Switch Theme:

1850 Vulkan He'stan Space Marine List  [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
Fixture of Dakka





dead account

This is actually 1845 points. Forgefather Vulkan rides with the Terminators. Tac squads go for objectives and support each other. The Land Speeders are for extra firepower. I'm thinking I'll have to get in close for anything to be effective. I don't have much long distance stuff.

HQ:
Forgefather Vulkan He'stan 190

Elite:
Terminator Assault Squad 465
-x5
-Thunderhammer & Stormshield x5
-Land Raider (Extra Armor; Multi-Melta)

Troops:
Tactical Squad 245
-x10
-Flamer
-Multi-Melta
-Power Fist
-Combi-Meltagun
-Rhino (Dozer Blade)

Troops:
Tactical Squad 245
-x10
-Flamer
-Multi-Melta
-Power Fist
-Combi-Meltagun
-Rhino (Dozer Blade)

Troops:
Tactical Squad 245
-x10
-Flamer
-Multi-Melta
-Power Fist
-Combi-Meltagun
-Rhino (Dozer Blade)

Troops:
Tactical Squad 245
-x10
-Flamer
-Multi-Melta
-Power Fist
-Combi-Meltagun
-Rhino (Dozer Blade)

Fast Attack:
Land Speeder Squadron 70
-x1
-Multi-Melta
-Heavy Flamer

Fast Attack:
Land Speeder Squadron 70
-x1
-Multi-Melta
-Heavy Flamer

Fast Attack:
Land Speeder Squadron 70
-x1
-Multi-Melta
-Heavy Flamer
   
Made in fr
Wicked Warp Spider




A cave, deep in the Misty Mountains

In my opinion, powerfists on tac squads are a waste of points. Apart from the seargent, none of your tac marines are made for CC. A power weapon would be more adequate for them.


Craftworld Eleuven 4500

LoneLictor on thread about an ork choking the Emperor:
 LoneLictor wrote:
I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.

Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space.
 
   
Made in au
Courageous Questing Knight






Australia

no. storm bolter and relic blade would work the best.

a lightning claw would be better then fist. you should shoot more then you should charge. he's right.

DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
2500 pt Bretons 10% painted
W/L/D 1/0/0
http://www.dakkadakka.com/dakkaforum/posts/list/337109.page lekkar diorama, aye? 
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

MMs arent that good on tacticals even with Vulkan TLing them. The range is simpy too short.

Fists are a waset and 3 troop choices is enough. Drop one squad and take some long ranged AT.

The special weapon should be the same as the combi-weapon.

Maybe something like this?
HQ
Vulkan = 190

Libby = 100

Elites
5xTH&SS Termies = 200
LRC (MM) = 260

Troops:
ML+Flamer+Combi Flamer) = 180
Rhino = 35

ML+Flamer+Combi Flamer) = 180
Rhino = 35

ML+MG+Combi Melta) = 185
Rhino = 35

Heavy:
2xACLC Pred = 240

FA:
MM/HF Speeder = 70

MM/HF Speeder = 70

MM/HF Speeder = 70

I cannot believe in a God who wants to be praised all the time.
15k
10k  
   
Made in us
Thinking of Joining a Davinite Loge







IMO, fists are a must have for SM. What happens when that MC or Walker charges your squad? This is a game of luck and things don't always go as planned. But at 1850, 3 troops will be plenty. I would go with 2 squads with MG and RL and one squad with Flamer an MM.

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

pdawg517 wrote:IMO, fists are a must have for SM. What happens when that MC or Walker charges your squad? This is a game of luck and things don't always go as planned. But at 1850, 3 troops will be plenty. I would go with 2 squads with MG and RL and one squad with Flamer an MM.


The same thing that happens when they assault you and you have a fist. You loose combat. Granted in a Vulkan list they do have more use than in a normal vanilla list since you have lost combat tactics. Still think its an over priced item. Vs a walker you have a 1/9 chance of causing a wrecked result...

One MM might actually be a good idea.

I cannot believe in a God who wants to be praised all the time.
15k
10k  
   
Made in us
Thinking of Joining a Davinite Loge







Well, I have found the fist to be a must have for me through playing with and without them. Just a week ago I had to assault a walker due to the situation of missing 2 twin linked melta shots. It killed 2 marines but I wrecked it. When your dice hate you as bad as mine do then a PF sure helps a bit.

As for the MM, one is good. There have been many times where it was a good idea to keep the rhino still and pop out the top and fire a MM.

When playing objective missions, combat squad the RL's and you get 2 shots for taking out transports.


Automatically Appended Next Post:
To the OP,

if you drop one tac squad, I would consider dropping 1 of the preds and adding in 2 vindis. If you are taking the regualar LR, you will have 4 lascannons from a pred and LR, 2 AC shots, and at least 2 ML's if you combat squad. The vindis are SWEEEEEEET when you bust open some transports and can even deal with high armor values well too.

This message was edited 4 times. Last update was at 2010/07/10 19:09:22


Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
 
Forum Index » 40K Army Lists
Go to: