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![[Post New]](/s/i/i.gif) 2010/10/12 05:03:07
Subject: 1850 Vanilla Space Marines
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Nasty Nob
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Captain; Melta Bombs; Space Marine Bike; Plasma Pistol; Power Sword
Librarian; Null Zone; The Avenger; Psychic Hood; Space Marine Bike
2x Dreadnoughts with 2x Twin Linked Autocannons
Bike Squad 8 Space Marine Bikes; Meltagun x2; MM Attack Bike; Sergeant with Power Fist
Bike Squad 8 Space Marine Bikes; Meltagun x2; MM Attack Bike; Sergeant with Power Fist
10 man Tactical Squad; Flamer; Missile Launcher; Sergeant with Power Weapon
TL HB Razorback
10 man Tactical Squad; Flamer; Missile Launcher; Sergeant with Power Weapon
TL HB Razorback
10 man Tactical Squad; Flamer; Missile Launcher; Sergeant with Power Weapon
TL HB Razorback
I can combat squad the bikes into 4 tank hunting elements - the tactical squads are on horde control.
Do you think its competitive or too few models at 1850?
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This message was edited 1 time. Last update was at 2010/10/12 05:04:04
A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/10/12 05:13:02
Subject: Re:1850 Vanilla Space Marines
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Land Raider Pilot on Cruise Control
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i think its good.
I personally don't dump that many points into my HQ... but i am not sure what else you could add if you shaved points there....
i like that there are lots of troops in this army.... not too many troop choice heavy armies out there now a days.
one thing you could do... is drop the serg power weapons, and the p.pistol from the captain, and add a land speeder with MM, to add a fast tank hunter to you list.... but only one might not be worth it in the long run.
if you drop the Libby entirely, a couple of landspeeders is definetly not out of the question. Speeders, while just as fragile as bikes, would give an extra tactical option for you as well as draw some fire from your bikes.
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"Not all who wander are lost." -J.R.R. Tolkien
ARMIES:
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![[Post New]](/s/i/i.gif) 2010/10/12 05:20:55
Subject: 1850 Vanilla Space Marines
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Nasty Nob
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Id drop the Captain before the Libbie in this list. Its got 3 other troops choices before counting the bikes. He's worth about 170 points. I could swap him for 2 MM/HF speeders and upgrade those PW's to PF's in those tectical squads.
I think the Libbie adds alot to the list.
I agree the plasma pistol is questionable. I feel compelled to make use of his BS5.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/10/12 02:34:19
Subject: Re:1850 Vanilla Space Marines
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Land Raider Pilot on Cruise Control
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Captain or libbie either way..... matter of preference i suppose lol.
I personally don't use power anything in my tact squads..... fist or weapon.... but that's a play style choice..... but yes i like the speeders, gives another target for your opponent to account for, and if he doesn't has the potential to wreck some havoc.
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"Not all who wander are lost." -J.R.R. Tolkien
ARMIES:
5000+
2000+
1000+
1000+
2500+
1000+ |
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![[Post New]](/s/i/i.gif) 2010/10/12 05:44:26
Subject: 1850 Vanilla Space Marines
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Lord of the Fleet
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I'd swap PP on captain for hellfire rounds. Do better against monsters
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![[Post New]](/s/i/i.gif) 2010/10/12 05:49:30
Subject: 1850 Vanilla Space Marines
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Nasty Nob
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How are you using your tactical squads? mobile bolter rapid fire?
Im hesitant to drop the Captain simply because its one of the few remaining advantages of playing smurfs. Automatically Appended Next Post: Im liking the hellfire suggestion - thanks! Now if I could find 5 more points to upgrade to a relic blade....
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This message was edited 1 time. Last update was at 2010/10/12 05:53:03
A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/10/12 05:53:33
Subject: Re:1850 Vanilla Space Marines
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Bloodthirsty Chaos Knight
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This is a solid list IMO, both HQs included. Only thing I would consider is rhinos over razorbacks for annhialation games, so you dont have to combat squad them.
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![[Post New]](/s/i/i.gif) 2010/10/12 06:26:47
Subject: Re:1850 Vanilla Space Marines
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Land Raider Pilot on Cruise Control
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scubasteve04 wrote:This is a solid list IMO, both HQs included. Only thing I would consider is rhinos over razorbacks for annhialation games, so you dont have to combat squad them.
valid point except he looses out on all that sweet sweet heavy bolter fire.. which is needed in this list without it, only 5 heavies in the whole army...
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"Not all who wander are lost." -J.R.R. Tolkien
ARMIES:
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2000+
1000+
1000+
2500+
1000+ |
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![[Post New]](/s/i/i.gif) 2010/10/12 06:35:56
Subject: Re:1850 Vanilla Space Marines
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Bloodthirsty Chaos Knight
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Well, looking again, the list seems to be a bit troop heavy. You could afford dropping 1, maybe 2 tac squads and add some heavy support elements.
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![[Post New]](/s/i/i.gif) 2010/10/13 01:15:57
Subject: Re:1850 Vanilla Space Marines
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Nasty Nob
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Thanks for making me really think about this list.
I can drop a tactical squad.
What would be best to replace it with considering the rest of the list? The tacticals were dedicated anti-horde support for the bike squads.
Im thinking of one of three options....
