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1000 Point Vanilla Space Marine Mech Army (Ultramarines 3rd Company)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Regular Dakkanaut





So, this is my first Foray into a Mech List for Marines. I've never even thought of doing a Mech list before, so I'd appreciate people's input. My Captain is going to be attached to the first squad, using their rhino as well, My land Speeder Squadrons, while being 3 seperate squadrons will generally stick together unless they have to peel off to take on specific threats, and will mostly be my main Anti Tank units. I appreciate suggestions, though I do have to stick to my 1000 points limit.


Librariann 103 Points
-Stormbolter

Sternguard Veteran Squad 195 Points
2x Meltagun, 2x Combi-Melta, 1x Combi Flamer
Rhino
[i]Stormbolter


Tactical Squad 225 Points
(10) Meltagun, Missile Launcher.
Rhino
Stormbolter

Tactical Squad 225 Points
(10) Meltagun, Missile Launcher.
Rhino
Stormbolter

Landspeeder Squadron (1 Model) 90 Points
Heavy Bolter
Typoon Missile Launcher



Landspeeder Squadron (1 Model) 90 Points
Heavy Bolter
Typoon Missile Launcher



Landspeeder Squadron (1 Model) 80 Points
Heavy Flamer
Multi Melta


Total 998 Points

This message was edited 5 times. Last update was at 2010/07/18 09:52:39


 
   
Made in us
Fixture of Dakka





Los Angeles

RayvenQ wrote:Captain 100 Points
-Bolter
-Power Sword
Give him back his bolt pistol. It allows him an add'l h2h with a PowerSword ... that ignores armor. Whereas the bolter gains him another shot ... that most things have an armor save against ... and would disallow him to assault, where his generally faster Init, superior WS, etc., put him as a rather dangerous model. Bolters for SM ICs are a bad thing.

RayvenQ wrote:
Tactical Squad 215 Points
Sergeant
7 Bolter Marines
1 Flamer Marine
1 Multi Metla Marine
Rhino
Stormbolter
This looked odd at first. How about posting it like : "Tacitcal, flamer, MM, rhino" -- pretty clean and easy, huh?


Anyway, for 1k, the typhoons and three tacticals seem a little weak, especially the shorter squad. I'd actually cut them out, PFist the other two sgts, ... add'l typhoons. And add EA or blades to the other rhinos to round it out. There's very little bite to the army, and just one or two MCs will ruin your whole day.

What are your model restrictions? What else do you own?

This message was edited 1 time. Last update was at 2010/07/09 04:28:34


"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
RogueSangre






Looks pretty good. Only thing I'd think about modifying is the HQ and that smaller Tac squad. Instead consider a Sternguard or Command Squad. You'll be able to bring some more special weapons to the table. At 1000 points, all you need is 2 tac squads. Divide them into Combat Squads if you need too.

Also, Multi-meltas are not the best heavy weapon for a tac squad, and neither are Flamers. Take A meltagun and a missile launcher instead. The Missile Launcher is more versatile, and a melta-gun can kill enemy vehicles on the move, shooting out of the Rhino Fireport. When you do split the squad up into combat squads, the missile launcher will be able to stay back and still hurt things, an advantage the multi-melta doesn't have.

This message was edited 1 time. Last update was at 2010/07/09 04:33:47


   
Made in gb
Regular Dakkanaut





What Special Weapons would you suggest for the Sternguard?

As for model Restrictions, I haven't got the models for these yet (though i do have some maines laying around but not enough for this list) I want to work out and finalise my list before getting the models for this.

Updated it with your considerations, swapped out the Captain for a Chaplain (as he gets a powerweapon as standard wheras it costs me with my captain) and Switched a Landspeeder Typhoon for one with twin Multi Meltas

What do you think of my changes?

This message was edited 1 time. Last update was at 2010/07/09 05:50:31


 
   
Made in us
RogueSangre






Looks much better now. Sternguard squad looks good.

If you're moving the landspeeder 12 inches, you'll only be able to fire one of those multi-meltas, so taking 2 of the same is sort of pointless. Swap one for a heavy flamer. That way, you can have some versatility. Multi-melta versus vehicles, heavy flamer versus infantry.

Ideally, whatever HQ choice you take will be riding with the Sternguard in their rhino. Chaplain is an okay choice, to be sure, but not the best. Chaplains really come into their own when put with a more assault-oriented unit, which, unfortunately, Sternguard are not. You might want to replace him with a Librarian with Smite and Force Dome. One of those is a very powerful shooting atttack, he still comes with a power weapon (force weapon) and all around compliments a Sternguard squad better than a chaplain. Lets not forget his Psychic Hood gives your army some anti-psyker defense.

   
Made in gb
Regular Dakkanaut





All good points, duly noted, and thus accepted into my list.

Funnily enough I messed up and bought a Command Squad instead of a Sternguard Squad, but, i also got a commander sprue as well so I can kitbash the two to get a commander (which won't be used in my list) and the Sternguard Squad I need.
   
Made in eu
Khorne Chosen Marine Riding a Juggernaut





Glasgow

Lose the Combi-Meltas on the Veterans. I think they'll have enough AT with those Meltaguns. Combi-Meltas are a One-Hit-Wonder, and that's if they even do hit. The Combi-Flamer might be more use, if your Opponent tries to neutralise the Sternguard's AT Capabilities by throwing a Horde at them, so I'd switch both Combi-Meltas for Combi-Flamers. This keeps them Versatile, and offers them a little more Protection against a Horde Rush, which could tie them up in CQC long enough to get any Vehicles or otherwise Melta-Vulnerable Targets to safety. Consider this, and your Sternguard Unit should be Solid! I'd also consider a Drop Pod; when your Opponent employs anything along the lines of Long-Distance Artillery, such as a Vindicator or Basilisk, you'll have a distance to Travel before your Meltaguns can get In-Range. With a Drop Pod, you can Deploy right next to them, pop the Target on your First Turn, and then turn to whatever else your Opponent has Deployed in that Area. This Shock-Drop Attack will be much quicker and cleaner than piloting a Rhino through Squads and Vehicles; there's every chance it could be Exploded or even just Immobilised by your Opponent's Anti-Tank Elements, which will see you Foot-Slogging to your Targets.

Happy Gaming!
   
Made in gb
Regular Dakkanaut





That sounds good. Any idea what to spend the remaining 12 points. Was thinking of maybe a HK Missile on one of the rhinos just in case.
   
Made in eu
Khorne Chosen Marine Riding a Juggernaut





Glasgow

Either that, or a pair of Dozer Blades. (They're 5 Points, right?). That way, you'll make short work of Cover, getting your Tactical Squad into Position all the quicker.
   
 
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