2 anyway, which is fine.
Sure as long as your opponents know it's all cool.
Well the point is to reinforce the the squad. So now you have 2 specials sort of for the squad. You can roll seperately too so roll for the meltagun for example and if it does the job save the combi melta. Can come in handy, but 10 points can be worth it if it does the job or a upset if it fails. The bolt pistol and chainsword only gives a extra attack, which like I said combat squads don't belong in hand to hand. So the sgt is adding more shooting into the unit, which is what marines are best at. If you keep the chainsword it doesn't make any difference in close combat anyway.
Why do you want to combat squad then? You cannot more and shoot heavy weapons from a rhino. You need to get those special weapons into range to use them, if you keep moving you cannot fire the heavy. So you combat squad them down and leave the heavy weapon behind with 4 bodybags and fire from a distance and let the other half of the squad move on up ahead. How exactly can you do a gunline with a flamer and a meltagun? No intelligent person will come close to you can use the template or get 2D6 armour pen frmo the melta.
No worries about annoying. You should speak to some of the customers I speak to lol! It's all about learning.
Btw where abouts are you in the UK?
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/13 17:15:51
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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I'm in southwest here. My nearest GW is Exeter (just over an hour's drive).
The nearest club only does wednesdays for 40k, which isn't convenient as family commitments that day.
So when I can convince my family to give me an evening off i'll try and get to GW again for more games.
Just redid my list, and yes I can certainly Combat Squad the tacticals.
Although with a Land Raider at 250 points (VANILLA!) I can only field one Dev Squad.
I've given the Dev Squad two Missile Launchers and two Plasma Cannons. That way they can fire at maximum range (the missile launchers) and also blanket fire at closer range (36" for the PCs)
Still not gonna change the power swords. If only cause if the squad does come up against a tough opponent i'd prefer the sergeant to have a chance of winning the combat.
And i've learned my lesson with tactical squads. NEVER rely on JUST the guns. Get them moving forward!
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![[Post New]](/s/i/i.gif) 2010/04/13 17:26:10
Subject: 2000 pt Space Marine Strike Force
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Tower of Power
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Ohhh I'm Midlands as you probably guessed. Shame I was gonna say you fancy a game if local.
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/13 17:40:19
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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pity. added you as a friend. PM me sometime. I liked your Iron Warriors vs Death Guard game
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![[Post New]](/s/i/i.gif) 2010/04/21 11:09:36
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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OK> Redone, re-imagined, pretty much the same but also totally different! (and still only using the models I have or will have by May 6th 2010. Which is when i'm going to field them in a game)
Total: 1993
HQ:
Captain Valeric Justinius
Relic Blade
Storm Shield
Artificer Armour
160
Command Squad Kel
Sergeant w/ Power Fist and Storm Bolter
Company Champion
Apothecary w/ Plasma Pistol
Standard Bearer w/ Plasma Pisotl
Veteran w/ Thunder Hammer & Storm Shield
238
Command Rhino
Hunter-Killer Missile
Extra Armour
60
ELITES
Terminator Squad Rico
Sergeant w/ Power Sword & Storm Bolter
x 1 Terminator w/ Assault Cannon / Power Fist
x 3 Terminators w/ Power fist / Storm Bolter
230
Dreadnought Leto
Flamer
Twin-Linker Lascannon
145
Dreadnought Parthus
Multi Melta
Storm Bolter
105
TROOPS
Tactical Squad Varrus (10 SM)
Sergeant w/ Power Sword
Plasma Gun
Heavy Bolter
195
Tactical Squad Arvel (10 SM)
Sergeant w/ Plasma Pistol & Chainsword
Flamer
Plasma Cannon
190
Tactical Squad Berncolt (5 SM)
Sergeant w/ Chainsword
Teleport Homer
Flamer
90
FAST ATTACK / ASSAULT
Assault Squad Sage
Sergeant w/ Power Sword & Combat Shield
Assault Marine w/ Plasma Pistol
x3 Assault Marines w/ chainswords
135
Assault Squad Alcarius
Sergeant w/ Lightning Claws
Melta Bombs
Assault Marine w/ Flamer
x 3 Assault Marines w/ chainswords
145
HEAVY SUPPORT
Devastator Squad Orrus
Sergeant w/ Bolter and Signum
x 4 Missile Launchers
150
Devastator Squad Cretalo
Sergeant w/ Bolter and Signum
x 4 Missile Launchers
150
I was going to include a scout squad instead of the 5 man tactical squad, but basically I don't think i'm gonna be able to get the squad done by May 6th.
Currently putting together Squad Alcarius (assault), and have to do Squad Cretalo (Devastator).
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![[Post New]](/s/i/i.gif) 2010/04/21 13:27:53
Subject: 2000 pt Space Marine Strike Force
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Mekboy Hammerin' Somethin'
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I understand this is what you got but allow me to critic your choices so hopeful it will guide your purchases in the future
Corennus wrote: Captain Valeric Justinius
Relic Blade
Storm Shield
Artificer Armour
Relic blade and Storm shield are great
Command Squad Kel
Sergeant w/ Power Fist and Storm Bolter
Company Champion
Apothecary w/ Plasma Pistol
Standard Bearer w/ Plasma Pisotl
Veteran w/ Thunder Hammer & Storm Shield
command squads are great way to mass a bunch of plasma guns, they make a sub par assault unit. Plasma Pistol are the most over priced upgrade in the SM codex
Command Rhino
Hunter-Killer Missile
Extra Armour
I never take extra armour or HKs on Rhinos not worth the investment
Terminator Squad Rico
Sergeant w/ Power Sword & Storm Bolter
x 1 Terminator w/ Assault Cannon / Power Fist
x 3 Terminators w/ Power fist / Storm Bolter
Assault Terminators are better but if it's what you got they are ok. I would add a chainfist in there somewhere tho.
Dreadnought Leto
Flamer
Twin-Linker Lascannon
Dreadnought Parthus
Multi Melta
Storm Bolter
If you looking for a Backfield dread to sit and shoot the Dakka Dread is king (2 TL ACs)
Tactical Squad Varrus (10 SM)
Sergeant w/ Power Sword
Plasma Gun
Heavy Bolter
Tactical Squad Arvel (10 SM)
Sergeant w/ Plasma Pistol & Chainsword
Flamer
Plasma Cannon
Tactical Squad Berncolt (5 SM)
Sergeant w/ Chainsword
Teleport Homer
Flamer
The obvious is you need some kind of transports. Again with the plasma pistol they are to expensive and can kill your Sgt. I have yet to have a heavy bolter out preform a Missile Launcher. You can't take a Flamer with a 5 man squad
Assault Squad Sage
Sergeant w/ Power Sword & Combat Shield
Assault Marine w/ Plasma Pistol
x3 Assault Marines w/ chainswords
Assault Squad Alcarius
Sergeant w/ Lightning Claws
Melta Bombs
Assault Marine w/ Flamer
x 3 Assault Marines w/ chainswords
5 man assault marines will not fair well beef them up to 10 man. Combat Shields are pointless. Drop the Plasma Pistols and take Flamers
Devastator Squad Orrus
Sergeant w/ Bolter and Signum
x 4 Missile Launchers
Devastator Squad Cretalo
Sergeant w/ Bolter and Signum
x 4 Missile Launchers
These both need max'd out to 10 man so you don't start loosing your Heavy weapons the first time they get shot at
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![[Post New]](/s/i/i.gif) 2010/04/21 15:05:36
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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Ok.......first off. You CAN take flamers with 5 man tac squads.
Second. Thank you for the advice! Nice to get something I can work with.
The Command Rhino I prob will lose the extra armour and HK, but that's what I modelled it with...
Command Squad:
Since they're supporting the Captain, and the Captain is a close combat model i've gone for the options that I think give most combat effectiveness to the squad.
I may be totally wrong. Yes I could take a plasma gun heavy squad, but then i'd be left floundering in close combat where i'm planning on having the command company.
Giving the Apothecary and Standard Bearer Plasma Pistols is a risk I know, but the idea of them shooting through anything is too good to miss....
The Terminators.....I could give one of them a chainfist...
(I do have an assault teminator squad but I just LOOOOOOVE Assault cannons, and besides I don't have a land raider so no point)
Tactical squads:
I'm leaving the anti armour weaponry to my Dev squads so that I can have anti infantry heavy weapons.
Yes Rhinos would be nice, but haven't got them.
Assault Squads:
Either I take one assault squad of 10 men (difficult when I have two sergeants, unless i have the power sword count as a chainsword...) or I leave them at 2 squads.
I'm not expecting them to survive, all I need them to do is soften up the enemy before my tac squads arrive, and having 2 squads gives me more freedom.
Devastators:
oh yes, having a 10 man squad would be nice. lets' see how many points that is...
230 points per squad.... so if I take 2 like I want that's 460 points....
I'm trying to keep the points down here!
Having them in cover should help more than extra bodies to take wounds for them. Again, they're really most useful to me near the start of the game, taking out enemy armour.
Why are combat shields pointless?
Plasma pistol on sergeant is a risk. but I want to see how he pans out. I can always stick a combi-plasma on him....
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![[Post New]](/s/i/i.gif) 2010/04/21 17:12:57
Subject: 2000 pt Space Marine Strike Force
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Ultramarine Chaplain with Hate to Spare
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Ok.......first off. You CAN take flamers with 5 man tac squads.
