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![[Post New]](/s/i/i.gif) 2010/07/10 02:38:24
Subject: 1850 codex marines
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Bounding Assault Marine
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HQ:
Termie Chaplain 130pts
Troops:
Tac Squad x10 Flamer, ML, Rhino 205pts
Tac Squad x10 Flamer, ML, Melta Bomb Sarge Drop Pod 210pts
Scout Squad x5 CCW, Bolt Pistol, Power Fist 100pts
Elite:
Terminator Assault Squad x6 3LC, 3TH/SS 240pts
Land Raider CrusaderMultiMelta 260pts
Dreadnought MultiMelta CCW/StormBolter 105pts
Drop Pod 35pts
Ironclad Dreadnought Seismic Hammer/Melta Gun, CCW/Heavy Flamer 145
Drop Pod 35pts
Fast Attack:
Landspeeder Storm Multimelta 65pts
Heavy Support:
Devastator Squad x5 ML x4 150pts
Predator Autocannon, Heavy Bolter Sponson 85pts
Predator Autocannon, Heavy Bolter Sponson 85pts
1850 Point C&C please!
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Ipso facto auto-hit. |
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![[Post New]](/s/i/i.gif) 2010/07/11 05:41:15
Subject: 1850 codex marines
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Dakka Veteran
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There are only two real changes I would make.
Change the Landspeeder Storm to either a flamer or keep the heavy bolter. With a BS 3 the multi-melta is just not reliable.
I would also change the dev sqaud to a vindicator. One blast marker of doom is usually much better then four annoying missiles. And with the preds around it shouldn't take all the fire it normally would.
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![[Post New]](/s/i/i.gif) 2010/07/12 03:08:54
Subject: 1850 codex marines
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RogueSangre
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Veladrin makes an excellent point about the Devastators versus the Vindicator. I second his sound advice. A Vindicator with its distinctive Siege Shield and Extra armor (the two most important upgrades for the Vindicator) should be 10 points less than that Dev Squad.
I can't say I approve of the LSS and the scouts. 8-12 WS3 attacks aren't going to do a whole lot in CC, and you'll likely get slaughtered before the powerfist gets to attack, since you save on 4+ with them. There is something to be sad for a scoring unit that can move that fast, but good luck keeping them alive the whole game.
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![[Post New]](/s/i/i.gif) 2010/07/12 22:42:08
Subject: 1850 codex marines
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Bounding Assault Marine
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I agree with the weapon change on the LSS, but as far as the Devs go, I reallly don't wanna lose 4 krak shots. Can the Vindicator perform that kind of duty reliably, also?
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Ipso facto auto-hit. |
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![[Post New]](/s/i/i.gif) 2010/07/12 22:50:13
Subject: 1850 codex marines
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RogueSangre
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Its a Strength 10 AP 2 weapon. It'll be just fine versus tanks. Better than than the 4 Krak missiles, infact, since it can actually penetrate AV14.
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![[Post New]](/s/i/i.gif) 2010/07/12 23:06:21
Subject: 1850 codex marines
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Mekboy Hammerin' Somethin'
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Nantukoshade wrote:Termie Chaplain 130pts
Personally if I am gunna take a Chaplain I take Cassius he's a steal at 125 points
Tac Squad x10 Flamer, ML, Rhino 205pts
Tac Squad x10 Flamer, ML, Melta Bomb Sarge Drop Pod 210pts
I like more plasma
Scout Squad x5 CCW, Bolt Pistol, Power Fist 100pts
I've found a combi-melta and meltabombs to work wonders with a Storm
Terminator Assault Squad x6 3LC, 3TH/SS 240pts
Land Raider CrusaderMultiMelta 260pts
Extra armour is a must for me
Dreadnought MultiMelta CCW/StormBolter 105pts
Drop Pod 35pts
Take a heavy flamer and extra armour trust me on this
Ironclad Dreadnought Seismic Hammer/Melta Gun, CCW/Heavy Flamer 145
Drop Pod 35pts
Love me some Ironclads
Landspeeder Storm Multimelta 65pts
I take Multi-melta but they do miss alot
Devastator Squad x5 ML x4 150pts
I do like Devastors but I do like Vindicators better
Predator Autocannon, Heavy Bolter Sponson 85pts
Predator Autocannon, Heavy Bolter Sponson 85pts
These are really nice for taking down infantry and are ok at taking down transports, if you can find the points tho the AC with Lascannon sponsons are very nice at taking down transports
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![[Post New]](/s/i/i.gif) 2010/07/12 23:54:03
Subject: 1850 codex marines
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Decrepit Dakkanaut
Mesopotamia. The Kingdom Where we Secretly Reign.
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If you're going to lose something for a Indicator, I'd say ditch the Predators. The Devastators will be able to handle whatever you'd want the Autocannons for, and the Demolisher Cannon is good for everything else!
