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![[Post New]](/s/i/i.gif) 2010/07/07 16:10:38
Subject: 1500 Marines
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Perfect Shot Dark Angels Predator Pilot
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I've been looking around for 1500 point lists to use for my green marnies that are Semi-competative and with some units that are fun to model. So I've come up with this one and would love some feedback/advice.
Cassius 125
7 Sterngaurd w/C-Plas/C-Melta/2xMG/PF/HF Rhino
Dreadnought w/LC&SB
Dreadnought w/AC&HF
Tactical squad w/PG/LC/C-Flamer Rhino 230
Tactical squad w/MG/LC/C-Melta/M-Bombs Rhino 225
Landspeeder MM/HF
Landspeeder Typhoon
Dakka Pred
Dakka Pred
Dakka Pred
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![[Post New]](/s/i/i.gif) 2010/07/07 16:15:55
Subject: 1500 Marines
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Longtime Dakkanaut
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Hmmmm, You have alot of anti armor in the Predators and the Tactical squads, I think this makes the dreads alittle more redundant. I would suggest switching the dreads out for Ironclads instead, it will give you some CC ability.
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![[Post New]](/s/i/i.gif) 2010/07/07 16:21:50
Subject: 1500 Marines
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Eternally-Stimulated Slaanesh Dreadnought
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Consider changing the MM/HF OR the Typhoon to match the other landspeeder. Right now they're diff roles so can't support each other so much.
Twin Typhoons are expensive, but give you long range.
Twin MM/HF would be a nightmare for troops or armour. BUT, they would be a "suicide" unit Automatically Appended Next Post: Why are you taking Cassius btw?
He doesn't impart FnP to a unit, just himself. And while he's cheaper than a terminator Chaplain I'd take a normal chaplain instead if you're set on a chap.
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This message was edited 1 time. Last update was at 2010/07/07 16:25:46
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![[Post New]](/s/i/i.gif) 2010/07/07 16:33:58
Subject: 1500 Marines
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Perfect Shot Dark Angels Predator Pilot
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I've never used ironclads but from what I can see from the statline they have 3? attacks on the charge when equipped with DCCW and Seismic hammer. Needing 4's to hit.
The only appeal I can see to having walking ironclads over vanilla dreads is the having FA 13... becuase this makes it a bit harder for powerclaws or powerfists to destroy it in assault, but its still pretty easy for MC's and melta guns to tear it a new one. So it seems to me to be a firemagnet/tarpitting unit. Which is basically what a normal dreadnought can do (not as well I know) but at least they can shoot back.
But I'm new so if you think I'm being silly please sell me those ironclads =)
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![[Post New]](/s/i/i.gif) 2010/07/07 16:41:32
Subject: 1500 Marines
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Bounding Ultramarine Assault Trooper
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Two ironclads in pods dropped into a Mech-heavy armiesdeployment Zone first turn can and will cause havoc
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Mistress of minis wrote urity seals of course! Sorta like a man-kini....only more zealous... |
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![[Post New]](/s/i/i.gif) 2010/07/07 16:42:52
Subject: 1500 Marines
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Perfect Shot Dark Angels Predator Pilot
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Corennus wrote:Consider changing the MM/HF OR the Typhoon to match the other landspeeder. Right now they're diff roles so can't support each other so much.
Twin Typhoons are expensive, but give you long range.
Twin MM/HF would be a nightmare for troops or armour. BUT, they would be a "suicide" unit
Automatically Appended Next Post:
Why are you taking Cassius btw?
He doesn't impart FnP to a unit, just himself. And while he's cheaper than a terminator Chaplain I'd take a normal chaplain instead if you're set on a chap.
I was taking two different speeders becuase I couldnt decide which loadout I prefered. Its nice to have the choice to suicide multi-melta a LR or BW to death. When I model them up I guess I'll have to magnetize them so I can try different set-ups.
Cassius is in there becuase I guess I just like the character, I'm quite fond of the kitbashed model I've made of him and he gives a shooty squad a little counter assualt ability. A libby might be a possiblity tho. Cant think of any other HQ's that would fit into this list.
Who would you use for a HQ in this list?
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![[Post New]](/s/i/i.gif) 2010/07/07 16:43:00
Subject: 1500 Marines
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Tower of Power
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The sternguard are messed right up. You're paying for the special ammo but dropping it by getting a heavy flamer and meltagun, you want those weapons get more combi it would be cheaper. Also ditch the fist because sternguard are a shooting unit; not assault.
Dreads should have the same load out, atm you've got a autocannon and a lascannon. If you're going autocannons go double autocannons.
First tactical squad doesn't do if burning infantry or unleashing plasma on the tough stuff. Second squad is ok.
Change the speeders to be the same as corennus said.
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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 |
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![[Post New]](/s/i/i.gif) 2010/07/07 16:44:04
Subject: 1500 Marines
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Perfect Shot Dark Angels Predator Pilot
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Zarake wrote:Two ironclads in pods dropped into a Mech-heavy armiesdeployment Zone first turn can and will cause havoc
Which means I'd have to find about 80 points for the pods. I just dont really like drop pods either =\ Automatically Appended Next Post: mercer wrote:The sternguard are messed right up. You're paying for the special ammo but dropping it by getting a heavy flamer and meltagun, you want those weapons get more combi it would be cheaper. Also ditch the fist because sternguard are a shooting unit; not assault.
