Switch Theme:

Space Marine 1500pt Army  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Great list.

I would suggest a few changes.

switch to 5 TH/SS termies. they are much more difficult to kill. most armies can bring enough AP2 weapons to force invulns and 5+ is simply not reliable. even though they will go at I1 they will survive to swing.

Transports will be very useful in objective missions. gunline is great in kill point missions, but with only a 1/3 chance of that a few rhinos are a good help. they make your units harder to kill too.

2 Whirlwinds is kinda meh. are you facing hordes? unless you are i really advise you not to take them(see my above post for reasons) if you would like versality 2 landspeeder Typhoons(heavy bolter and Typhoon Missile launcher, 2 krak or frag missiles) can lay down good anti-horde and anti-tank for a slightly cheaper price, and with greater survivability. they are fast skimmers and so can move 12", gain a 4+ save and fire all guns, or they can move flat out and get on the other side of the board really quickly.


I assume you will combat squad all your tac squads. Lascannons form gunline and sit on objectives while melta squads move up. at least give your sergeants a BP and CCW(its free) so the squads with out PFs get some CC punch. finally i would put the fists in with the melta gun squads as they will be going after tanks and the flamer and plasma gun will go after infantry and so could use extra attacks.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Jealous that Horus is Warmaster





London, UK

It's certainly stronger! I just can't bring myself to field a Tac squad under ten men. This is how I would run a similar list;-

DC_Ravenor wrote:HQ
Chaplain; Terminator armour, storm bolter = 130

Troops
Tactical Squad; 10 Marines, Lascannon, Meltagun, sarge with Powerfist and combi-melta, Razorback = 260

Tactical Squad; 10 Marines, Lascannon, Meltagun, sarge with powerfist and combi-melta, Rhino = 255

Tactical Squad; 10 Marines, Flamer, missile launcher, sarge with chainsword, boltpistol and melta bombs, Rhino = 210

Elites
Terminator Assault Squad; 5 Terminators, 2LC, 3TH/SS, Land Raider, Extra Armour, Multi-melta = 475

Heavy support

Whirlwind = 85

Whirlwind = 85

Total 1500


....Or you could drop all those powerfists and combi-weapons, take a Land Raider crusader and have enough points left over for another whirlwind, dakka predator or land speeder. Hope that helps!
   
Made in gb
Outraged Witness





I think I may magnetise the assault terminators so atleast their weapons are inter changeable. I do face a lot of armies with 4+ saves although I would like to think that if I came up against something more 3+ that I would be able to deal with them with massed fire power and I may struggle with objectives so putting a razorback or two back in may balance things out


ave dominus nox  
   
 
Forum Index » 40K Army Lists
Go to: