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Made in gb
Newbie Black Templar Neophyte





Wales, UK

Hey all, I'm trying my BT as Vanilla marines later. This is my first go at knocking up a vanilla list so any advice would be appreciated.

HQ - Captain : Bolter, Auspex, Power Weapon

Troop 1 - Tac Squad : 10 marines : Power Fist, Bolters, Flamer, Missile Launcher

Troop 2 - Tac Squad : 10 Marines : Power First, Bolters, Flamer, Missile Launcher

Troop 3 - Tac Squad : 10 Marines : Power Weapon, Bolters, Plasma Gun, Las Cannon

Troop 4 - Scout Squad : 6 Scouts : Sniper Rifles, Heavy Bolter

Fast Attack 1 - Assault Squad : 5 Marines : Bolt pistols, CCW, Flamer, Power Weapon

Elite 1 - Assault Terminators : 5 Terminators : Thunder Hammers, Storm Shields

--Dedicated Transport - Landraider

Heavy Support 1 : Vindicator

From my workings this all seems legal and pops in at dead on 1500 points.

I'll be combat squading the tactical units. So in the event of picking up an objective game I've got 7 troop units in essence. I'm fighting Tyranids as bloody usual by the way.

What do you think?

- 1500 points
Won - 6
Drawn - 5
Lost - 8

Bleating and babbling we fell on his neck with a scream... 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

So...

Captain

115

Tac Squad 1: 185

Tac Squad 2: 185

Tac Squad 3: 205

Scout Squad: 98

Assault Squad: 125

Terminator Squad: 200

Landraider : 250

Vindicator: 115

Comes in at 1478 points.


Advice:

You've 22 points to spare......either drop some power weapons and get some transports for your tac squads....
or give your assault squad another man.


   
Made in gb
Veteran Wolf Guard Squad Leader





Bristol, England

I agree with Corennus about the transports personnaly I would drop the scout squad which with the points you missed out would probably get you 3 razorbacks with heavy bolters for some extra punch (120).

Also that assault squad is going to do very little so either keep the scouts and drop that or buy a predator with lascannon sponsors for the same points. Or a dreadnaught and drop pod.

DC:80S++G+M+B+IPw40k96#-D++A++++/fWD180R+T(T)DM+
Please check out my Wolves: http://www.dakkadakka.com/dakkaforum/posts/list/333299.page
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Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

if you're not going to take transports I'd do what I did in one of my games.

Change Captain to a Chaplain with jump pack.
Take out one tac squad and give the Assault Squad 10 guys.
Give the Assault Sergeant Lightning Claws.

You then have an Assault Squad that can support the Terminators and have rerolled failed rolls to hit.

On the charge they'll get....
11 normal attacks
10 added attacks for wielding two weapons (flamer guy can have bolt pistol in one hand)
10 added attacks for charging

Chaplain will have 4 attacks

So that's: 35 attacks on the charge!

And remember you can charge from 12" away with jump packs.
   
Made in gb
Newbie Black Templar Neophyte





Wales, UK

Corennus wrote:So...

Tac Squad 1: 185



Forgive me if I'm wrong but I'm getting my tac squads at 195

90 base, + 5 *16 for extra marines, + 25 for Power fist

90 + 80 + 25 = 195

- 1500 points
Won - 6
Drawn - 5
Lost - 8

Bleating and babbling we fell on his neck with a scream... 
   
Made in us
Longtime Dakkanaut





New Jersey, USA

Assult Marines are hard to use and easy to break in groups of 5, best to use them in groups of 10.

Vindicators in groups of 1 arent going to do much and givin your low vehicle count will be destroyed pretty quick, its best to run them in groups of 3. They are an amazing unit when you take three of them...

Chaplains are an awsome headquaters unit for a CC oriented army, If this was my list I'd be tempted to drop the vindicator in exchange for another Chaplin, and run a Chaplin with the assult squad and a Chaplin with the terminators.

I've never had much luck with a heavy bolter in a Scout Squad, YMMV but I'd strongly suggest takeing a missle launcher instead.

Power weapons on a tactical squad.....Are not worth it to me, its a large point commitment for a power weapon or a powerfist in a unit that isnt good in CC, they just dont get enough attacks. For example the tactical squads you have will only get 12 attacks if they are assulted. I think you'd be better giving the sergant a combi flamer or combi melta instead.

An alterniitive stratagy would be to drop the vindicator in exchange for some Razorbacks...

Anyways alot of this stuff is what I find works best for me, and that may not nessacarily be true for you. So I would recommend takeing some of the advice put forth here, but ultimatly finding out what works best for you.

Enjoy the Space Marines


 
   
Made in gb
Veteran Wolf Guard Squad Leader





Bristol, England

2 Chaplains in a vanilla Space Marine list is not a good combo you don't have an assault orientated army so stick with captains and Librarians or SC

DC:80S++G+M+B+IPw40k96#-D++A++++/fWD180R+T(T)DM+
Please check out my Wolves: http://www.dakkadakka.com/dakkaforum/posts/list/333299.page
Space Wolves Ragnars Great Company (4000)
Ultramarines IV Company (4000)
Cadia's Foot your Ass (3000)
Khorne's Fluffy Bunnies (2500)
Praetorian Titan Legion (3 big angry robots + 1 skinny tech priest)
High Elves, Empire, Dark Elves, Brettonians 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

woops. read Power Weapon as power first in my codex. aplogies

   
Made in gb
Death-Dealing Devastator





Very North Wales, UK

Corennus wrote:(flamer guy can have bolt pistol in one hand)

You need 2 close combat weapons for the extra attack

Corennus wrote:
And remember you can charge from 12" away with jump packs.

Jump infantry can only charge 6" like normal infantry.

Depending on your local meta game, transports for Vanilla Marines is a must, there is far too much stuff that can now negate power armour, especially when fighting nids, they will eat you up outside of a metal box
   
 
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