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Made in us
Fresh-Faced New User




My friend Mike and I play a 40k game every couple weeks or so. He uses Nids, and I use Spess Muhreens.

Most games ended up going with me winning because I just kept my marines and a few tanks hunkered down in a pretty secure spot in the terrain, and just bullethose his nids as they approaced. Recently he's started using his outflanking special rule pretty effectively, keeping me from just hosing down his army. It's about a 50/50 win rate now.

I decided to try making an army based on lots of mobility, so I could jump around unable to get hammered by a bumrush from the side of the board. The list I ended up with was this:

Librarian
-Epistolary
-Termy Armor
Powers: Gate of Infinity and the Avenger
175pts

5 man scout squadx2
Sgt has Power Fist x2
Other scouts have pistols and combat blades
200pts


Land Raider Redeemer
240pts

Land Speeder x4
Assault Cannon x4
Heavy Flamer x4
400pts

Generally, Mike will have a hive tyrant hide in the middle of a buttload of gaunts/hormagaunts, which will advance with fleet of claw. There will be a 3-thing squad of shooty warriors behind them, which tend to lag behind. He'll outflank with genestealers, his trygon, and ripper swarms, or have his trygon burrow up with the rippers while his genestealers outflank alone.

I was thinking that I'd have the Librarian teleport in between the warriors and the gaunt/tyrant swarm. The Librarian and scouts would unload from the Redeemer, unload into the warriors, and charge them while tank fired into the swarm or the tyrant, and the speeders zipped around and whittled down the horde, or try to take out the tyrant. If the Trygon burrow up near me, or we got too close to the edge and were unlucky enough to get charged from the side, everyone would mount up and turbocharge away, then stay out of range.

Basically, my strategy would be to try very hard to zip around out of charging range while whittling down the horde.

Does this sound feasible, or ridiculously bad? It's the first time I tried to make a list specifically for a tactics instead of just hunkering down with tanks and hoping for the best.

   
Made in us
Longtime Dakkanaut





New Jersey, USA

Wow, thats a low model count, 16 models.......

If your looking for mobility, I think youd be better off going with a standard Tactical Squad/Rhino Combo. Close Combat Scouts are pretty pathetic when actually played.

With your idea of putting the Librian and the scouts in the landraider, its going to take you a turn to do it as you cant start two different squads in the same transport.

I'm not sure you can take 4 landspeeders, isnt each one a Fast Attack slot within itself, and you can only take 3 fst attack slots.


 
   
Made in gb
Tower of Power






Cannock

You're gonna need more troops mate as 5 scouts in combat won't last 5 minutes. You've then lost objective games :(

Land speeders you can take is squads catyrpelius However it's something I wouldn't advise.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Fresh-Faced New User




Thanks for the input. I retooled the list completely.

I'm trying:

Chaplain
Jump pack
Plasma Pistol
Digital Weapons
140

Assault Squad (9 guys)
Sgt has 2 lightening claws
1 plasma pistol
202

Tactical Squad (Two squads with this loadout)
Heavy Bolter
Plasma Gun
Rhino
215 each

Sternguard Vets (5)
Razorback with:
Assault Cannon
Storm Bolter
210

I've never made a mobile army before, just gunlines, really. I don't have the experience to tell if I equipped this well.
   
Made in us
Fixture of Dakka





Los Angeles

Akashe wrote:I've never made a mobile army before, just gunlines, really. I don't have the experience to tell if I equipped this well.
If you want mobile, then give the rhinos 'blades as cruel dice gods love to see them get tracked on a shrubbery.

Generally, this set-up looks fun and bloody. Although, without a PFist or Relic Blade anywhere, his HT or 'fex is going to last all day long. At some point, he'll get clever enough to come up with a Mycetic Spore.

Digi-Weps on the Chap? Kinda over doing it.

IF you get to start defeating him regularly again, then recommend he make buggy drop pods and the games will even out again.

"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 
   
Made in us
Longtime Dakkanaut





New Jersey, USA

Id recommend droping the heavy bolters form the tac squads. Its a weapon that looks good on paper and on other units but it really under preforms and limits what you can do in a tactical squad.


Other then that, its a solid list.


 
   
Made in us
Fresh-Faced New User




Thanks for all the help with the list. I dropped the HBs and the digis, replaced the twin claws with a thunder hammer, and added dozer blades to the rhinos.

I'll be playing this game on Sunday, and will try and take pictures and writing up a battle report. We'll see how it goes!

This message was edited 1 time. Last update was at 2010/06/25 19:06:34


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I'd add another Sternguard Veteran and drop the Chaplain's digital weapon and plasma pistol.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
 
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