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![[Post New]](/s/i/i.gif) 2010/05/25 17:20:55
Subject: 1000p Space Marine Army, coments welcome
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Been Around the Block
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HQ
Librarian 100P
null zone, the avenger
TROOPS
Tac squad(10) 195P
searg, power sword + melta bombs
melta gun, missile launcher
Rhino, extra armour 50p
Tac squad(10) 195P
searg, power sword + melta bombs
melta gun, missile launcher
Rhino, extra armour 50p
Tac squad(5) 120p
searg power sword, melta bombs
Razorback, heavy flamer + extra armour 80p
Scouts 90p
sniper rifles, camo cloaks
HEAVY
Predator 120p
AC/LC
TOTAL=1000p
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![[Post New]](/s/i/i.gif) 2010/05/25 17:33:07
Subject: 1000p Space Marine Army, coments welcome
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Longtime Dakkanaut
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I've never had to much in the way of luck with Tactical Squads in close combat, so if this was my list I'd drop the PW and the melta bombs, get rid of the extra armor on the Rhinos and either fill out the 3rd tactical squad or take another predator.
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![[Post New]](/s/i/i.gif) 2010/05/25 17:47:48
Subject: 1000p Space Marine Army, coments welcome
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Been Around the Block
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well the plan with the tac squads is that they will be droped off within 12 inches of the enemy unit and then they will just rapid fire. Then normally the enemy unit might go and charge me. Or if that dousnt happen next turn i will shoot them with bolt pistols and assault.
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![[Post New]](/s/i/i.gif) 2010/05/25 17:56:21
Subject: 1000p Space Marine Army, coments welcome
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Longtime Dakkanaut
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Most armies will roll right over tactial squads in CC, especially if your not initiating the charge. If you are assulted you will only get 11 or 12 CC attacks out of a 10 man tactical squad.
You may want to consider Assult Marines, you loose the bolt gun, but you gain a extra CC attack per marine.
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![[Post New]](/s/i/i.gif) 2010/05/25 17:58:16
Subject: 1000p Space Marine Army, coments welcome
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Been Around the Block
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yeah but hopefully by the time ive rapid fired they should be quite weak
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![[Post New]](/s/i/i.gif) 2010/05/25 18:17:05
Subject: 1000p Space Marine Army, coments welcome
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Longtime Dakkanaut
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So lets look at the math then, you have 16 boltgun shots rapid firing in a 10 man squad(if you took heavy weapons), plus 1 melta shot from what I see in your list. So you have 17 shots althougher
Of them 2/3rd will hit
17 * .66 = 11.2
Assume your firing into a group with an average toughness of 3, then 2/3rd of your hits will wound
11.2 * .66 = 7.4
If the average toughness is 4 then 1/2 of your hits will wound
11.2 * .5 = 5.6
On average you can expect to deal 6 wounds to an enemy unit. Even if they just go to ground they should save atleast one wound. But expect to do less then that.
Now since you have just rapid fired at them they are withing 12 inches which meens your going to be assulted next turn.
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![[Post New]](/s/i/i.gif) 2010/05/25 18:23:18
Subject: 1000p Space Marine Army, coments welcome
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Been Around the Block
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yes and when i get assaulted i will have my power weapon ready
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![[Post New]](/s/i/i.gif) 2010/05/25 18:24:45
Subject: 1000p Space Marine Army, coments welcome
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Longtime Dakkanaut
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Yes you will have all 3 power weapon attacks...
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![[Post New]](/s/i/i.gif) 2010/05/25 18:25:41
Subject: 1000p Space Marine Army, coments welcome
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Been Around the Block
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i see what your saying though but atm i only have 2 rhinos
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![[Post New]](/s/i/i.gif) 2010/05/25 18:25:50
Subject: 1000p Space Marine Army, coments welcome
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Long-Range Land Speeder Pilot
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Catyrpelius wrote: get rid of the extra armor on the Rhinos
NO!!!!! Never get rid of extra armor, consider your rhinos as being 50 pts base (35 plus 15 ea)
Other than that, pfists are substantially better than psword/ melta and only 5 more pts. twin las head preds are better imho than auto las preds. i'd also take plasma instead of melta on the squads, but thats just my plasma bias
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You love it you slags!