You really can't.
Otherwise I'd pretty much follow Chaos' advice to the letter. Working with the models you have adding a Missile launcher to the TL- LC dread would fit far better than DCCW and flamer. Shove that arm onto the MM dread as it will complement his close support role far better.
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![[Post New]](/s/i/i.gif) 2010/04/21 17:15:00
Subject: Re:2000 pt Space Marine Strike Force
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Whiteshield Conscript Trooper
Hell
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This is an excellent army for what you have. It's big, excellently upgraded, and it's sure to bring hell to the board. I like the fact that you have such a massive army for 2000 pointsw without it being dropped down because of the sort of upgrades you apply to your forces.
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 Level up Adoptable!
57th Cadian "Hammer of the Emperor" - 600 points. (IG codex) Aurora - 1000 points. (Regular Marine codex) |
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![[Post New]](/s/i/i.gif) 2010/04/21 17:19:34
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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Eek. Yes I see.
Dreadnought:
I did have him set up as a ML / LC dread. but to support the other dread in CC I thought giving him a Combat Fist would be better.
The main thing I saw was the assault squads and dev squads need more bodies. But I haven't got the points!!!
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![[Post New]](/s/i/i.gif) 2010/04/21 17:28:57
Subject: 2000 pt Space Marine Strike Force
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Ultramarine Chaplain with Hate to Spare
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I did have him set up as a ML / LC dread. but to support the other dread in CC I thought giving him a Combat Fist would be better.
The main thing I saw was the assault squads and dev squads need more bodies. But I haven't got the points!!!
If you wnat him to properly support the other dread then dump the lC and give him a MM or Assault Cannon so he can be close range too.
In terms of bodies yes those 4 squads need far more. Devs are very over priced for what they bring to the table maybe Preds would be better and would free up the points to push the assault squads to 10 men. A 5 man assault squad hits no harder than 5 scouts...
If you want to stick with the devs then dump the assault squads so you can bulk up the dev squads to 10 men. Basically I don't think you have the room for 2 full squads of each. Certainly not wihtout massively reducing your other options.
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![[Post New]](/s/i/i.gif) 2010/04/21 17:36:40
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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Dumping assault squads.
And I really don't want to reduce my other forces.
Only one problem. Will I have enough marines to do it!! not sure.
I have a few spare bits in my kitbash box and some others lying around, but I doubt they'll be painted in time.....
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![[Post New]](/s/i/i.gif) 2010/04/21 17:49:51
Subject: 2000 pt Space Marine Strike Force
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Ultramarine Chaplain with Hate to Spare
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Get a few boxes of the snap fit guys, spray them black spray then the chapter colours and then go from there...
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This message was edited 1 time. Last update was at 2010/04/21 17:50:14
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![[Post New]](/s/i/i.gif) 2010/04/22 09:21:43
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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It's alright i've solved it. i'm only taking 2 tactical squads and I have 5 done, so i'll just take some guys from the tac squads for this game.
SOOOOOO.....(drum roll)
NEW IMPROVED ARMY LIST
Captain 160
Command Squad (same weapons) 238
Command Rhino 50
Extra Armour
Terminator Squad (same weapons) 230
Dreadnought Leto (ML. A Cannon) 125
Dreadnought Parthus (same weapons) 105
Tac Squad Varrus (same weapons) 195
Tac Squad Arvel (Combi-plasma for Sgt) 185
Assault Squad Alcarius (10 SM) 250
Dev Squad Orrus (10 SM) 230
Dev Squad Cretalo (10 SM) 230
TOTAL: 1998
More durable Dev Squads. A full assault squad for lightning strikes that will actually work this time (over 20 attacks an assault turn!! WOOHOO!!). Extra Armour for Rhino so the chances of it being stunned by glancing hits are lessened (need it to keep moving!).
Oh and Dreadnought Leto now has long range (missiles) and anti infantry (Assault Cannon) so the two dreadnoughts can take on just about anything.
All I have to do now is finish painting the last 3 Assault Marines. Attach the missile launchers to Squad Cretalo (and paint the arms and launchers) and voila.
Let the critique begin again lol
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![[Post New]](/s/i/i.gif) 2010/04/22 09:27:31
Subject: 2000 pt Space Marine Strike Force
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Stubborn Dark Angels Veteran Sergeant
Lost in the warp while searching for a new codex
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you have 400pts of units inside of your only AV11 transport. It will not last one round. You need more armour on the board.
Your assault squad will pump out 30 attacks on the charge...
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I cannot believe in a God who wants to be praised all the time.