Without Vulkan in the list I'd say not to bother with the MM on the Storm.
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Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. |
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![[Post New]](/s/i/i.gif) 2010/07/13 04:03:17
Subject: 1850 codex marines
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Bounding Assault Marine
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General_Chaos wrote:Nantukoshade wrote:Termie Chaplain 130pts
Personally if I am gunna take a Chaplain I take Cassius he's a steal at 125 points
Tac Squad x10 Flamer, ML, Rhino 205pts
Tac Squad x10 Flamer, ML, Melta Bomb Sarge Drop Pod 210pts
I like more plasma
Scout Squad x5 CCW, Bolt Pistol, Power Fist 100pts
I've found a combi-melta and meltabombs to work wonders with a Storm
Terminator Assault Squad x6 3LC, 3TH/SS 240pts
Land Raider CrusaderMultiMelta 260pts
Extra armour is a must for me
Dreadnought MultiMelta CCW/StormBolter 105pts
Drop Pod 35pts
Take a heavy flamer and extra armour trust me on this
Ironclad Dreadnought Seismic Hammer/Melta Gun, CCW/Heavy Flamer 145
Drop Pod 35pts
Love me some Ironclads
Landspeeder Storm Multimelta 65pts
I take Multi-melta but they do miss alot
Devastator Squad x5 ML x4 150pts
I do like Devastors but I do like Vindicators better
Predator Autocannon, Heavy Bolter Sponson 85pts
Predator Autocannon, Heavy Bolter Sponson 85pts
These are really nice for taking down infantry and are ok at taking down transports, if you can find the points tho the AC with Lascannon sponsons are very nice at taking down transports
Thank you for the unit by unit opinion. I want more plasma in my tac squads also. I think I will do that. I agree about extra armor. I def need it on the LRC so it can keep movin! EA on the Dread? why? I didn't realize the Vindicator was str 10. I guess now I will just have to get the model... Would the lascannons be better as sponsons, or would you use it on the turret so it is twin linked? Multi melta is just a bonus on the storm, Its main focus is to deliver scouts.
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Ipso facto auto-hit. |
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![[Post New]](/s/i/i.gif) 2010/07/13 16:33:15
Subject: 1850 codex marines
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Eternally-Stimulated Slaanesh Dreadnought
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Nantukoshade wrote:HQ: Termie Chaplain 130pts Troops: Tac Squad x10 Flamer, ML, Rhino 205pts Tac Squad x10 Flamer, ML, Melta Bomb Sarge Drop Pod 210pts Scout Squad x5 CCW, Bolt Pistol, Power Fist 100pts Elite: Terminator Assault Squad x6 3LC, 3TH/SS 240pts Land Raider CrusaderMultiMelta 260pts Dreadnought MultiMelta CCW/StormBolter 105pts Drop Pod 35pts Ironclad Dreadnought Seismic Hammer/Melta Gun, CCW/Heavy Flamer 145 Drop Pod 35pts Fast Attack: Landspeeder Storm Multimelta 65pts Heavy Support: Devastator Squad x5 ML x4 150pts Predator Autocannon, Heavy Bolter Sponson 85pts Predator Autocannon, Heavy Bolter Sponson 85pts 1850 Point C&C please! There is so much going on in this list I am having trouble imagining your strategy. 1) Heavy sets up a formidable fire base in your deployment zone. Tac in rhino either combat squads and send rhino forward with flamer or sits and fires pot shots from the hatch while claiming home objective. 2) Dreads drop turn one and melta AV (then likely die in the opponents rebuttal) 3) Scouts ride in the Storm and assault opponent's troops; Tac in drop comes in (hopefully) and rapid fires something; LR with CC termis are either still charging the primary target or perhaps even getting a second turn charge; 4) Game goes to the dice gods... I think this has potential and will be a fun army to play. Is it a tourney winner? That depends on how good of a player you are. I know I am not good enough to win often with this list but I'll give you more deference. I love Vindis but really one is too risky in my experience. Two however is effective enough to do the work of your entire heavy selection; and three is just scary. I have had decent experience with devs believe it or not. I usually run two squads of 8 w/ 4 MLs each and they are usually my mvps but if you are going to depend on devs you might as well use SW LFs which is why I switched dexes. I hate dakka preds. I think they are overrated to the hilt. If they work for you that is awesome. Otherwise leave them to BA so that they can move 6 and still fire everything. Small number of drop pods; again, not a fan. I think it is suicidal for the units coming down. Everyone has melta and las cannons are even coming back into fashion. If those drop dreads don't decapitate your enemy then you have just handed over your alpha strike in a hand basket. For this reason I prefer a more coordinated strike with MM speeders that turbo boost on turn 1 and fire on turn 2. This way the rest of my force can attack at the same time and even if the speeders are shot down it is much less points lost then a dread in a pod. So I am not going to suggest anything specific to your army because, again, it all comes down to your play style in the end but above is my critique of some the suggested units out of my own experience. Automatically Appended Next Post: Oh and exchange termi chap with Cassius because he is the crunk cup of Chaplains
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This message was edited 2 times. Last update was at 2010/07/13 16:37:17
I have a love /hate relationship with anything green. |
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![[Post New]](/s/i/i.gif) 2010/07/13 23:03:43
Subject: 1850 codex marines
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Bounding Assault Marine
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I have heard that Cassius is the man. The dreads drop together and support one another. If they got for transports, the regular dread meltas, and the other uses the Heavy flamer to clean up, and stands up front with his better AV. If they go for just tanks, then I gang up on a tank, or shoot two of em if I am lucky. The Scouts also can move in and assault any squad that gets popped from a transport, so the dreads can try and avoid getting caught in tarpits, or shot up with meltaguns and such. I believe I am gonna change the Land Speeder Storm to a HF and use them for infantry cleaning and let the dreads do the armor popping. The preds are kinda touch and go so far. I am wondering about putting the TL lascannon on them so I can have a decent weapon to fire if I have to move one. Thanks for the comments though.
