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![[Post New]](/s/i/i.gif) 2010/04/27 20:48:27
Subject: 1500 mech marines, new to SM
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Fresh-Faced New User
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I'm looking to kill a mid range nid list.
HQ
Libby + term armor (riding with terms in LR)
Troops
2 x 5 man tac squad + vanilla razorback
2 x 10 man tac squad (ML/flamer) + vanilla rhino
1 x 5 man scout squad + HB
Elites
5 man TH/SS terms (riding in LR)
Heavy support
LR - Redeemer
2 x Whirlwind
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![[Post New]](/s/i/i.gif) 2010/04/27 22:29:04
Subject: Re:1500 mech marines, new to SM
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Nurgle Veteran Marine with the Flu
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Perhaps if you could give us some additional information about what you're going up against we could help you better. Right now, as it stands, your list is weak and non-competitive. Against a decent list with a player who has some savvy you would be in major trouble. Whirlys are made of glass and shame. They're dirt cheap, yes, but there are better things you can get that are just way tougher. A dakka pred would suit your purposes and wouldn't get blown away by a strong wind. It's an 85 point, AV13 vehicle with 8 high str low ap shots. If your opponent takes Hive Guard those Whirlys are as good as wrecked. Your low scoring body count, even for a marine list, frightens me. The scouts will die, laughably as well. Over 1/3 of your list is spent on a deathstar that, however scary, will get bogged by a whole mess of termagants and just kept in combat for a while if your opponent knows what he's doing. If your opponent fields Tervigon, most likely he does, those gants are as expendable as toilet paper at a 12 year olds slumber party. It appears to me as though you're really depending on that LRR owning the entire board. But, all it takes is one lucky hit from a Monstrous creature like a Carnifex or a rupture cannon to ruin your day and your list. The LRR has one range, short, so they'll get plenty of chances to do that.
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![[Post New]](/s/i/i.gif) 2010/04/27 22:37:03
Subject: 1500 mech marines, new to SM
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Dakka Veteran
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Rakx wrote:I'm looking to kill a mid range nid list.
HQ
Libby + term armor (riding with terms in LR)
Get rid of the terminator armor... you never want a librarian with assault terminators, because hes so weak in close combat... and your terminators will be in the heaviest close combat on the board. The librarian is almost a guaranteed casualty first round here. Take him without terminator armor, use powers avenger and null zone
Troops
2 x 5 man tac squad + vanilla razorback
2 x 10 man tac squad (ML/flamer) + vanilla rhino
1 x 5 man scout squad + HB
upgrade both of those vanilla razorbacks to pack lascannons and plasma guns. the librarian can ride with one of the short squads. Drop the scouts, they are dead weight. They will do next to no damage, and eat up points.
Elites
5 man TH/SS terms (riding in LR)
Heavy support
LR - Redeemer
2 x Whirlwind
a better investment would be 2x lascannon+autocannon predators. If you can bring down his tervigons, all gaunts within 6" take 3d6 str3 hits... which will eat a lot of them. Kill the synapse, then the rest of the swarm poses very little threat
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After the orbital strikes, Thunderhawk bombardments, Whirlwinds, Vindicators, fusion and starfire and finally Battle Brothers with flamers had finished cleansing the world of all the enemies of Man, we built a monastery in the center of the largest, most radioactive impact crater. We named the planet "Tranquility", for it was very quiet now.
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![[Post New]](/s/i/i.gif) 2010/04/27 22:44:35
Subject: Re:1500 mech marines, new to SM
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Fresh-Faced New User
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Sorry for the sketchy list here, my opponent has tons of the mid and smaller bugs and never uses the same list twice.
He normally fields some variant of the following:
HQ
Tyranid Prime
Troops
Warriors - usually 4 and grouped with the prime and a 2nd group with 4-5
Stealers - 8-20 he usually flanks with them
Gants - he takes these when he fields fewer stealers, usually in groups of 10-20 and usually 2 groups
Elites
3 zoanthropes
1-2 biovores
He doesn't have any MC's yet, but is planning on it.
As for the WW's, I have got him to fear these units and deploy them at the table corner furthest from where I want the action to be but close enough to support my advance. He almost always responds with a disproportionate amount of force to kill them
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This message was edited 1 time. Last update was at 2010/04/27 22:46:52
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![[Post New]](/s/i/i.gif) 2010/04/27 22:51:40
Subject: Re:1500 mech marines, new to SM
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Been Around the Block
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As a fellow noobie, take my advice with a grain of salt.
If this is what you own, and need to make work of, then thats a different story. Say so and we can work from there.