15k
10k |
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![[Post New]](/s/i/i.gif) 2010/04/22 09:40:05
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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I only have one rhino model tedrur. I have no other armour.
I'm not expecting the rhino to survive. All I need it to do is get the command squad and captain close enough to the enemy so the Captain can really wade in with his close combat loadout.
I'm not doing what I did in my last game and sitting back waiting to be blasted by long range artillery (I hate vindicators)
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![[Post New]](/s/i/i.gif) 2010/04/22 15:03:31
Subject: 2000 pt Space Marine Strike Force
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Tower of Power
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Honestly the command squad is costing too much and not giving you any benefit. The storm shield isn't worth taking along with the thunder hammer as assault terminators can do a better job. Just bite the bullet on command squads (like I said) and get assault terminators instead. Btw their rhino doesn't need extra armour either. Drop the h-k, you only take h- ks en masse.
Why missile launchers and assault cannons for? Sure you can have frag but against vehicles you're hoping to get rending to do damage, plus the ranges are half. You want good anti infantry and vehicle popping tank a cheap rifleman dreadnought; which is 2 x autocannons
Tactical squads should be split into combat squads so you can fire the heavy weapon, so because 5 marines don't get into combat don't take a power weapon - get a combi weapon to boost the units shooting abilities. You also need a transport for them as pointed out already
Assault squads take in pairs or a single will get blown out the sky or make assault with heavy losses.
What you could do on the dev squads is take a full 10 man squad and then combat squad them. You then have 2 missile launchers per squad and have 3 bodybags for them. This will cost about the same as the two squads your taking, but obviously you lose a bit of fire power. What you could do providing you have the points is get a thunderfire cannon which will complement the devs, your list and also bolster defences for combat squads
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/22 15:48:20
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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Well i'll see how my army as it stands pans out.
I'm not buying any new stuff for a while, so thunderfire cannon is a bust.
The Command Squad.....yeah yeah it's expensive (238 points), but I'm gonna take it and see what it does.
Assault squad: haven't got enough guys with jump packs to do a viable double assault force (much as i'd like to), so they'll be for a "Charge of the LIght Bridgade!" or to mop up squads the tactical marines have taken apart with bolter fire.
Dev squads. I can combat squad them, but then i'd be in same position as I was with my two 5 man squads. If i'm not careful my missile launcher guys start racking up wounds. At least with a 10 man squad the wounds go on the bolter guys.
Dreadnoughts: Haven't got autocannons!
I might change his loadout to assault cannon and powerfist, and leave the anti armour to the melta dreadnought.
Rhino......it's 15 points. not much I can do with 15 so stuck it on the rhino as extra armour.
Tactical Squads: I'm not planning on getting them into close combat much until I have to, and therefore keeping them in full squads (yes i'm prob gonna lose but i'm gonna love learning!)
I'm REALLY reticient about taking assault terminators because I HAVEN'T GOT A LAND RAIDER. and deep striking is an idea, but that leaves the captain without a support unit for a while.
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![[Post New]](/s/i/i.gif) 2010/04/22 16:24:48
Subject: 2000 pt Space Marine Strike Force
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Tower of Power
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You will be in the same position with the dev squads but the point is you get more bodybags. Atm you get 1 bodybag and then you're losing missile launchers with combat squads you've got 3 bodybags per squad before losing the two missile launchers; much better.
I know they haven't got autocanons; they have assault cannons. I am suggesting taking a rifleman dreadnought which is two autocannons.
I'd rather put a plasma pistol on the assault squad for some punch rather than extra armour. At least it will help you.
If you don't plan on getting tactical squads into combat then why take a power weapon? If they avoid combat then the power weap will never be used which is a waste of points. If you keep them in full squads remember you cannot move and shoot heavy weapons so you'll be moving to get the flamer into range and never firing the heavy weapon. This is bad weapon synergy as they do not work together well. You want weapons which can move and shoot not ones which hold eacgh other back.
Don't take assault terminators unless you've got a land raider btw. Don't deep strike assault terminators!
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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 |
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![[Post New]](/s/i/i.gif) 2010/04/22 17:01:16
Subject: 2000 pt Space Marine Strike Force
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Eternally-Stimulated Slaanesh Dreadnought
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Ok....well that's easy since I have a plasma pistol on one of my assault guys already...
And I may combat squad my tac squads. The sergeant with the close range guy charging into combat while the other hangs back blasting....
And yeah, assault terminators SUCK in that regard.
Which is why i'm not taking them.
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![[Post New]](/s/i/i.gif) 2010/04/23 13:03:59
Subject: 2000 pt Space Marine Strike Force
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Tower of Power
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Good. You're learning young padawan! Check www.imperiusdominatus.com for more tactica goodness!
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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 |
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