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Ipso facto auto-hit. |
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![[Post New]](/s/i/i.gif) 2010/07/21 00:33:52
Subject: 1850 codex marines
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Bounding Assault Marine
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Ok, just played this list against my buddy's Ork list. Some things I would like to cover. The Devs were pretty much awesome. They covered the orks with templates and killed more than their points worth. If they were a vindicator, they would have been killed by a deffkopta, without a doubt. The LSS delivered the scouts pretty admirably, I did miss with the Multi Melta, but the scouts totally pwned his lootas, so...I like it. I may switch it if I need the points somewhere, but I like the melta shot possibility. The Preds really did their job popping trukks like rotten grapes. The Dreads did the same. They came in and offered each other support so they couldn't just be killed by a hidden Nob PK. I liked it!
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Ipso facto auto-hit. |
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![[Post New]](/s/i/i.gif) 2010/07/21 03:17:12
Subject: 1850 codex marines
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Furious Fire Dragon
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I've seen the scout w/PF in a LSS against my eldar. I think it's a nice small unit. I think if they were more awesome and more impacting, that LSS would be a primary target. The fact that scouts are ambiguously powerful (situationally dependent of course) is what makes them useful.
Yes, the LSS will miss. I do thing the HF is a better option, but I've seen it both ways and the MM can be effective, but the BS3 is unavoidably inconsistent.
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Zain~
http://ynnead-rising.blogspot.com/
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![[Post New]](/s/i/i.gif) 2010/07/21 03:35:16
Subject: Re:1850 codex marines
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Boosting Space Marine Biker
Downers Grove, IL
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If your dropped the LSS + scouts and the dev squad you could pick up 3 land speeder typhoons that do what those two units do better and gain 45 points to spend on other stuff. You would gain 6 missile launcher shots and 9 HB shots in 3 highly mobile units instead of one.
Id advise against podding a tactical squad since it puts them closer to one of two things tacticals don't want to be next to either a lot of guns or a lot of close combat units.
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5K Eagle Warriors
1K Chaos Demons |
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![[Post New]](/s/i/i.gif) 2010/07/21 22:04:19
Subject: 1850 codex marines
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Bounding Assault Marine
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If I had the Typhoons, i would consider it. I am still building my force, and lack many models. I want to get some Landspeeders, but it takes time to do so. On the other hand, I know that podding the tac squad isn't the best, but it really puts them where I want them...wonderful things, the drop pods. And if I want, I can just field them, and drop the pod empty.
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Ipso facto auto-hit. |
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![[Post New]](/s/i/i.gif) 2010/07/22 04:21:55
Subject: Re:1850 codex marines
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Boosting Space Marine Biker
Downers Grove, IL
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While I know the appeal of being able to drop your tacs where ever you want to you may find you later want to move and once they're on the board they loose alot of mobility which is why i moved towards rhinos and razorbacks. I know 2/3's of my games my tacs would drop on points and id be fine where they were but it seemed like every three or four games the situation on the board would change and I found I couldn't really capitalize cause my troops were basically stuck where i dropped them.
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5K Eagle Warriors
1K Chaos Demons |
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![[Post New]](/s/i/i.gif) 2010/07/22 06:38:19
Subject: Re:1850 codex marines
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Land Raider Pilot on Cruise Control
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what happend to Land raider being dedicated transports not heavy support?
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This message was edited 1 time. Last update was at 2010/07/22 06:42:44
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![[Post New]](/s/i/i.gif) 2010/07/22 07:45:55
Subject: Re:1850 codex marines
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Boosting Space Marine Biker
Downers Grove, IL
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One terminator squad can take a land raider as a dedicated transport in the SM book so they could potentially field four land raiders in a list if they were nuts.
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5K Eagle Warriors
1K Chaos Demons |
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