Dreads should have the same load out, atm you've got a autocannon and a lascannon. If you're going autocannons go double autocannons.
First tactical squad doesn't do if burning infantry or unleashing plasma on the tough stuff. Second squad is ok.
Change the speeders to be the same as corennus said.
Well becuase I'm indecisive I'm trying to make the sterngaurd a jack of all trades unit, the MG's are simply becuase combi-meltas are a pain to get hold of.. maybe I should drop the HF..
It seems like I'm having a crisis between 1-Making units do one thing good and 2-Satisfying my need to make diferent models/have them be able to do a few diferent things..
Thanks for all the feedback its given me plenty to think about
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This message was edited 1 time. Last update was at 2010/07/07 16:49:32
3000 Points
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![[Post New]](/s/i/i.gif) 2010/07/07 16:51:33
Subject: Re:1500 Marines
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Fresh-Faced New User
Ohio
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As and Iron Hands player I love my Ironclads.
Drop podding them within 6" of and armor line the first turn causes more problems for your enemy
than they can deal with. First you have a Meltagun to shoot if your within the 2D6 range if not, you
can opt to fire one or both hunter killer missles at the side armor of a vehicle. I often play IG so all
the armor is in a squad so then you assualt. Depending on your load out you could have 4 cc attacks
all at strength 10 with a seismic hammer that adds +1 to the damage table or a chainfist that gives you
2D6 armor penetration. Plus assualting a vehicle your rolling against the rear armor so unless you just
suck at rolling dice the strength 10 is a red carpet to victory...Then you just turn and assault his infantry
for a sweeping advance.
Ironclad = Win
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![[Post New]](/s/i/i.gif) 2010/07/07 17:00:50
Subject: 1500 Marines
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Boosting Ultramarine Biker
Saco, ME
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Ironclads are very nice, but are hardly a "close combat unit". They get 4 attacks on the charge when armed with DCCW+Hammer. Two kills a turn, most likely. Great for tarpitting a unit without meltabombs or a powerfist/klaw, though. Not even krak grenades can hurt an Ironclad.
I had one dropped via pod in my backfield last game, and it survived the whole 7 turns. Any time I landed a hit on it, it refused to die. I was rolling 1s and 2s for damage the whole game against the stupid thing.
I personallly hate pods, and will be marching MY Ironclad downfield, right down the enemy's gut. It'll soak some anti-tank fire that could be instakilling my bikers.
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![[Post New]](/s/i/i.gif) 2010/07/07 17:01:53
Subject: 1500 Marines
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Perfect Shot Dark Angels Predator Pilot
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So I'd need to find 120 points for the drop pods/HK Missiles?
Where you think I should cut that ammount of points?
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This message was edited 1 time. Last update was at 2010/07/07 17:03:12
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![[Post New]](/s/i/i.gif) 2010/07/07 17:05:05
Subject: 1500 Marines
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Tower of Power
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Holy~Heretic wrote:
Automatically Appended Next Post:
mercer wrote:The sternguard are messed right up. You're paying for the special ammo but dropping it by getting a heavy flamer and meltagun, you want those weapons get more combi it would be cheaper. Also ditch the fist because sternguard are a shooting unit; not assault.
Dreads should have the same load out, atm you've got a autocannon and a lascannon. If you're going autocannons go double autocannons.
First tactical squad doesn't do if burning infantry or unleashing plasma on the tough stuff. Second squad is ok.
Change the speeders to be the same as corennus said.
Well becuase I'm indecisive I'm trying to make the sterngaurd a jack of all trades unit, the MG's are simply becuase combi-meltas are a pain to get hold of.. maybe I should drop the HF..
It seems like I'm having a crisis between 1-Making units do one thing good and 2-Satisfying my need to make diferent models/have them be able to do a few diferent things..
Thanks for all the feedback its given me plenty to think about
You can get combi meltas from captain bitz btw. But even easier is cut the end off the meltagun and stick it on the bolter; simple combi melta! You shouldn't make them jack of all trades because they then become master of none. Anti infantry fire power is what they do.
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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 |
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![[Post New]](/s/i/i.gif) 2010/07/07 18:56:22
Subject: 1500 Marines
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Ultramarine Chaplain with Hate to Spare
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I'd never take a meltagun or special weapon on Sternguard always take the combi instead, cheaper does the same job and ensures you keep the special ammo which you are paying for. As Mercer says making a combi-melta is the easiest thing in the game cut end off boleter and Melta gun and then glue onto end of bolter, presto combi-melta  .
Heavy Flamers do work well though in the squad and really help with their primary role - short ranged anti-infantry fire.
I'd double up both your Landspeeders and Dreads so you get redundancy. As is if one dies you lose a roll that might be vital and the other is unable to fulfill that role whilst your opponent can easily priority which dread or LS is the main threat to his army type.
In the first tac squad you should either take a combi plas or a flamer so both weapons match otherwise one is likely to be wasted and the other likely to fail in it's task. I'm not convinced the Lascannons are a great way to spend points either. Unless you are combat squading they will rarely fire and the Missile launcher will give you almost the full benefit but with added anti-fantry fire power too, and not cost you any more points. For me it is the better weapon for a Tac squad unless you are going gunline.
You lack long ranged Anti-tank so unless you equipe your dreads for that I thin you be better off with 2 AC/ LC preds than the 3 Dakkas. If you want the 3 dakkas then I'd advise making both your LS and Dreads concentrate on anti-tank firepower.
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