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) 2010/06/04 04:02:33
Subject: Space Marines 2000, List Review before battle
|
 |
Fighter Ace
|
I'm taking on another player of Space Marines this weekend.... he'll likely bring a pair of land raiders loaded with terminators with a terminator chaplain within, a small amount of rhino spam, and a few other assorted items. I saw his 'Ard Boys models laid out that way at least.
Here's what I'm bringing.
HQ:
Shrike
Jump Chappy w/ Melta Bombs
Elites:
Dreadnought - Assault Cannon, DCCW, Drop Pod
Dreadnought - Multimelta, DCCW, Drop Pod
These two Drop First turn and hit vehicles or MCs. They're cheap and expendable for a reason.
Troops:
5 Scouts - Snipers, Heavy Bolters (Infiltrate, Snipe away)
5 Scouts - Sarge w/ Power Fist, Melta Bombs (Infiltrate, First Turn Assault, KILL THAT LAND RAIDER)
10 Marines - Flamer, Plasma Cannon, Rhino (I'd like this to be Melta, Missile Launcher, but I'm a big fan of WYSIWYG and I found out my melta guy is actualy a combi-melta guy. Not a BIG deal but...)
10 Marines - Flamer, Lascannon, Drop Pod (Combat Squad, Lascannon starts on board, other 5 come on on objective or as an assist unit late game.)
Fast Attack:
10 Assault Marines - Power Fist (Shrike, maybe Chaplain, infiltrate, first turn assault)
10 Assault Marines - Power Fist (Follow up behind first wave, HQ(s) join squad as it approaches (leaving the weakened one on it's own) and proceed to rip into things.
2 Speeders - Typhoon, Heavy Bolter
Heavy Support:
Dakka Pred
Dakka Pred
What do you think, and is there anything different you might do?
|
Started wargaming with heroscape. Who says kids can't be generals?
Tournament Results:
Space Marines 2-1-0
In Soviet Russia.... you go to Gulag.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/04 04:45:31
Subject: Space Marines 2000, List Review before battle
|
 |
Fixture of Dakka
|
Pvt. Jet wrote:Shrike
Jump Chappy w/ Melta Bombs
Dreadnought - Assault Cannon, DCCW, Drop Pod
Dreadnought - Multimelta, DCCW, Drop Pod HF under the arm?
Pvt. Jet wrote:
5 Scouts - Snipers, Heavy Bolters (Infiltrate, Snipe away)
5 Scouts - Sarge w/ Power Fist, Melta Bombs (Infiltrate, First Turn Assault, KILL THAT LAND RAIDER)
5 ain't enough. They ought to be the full 10 to survive getting to the LR.
Pvt. Jet wrote:
10 Marines - Flamer, Plasma Cannon, Rhino (I'd like this to be Melta, Missile Launcher, but I'm a big fan of WYSIWYG and I found out my melta guy is actualy a combi-melta guy. Not a BIG deal but...)
10 Marines - Flamer, Lascannon, Drop Pod (Combat Squad, Lascannon starts on board, other 5 come on on objective or as an assist unit late game.)
I'd definitely get over the WYSIWYG and proxy the flamers as meltas.
Pvt. Jet wrote:
Dakka Pred
Dakka Pred
What do you think, and is there anything different you might do?
The Dreads, scouts and couple LasCans won't do enough to the two LRs. Meltas in the tacticals are a must.
Instead of a Chap, bring a libby jumper with Null Zone. Those TH/ SS termies are gonna womp ya, unless you castrate 'em.
Anyway you slice it, you're going to be proxying.
|
"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.
"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013
Quitting Daemon Princes, Bob and Fred - a 40k webcomic |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/04 05:00:49
Subject: Space Marines 2000, List Review before battle
|
 |
Fighter Ace
|
So I'm gonna have to drop a Typhoon, fine, I suppose, the Preds cover the same weakness in army. So, here are some options I could do...
I'm deciding whether to go 10 man scout squad w/ melta bombs, or to go two 5 -man squads with melta bombs. It would double my number of hits, but also double my KP, and leave me hurting if I get assaulted (I hope for them to do SOME tying up of enemy forces.
Also, could put a combi-melta on my Scout power fist sarge, or on the Combat Squad in the Drop Pod. Will definitely be bringing back the meltagun in the rhino.
As for the dreads, I did not put Heavy Flamers under the arms because their primary purpose is vehicles... points being tight, the few I saved went elsewhere.
The librarian tip is a good one. If I keep his only upgrade to a jump pack, he'll still be 5 more than the chappy, but rerolling invulnerable saves sounds awesome... and I can take two powers right? Just not use them both? Avenger might be useful too....
|
Started wargaming with heroscape. Who says kids can't be generals?
Tournament Results:
Space Marines 2-1-0
In Soviet Russia.... you go to Gulag.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/04 05:14:25
Subject: Space Marines 2000, List Review before battle
|
 |
Fixture of Dakka
|
Pvt. Jet wrote:So I'm gonna have to drop .....
Whichever way you slide stuff around, try to max your meltas.
Pvt. Jet wrote:The librarian tip is a good one. If I keep his only upgrade to a jump pack, he'll still be 5 more than the chappy, but rerolling invulnerable saves sounds awesome... and I can take two powers right? Just not use them both? Avenger might be useful too....
Right and Right. An Epistolary gets pricey, but Null and Avenger will make him your MVP. He'll smoke lotsa MEq with the Avenger's AP3, and Null, well, those StormShields need to malfunction to give your tacticals and jumpers a chance.
|
"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.
"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013
Quitting Daemon Princes, Bob and Fred - a 40k webcomic |
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/04 05:32:51
Subject: Space Marines 2000, List Review before battle
|
 |
Fighter Ace
|
Melta Melta melta. Thanks for the help! I'm going to repost the list one more time, but I think this'll be the best tweak for the models I have (Chaplain WILL be subbing as a Libby though)
HQ;
Shrike
Libby - Jump, Avenger, Null Zone
Elites:
Dread - Melta, DCCW, Drop
Dread - Asscan, DCCW, Drop
Troops:
Sniper Scouts - HB
Suicide Scouts - Melta Bomb
Slightly better suicide scouts - Melta Bomb, Power Fist
Marines - Melta, Missile, Rhino
Marines - Melta, Lascannon, Drop
FA:
10 Assault - Pfist
10 Assault - Pfist
1 Typhoon Speeder
HS:
2 Dakka Preds
I need to playtest this a bit more... I'm not sure which combination of two HQs I should take between Shrike, Jump Libby, and Jump Chappy. Jump Libby can approach shrike in price and effectiveness... but having fleet really benefits my assault heavy army to get into combat quicker.
|
Started wargaming with heroscape. Who says kids can't be generals?
Tournament Results:
Space Marines 2-1-0
In Soviet Russia.... you go to Gulag.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2010/06/05 05:55:02
Subject: Space Marines 2000, List Review before battle
|
 |
Fresh-Faced New User
|
I'd swap the missile & las in your tac squads. It more expensive and you should try to keep it around longer, unless you plan to have the rhino charging into battle and never the the las a chance to fire.
|
This message was edited 1 time. Last update was at 2010/06/05 05:55:14
|
|
 |
 |
|
|