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Made in us
Nimble Dark Rider






I'm assembling a Space Marines army using the Space Marines Codex. This is the list I'm planning to run:

Company Captain 140
* Power Fist
* Combi-Flamer
* Melta Bombs

Techmarine 80
* Power Weapon
* Plasma Pistol

Tactical Squad Alpha 175
* 10 Tactical Marines
* Sergeant's Bolt Pistol > Chainsword
* Boltgun > Flamer
* Boltgun > Missile Launcher
* Melta Bombs (Sergeant Only)

Land Raider 250

Tactical Squad Bravo 210
* 10 Tactical Marines
* Sergeant's Bolt Pistol > Chainsword
* Boltgun > Flamer
* Boltgun > Missile Launcher
* Melta Bombs (Sergeant Only)
* Dedicated Rhino Transport

Tactical Squad Charlie 210
* 10 Tactical Marines
* Sergeant's Bolt Pistol > Chainsword
* Boltgun > Flamer
* Boltgun > Missile Launcher
* Melta Bombs (Sergeant Only)
* Dedicated Rhino Transport

Dreadnought 125
* Multi-Melta > Twin-Linked Autocannon
* Close Combat Weapon > Twin-Linked Autocannon

Dreadnought 125
* Multi-Melta > Twin-Linked Autocannon
* Close Combat Weapon > Twin-Linked Autocannon

Land Speeder Squadron 180
* 2 Land Speeders
* Typhoon Missile Launchers

Total 1495
   
Made in us
Lord of the Fleet





Texas

Dont really like techmarine. Mind as well drop him and a melta bomb to get a 3rd land speeder. Also might want a lot more melta in the list. only have a land raider to deal with AV14 at range. Also might want to switch PF for Relic blade for captain.

 
   
Made in us
Long-Range Land Speeder Pilot




The idea of the list looks good, but there are some things that you're setting up badly.

Gailbraithe wrote:Company Captain 140 * Power Fist * Combi-Flamer * Melta Bombs


Power fists are best on veteran sergeants; you're wasting this guy's high initiative and there's a decent chance he'll be killed before he can strike. Get him a relic blade or pair of lightning claws and he'll be much more effective.

Techmarine 80 * Power Weapon * Plasma Pistol


This is a lot of points for weak benefit - get him a servo harness instead for 5 pts less. Then he gets a twin-linked plasma pistol, flamer, the ability to fire 2 weapons, +1 on his rolls to repair, and another powerfist attack, and only loses his unimpressive power weapon attacks.

* Sergeant's Bolt Pistol > Chainsword


This is bad to do, it just makes your guy worse. If you convert the bolt pistol to the chainsword, you give up the ability to shoot at up to 12" and charge and gain nothing. CCW (chainsword or otherwise) only does you any good if you have two of them for the bonus attack (or CCW and any pistol, or CCW and power weapon, etc.). You should either leave the bolter on him so you can shoot twice within 12" or replace the bolter with a CCW which will give you a bonus attack. Also, at least some of your sergeants should have power fists (replace the bolt pistol). They're much more effective in squads than on a commander.

I'd vary the tac squads a bit, one of the ones in a rhino should have a melta gun. You can also look into combi-weapons for the sergeants, those let you get 2 flamer or 2 melta shots in a round.

Land Raider 250


The land raider really should be carrying a heavy duty unit like terminators, command squad, or something similar. If you've got the model this will work OK to get your captain into the thick of things, but in the long run I think you should get a harder unit or ditch it.

   
Made in us
Nimble Dark Rider






Thanks for the advice. I haven't played 40k in twenty years, so I was assembling these things with more thought to what looks cool than what isi effective.

kenshin620 wrote:Dont really like techmarine. Mind as well drop him and a melta bomb to get a 3rd land speeder. Also might want a lot more melta in the list. only have a land raider to deal with AV14 at range. Also might want to switch PF for Relic blade for captain.


BearersOfSalvation wrote:Power fists are best on veteran sergeants; you're wasting this guy's high initiative and there's a decent chance he'll be killed before he can strike. Get him a relic blade or pair of lightning claws and he'll be much more effective.


Okay, so ditch the PF on the Captain and replace it with a Relic Blade.

I like the idea of ditching the Techmarine for another Landspeeder, I hadn't even thought of that.

* Sergeant's Bolt Pistol > Chainsword


This is bad to do, it just makes your guy worse. If you convert the bolt pistol to the chainsword, you give up the ability to shoot at up to 12" and charge and gain nothing. CCW (chainsword or otherwise) only does you any good if you have two of them for the bonus attack (or CCW and any pistol, or CCW and power weapon, etc.). You should either leave the bolter on him so you can shoot twice within 12" or replace the bolter with a CCW which will give you a bonus attack. Also, at least some of your sergeants should have power fists (replace the bolt pistol). They're much more effective in squads than on a commander.


Oops, that's a typo. That should read "* Sergeant's Boltgun > Chainsword." All of the sergeant's currently have Bolt Pistol & Chainsword, but two of them need to be assembled (the third is the Black Reach sergeant) and I could put a Power Fist on one of them...if I can find the points.

I'd vary the tac squads a bit, one of the ones in a rhino should have a melta gun. You can also look into combi-weapons for the sergeants, those let you get 2 flamer or 2 melta shots in a round.


Need more melta. Noted.

Land Raider 250


The land raider really should be carrying a heavy duty unit like terminators, command squad, or something similar. If you've got the model this will work OK to get your captain into the thick of things, but in the long run I think you should get a harder unit or ditch it.


I put it in there because of its 12 model carrying capacity, so it could carry the Captain + Tac Squad. But I haven't bought the model yet, so I'm happy to ditch it.
   
 
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