But if this is what you are looking to buy, get dakka preds (autocannon, heavy bolter sponsons), as these will definately help with most tyranid threats.
I personally don't like librarians (well, never a fan of magic ever either in any universe) I'd go with a more flexible unit like a captain, and kit him out with a relic blade at least.
As far as the land raider goes, you are going to want to move up as fast as you can, so a land raider crusader is better than a regular land raider, because the regular land raider needs to slow down a bit to get its full potential.
Welcome to space marines mate
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![[Post New]](/s/i/i.gif) 2010/04/28 00:14:19
Subject: Re:1500 mech marines, new to SM
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Fresh-Faced New User
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Hmm, what if i axed the LRR and took a squad of shooty terms....with an AC or cyclone. Attach the libby to them and deep strike both squads of terms?
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![[Post New]](/s/i/i.gif) 2010/04/28 01:12:55
Subject: 1500 mech marines, new to SM
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Mekboy Hammerin' Somethin'
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Ok you just got a ton of awful advice. So let me add my $.02
Rakx wrote:Libby + term armor (riding with terms in LR)
Librarians are awesome and they are even better in Terminator armour. But I would take a storm shield with him. Understand your Librarians psychic power are going to be very limited due to "Shadows in the Warp" but your psychic hood will be golden.
2 x 5 man tac squad + vanilla razorback
2 x 10 man tac squad (ML/flamer) + vanilla rhino
1 x 5 man scout squad + HB
You should arm your Razorbacks with either Assault Cannons or Lascannon- TL Plasmaguns. These will help you take down some of the high toughness bugs your gunna see. The only effective build outs for scouts are as Close combat units or to a lesser effect snipers. I would drop them in your case tho.
5 man TH/SS terms (riding in LR)
One of the best units but personally I would take a couple lightning claws also to help you when you stuck in with some smaller bugs
LR - Redeemer
2 x Whirlwind
The Redeemer has been considered the worst of the three flavors of Land Raiders and I agree. The Godhammer is my favorite but the Crusader would benefit you better. I don't like Whirlwinds for same points you can take a Dakka Predator ( AC w/Heavy Bolters) which perform much better especially against Bugs.
Hope I have been helpful
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![[Post New]](/s/i/i.gif) 2010/04/28 04:05:19
Subject: 1500 mech marines, new to SM
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Fresh-Faced New User
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your psychic hood will be golden
This is the entire reason I chose this HQ actually. Just as the nid player has become afraid of my WW, I have nightmares about the Zoan's.
As for the scouts and 2nd WW (I think keeping one on the board for the "I gotta take that out" mentality it evokes is worth it for the opportunity cost...the hive guard having to move up and shoot at it as my transports move up)...what would be the best way to spend those 170 pts? (at the moment i could fill it with: 2 land speeders / a venerable dread / a vindicator / or a full las cannon pread) -- no $$ to buy anything for a couple weeks, so i can only choose from what I have and we try to play WYSIWYG
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This message was edited 3 times. Last update was at 2010/04/28 04:23:18
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![[Post New]](/s/i/i.gif) 2010/04/28 04:58:46
Subject: 1500 mech marines, new to SM
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Slippery Ultramarine Scout Biker
Camp Pendleton CA
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Play your scouts as sternguard, the 125 point cost is insanely cheap for what they can do, put them in a razorback run them up the board and shoot the zoeys or any other insect that needs to die, or use the 45 left over to add 1 more and a bunch of combi weapons, wounds on 2+ with bolter shock makes my regular nid opponent crap his pants if he cant kill them quick, however you must MUST keep them out of range of an assault or they die quick. I have had loads of fun using my libby and gate to move my sterns in, shoot the snot out of bugs and gate away next turn, however I usually get em killed shooting the bugs that irritate me in concept rather than the bugs I should kill first. hope it helps.
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![[Post New]](/s/i/i.gif) 2010/04/28 05:22:54
Subject: Re:1500 mech marines, new to SM
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Dakka Veteran
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if you want to put down tyranids, land speeder typhoons are an amazing choice. with a heavy 2 48" missile launcher, a squadron of 2 typhoons has a range longer than most nids, but will seriously cripple or kill anything besides tyrannofexes.
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After the orbital strikes, Thunderhawk bombardments, Whirlwinds, Vindicators, fusion and starfire and finally Battle Brothers with flamers had finished cleansing the world of all the enemies of Man, we built a monastery in the center of the largest, most radioactive impact crater. We named the planet "Tranquility", for it was very quiet now.
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