Blood Ravens 1500 pts |
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![[Post New]](/s/i/i.gif) 2010/05/25 18:43:54
Subject: 1000p Space Marine Army, coments welcome
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Death-Dealing Ultramarine Devastator
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You will have a tough time agains Tanks I think.
Drop the scouts and 1/2 strength tac, add either a dakka pred or (just a suggestion) remove the libby and take a capt on bike and a bike squad.
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Nivondu
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![[Post New]](/s/i/i.gif) 2010/05/25 18:51:48
Subject: 1000p Space Marine Army, coments welcome
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Been Around the Block
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maybe i should drop the scout squad and make my tac squad in the razorback to 10 and add a lascannon and split into comabat squads. Do you think i should do that?
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![[Post New]](/s/i/i.gif) 2010/05/25 19:15:03
Subject: 1000p Space Marine Army, coments welcome
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Death-Dealing Ultramarine Devastator
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not a bad idea. It would give you a little more busting power. A better idea in my openion would be to drop the scouts, drop pwr sword and extra armor from the 5 man tac and take another AC/LC pred.
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Nivondu
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![[Post New]](/s/i/i.gif) 2010/05/25 19:29:34
Subject: 1000p Space Marine Army, coments welcome
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Been Around the Block
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yeah that would probably be a better idea but im only 14 som im not made of money and i only have 1 predator atm
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![[Post New]](/s/i/i.gif) 2010/05/25 19:33:25
Subject: 1000p Space Marine Army, coments welcome
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Longtime Dakkanaut
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Proxies are your friend, try out a bunch of different lists and see what works good for you. In a friendly game most people wont care if your drop pod is a cup or your useing a box top as a predator.
I have a friend that recently switched his IG army up, the last time I played him he was useing box tops and sprues to proxy Chimars.
Everyone is different, the list that I normally win with may not be a list that you'll win with and vice versa. While there are generalizations that can help a list, it all comes down to individual play style
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![[Post New]](/s/i/i.gif) 2010/05/25 22:03:20
Subject: 1000p Space Marine Army, coments welcome
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Infiltrating Broodlord
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I don't like so much this list, isn't bad but it is imo even too much "security". At 1000p Razorback rules and with some cut here and there you'll can insert also some interesting HV choice. In fact almost all army can manage to stop 2 Rhinos and the lonely Pred will not shot a lot of turns. Besides, 4 scoring units are good but maybe too much in a little selection like this.. I use this list when we play 1000p and even if it is just for fun 'til now it worked really well. HQ - Librarian, Null Zone + The Avenger. 100 T1 - 10x Tactical, PF+Flamer+ML+Razorback with LC+TL Plasmaguns (or simply TL LC)+mounted storm bolter. 280 T2 - 5x Tactical, Razorback with TL Heavy Bolter. 130 HV - Land Raider standard (or Redeemer + MM). 250 HV - Predator AC/sponson LC. 120 HV - Predator AC/sponson LC. 120 Obviously the Librarian will join the T1 and everybody will be enbarked on the Land Raider or, in non-kill-points games you'll can combat sq. the T1 to Librarian+PF+Flamer+3 Marines on the Land Raider and the ML+the others 4 Marines on the LC/TL Plasmaguns Razorback. A flexible list. I only had difficulty vs really fast army but at 1000 point even if you'll need some turn to catch them they will be not too dangerous anyway.
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This message was edited 3 times. Last update was at 2010/05/25 22:09:30
Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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![[Post New]](/s/i/i.gif) 2010/05/26 12:12:24
Subject: 1000p Space Marine Army, coments welcome
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Eternally-Stimulated Slaanesh Dreadnought
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Ummm my two cents:
Give Tac squads Plasma Cannons. They're more destructive against infantry than Missile Launchers on Frag, and can take down armour up to AV 13 (if you're lucky)
Give Razorbacks Assault Cannons to take care of infantry and open-topped vehicles.
Predator should be lascannoned up as force's anti armour unit.
Oh and don't bother with melta bombs on tac squads, the odds of getting a 6 when you need it is slim at best.
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![[Post New]](/s/i/i.gif) 2010/05/26 13:06:38
Subject: 1000p Space Marine Army, coments welcome
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Death-Dealing Ultramarine Devastator
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Dont take a LR. Sorry, it would make up 25% of your force and the points could be better spent elsewhere.
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Nivondu
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