8 Sterngard with 2 Heavy flamers in a rhino
OR
10 assault marines without jump packs and 2 flamers in a rhino - sgt with 2 lightning claws and giving the captain a relic blade
OR
8 Devastators with 4 missile launchers in a Razorback
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This message was edited 3 times. Last update was at 2010/10/13 01:23:14
A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/10/13 01:37:08
Subject: 1850 Vanilla Space Marines
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Thinking of Joining a Davinite Loge
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For your captain I would give him a relic blade. Makes him a much better fighter. I would ditch the PP and just use hellfire rounds. Overall an interesting list that I think could do well. Not a tournament winning army but definitely a fun list!
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Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
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![[Post New]](/s/i/i.gif) 2010/10/13 02:11:18
Subject: Re:1850 Vanilla Space Marines
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Newbie Black Templar Neophyte
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Keep the tac squads, they're versatile fire platforms and scoring units.
What you could do is drop the captain for another libby geared the same. Attach one to each bike squad and give them a 5++ save, as well as a VERY nice template.
If you're intent is to drop one of the squads I would look towards a thunderfire. Most people dislike them unless they're packing 2 or 3 but if the squads are dedicated anti-horde, one of these bad boys will tickle you pink. 4 Small blast templates with options to ignore cover or chance to immobilize vehicles is absolutely beautiful. With the left over points I would bump the 2 tac squads left up to Lascannons instead of ML, or serg's weapon to a fist and replace the flamers with meltas.
That'll give you a nice bump in anti-tank
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There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter. ~Ernest Hemingway~ |
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![[Post New]](/s/i/i.gif) 2010/10/13 02:25:19
Subject: 1850 Vanilla Space Marines
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Nasty Nob
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hmmm - Force dome may be redundant with the +3 invul when the bikes move flat out - I like Null Zone. Doesnt the thunderfire require LOS?
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This message was edited 1 time. Last update was at 2010/10/13 02:25:39
A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/10/13 02:27:33
Subject: 1850 Vanilla Space Marines
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Legendary Master of the Chapter
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kaiservonhugal wrote:hmmm - Force dome may be redundant with the +3 invul when the bikes move flat out - I like Null Zone. Doesnt the thunderfire require LOS?
I would say the lightning attack one or the vortex attack as he is going to get up close and personnel.
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This message was edited 1 time. Last update was at 2010/10/13 02:27:53
From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2010/10/13 02:31:07
Subject: 1850 Vanilla Space Marines
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Nasty Nob
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Avenger is that AP3 template  and nullzone helps against termies and seer counsels....
vortex is a good idea- provides another AT option...
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/10/13 02:31:57
Subject: Re:1850 Vanilla Space Marines
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Land Raider Pilot on Cruise Control
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MarshalKervhart wrote:Keep the tac squads, they're versatile fire platforms and scoring units.
What you could do is drop the captain for another libby geared the same. Attach one to each bike squad and give them a 5++ save, as well as a VERY nice template.
If you're intent is to drop one of the squads I would look towards a thunderfire. Most people dislike them unless they're packing 2 or 3 but if the squads are dedicated anti-horde, one of these bad boys will tickle you pink. 4 Small blast templates with options to ignore cover or chance to immobilize vehicles is absolutely beautiful. With the left over points I would bump the 2 tac squads left up to Lascannons instead of ML, or serg's weapon to a fist and replace the flamers with meltas.
That'll give you a nice bump in anti-tank 
i like this option. +1
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"Not all who wander are lost." -J.R.R. Tolkien
ARMIES:
5000+
2000+
1000+
1000+
2500+
1000+ |
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![[Post New]](/s/i/i.gif) 2010/10/13 02:34:40
Subject: 1850 Vanilla Space Marines
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Nasty Nob
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which part? he provides alot of options,,,
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/10/13 02:34:48
Subject: 1850 Vanilla Space Marines
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Legendary Master of the Chapter
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kaiservonhugal wrote:Avenger is that AP3 template  and nullzone helps against termies and seer counsels....
vortex is a good idea- provides another AT option...
Well this is coming from me. Who's apoclypse list has 10 libarains. Which has every ability..... And like 20 Grey Knights backing me up.
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From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2010/10/13 02:40:52
Subject: 1850 Vanilla Space Marines
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Land Raider Pilot on Cruise Control
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kaiservonhugal wrote:which part? he provides alot of options,,,
the main point is the double libby's
but his thoughts on shuffling around the special weapons, and dropping the tact. squad are good as well.
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"Not all who wander are lost." -J.R.R. Tolkien
ARMIES:
5000+
2000+
1000+
1000+
2500+
1000+ |
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![[Post New]](/s/i/i.gif) 2010/10/13 02:46:33
Subject: 1850 Vanilla Space Marines
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Thinking of Joining a Davinite Loge
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Maybe even consider a biker CMD squad packing 4 special weapons. 4x plasma for heavy infantry/MC/light armor hunting, meltas for anti heavy armor, and flamers for crowd control!
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Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.
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![[Post New]](/s/i/i.gif) 2010/10/13 02:53:31
Subject: 1850 Vanilla Space Marines
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Nasty Nob
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Ill re-work the list with 2 Libbies in it and check out what other options this makes available for the tactical squads. Ill need to keep the 2 Tect squads to do this as those bikes squads wouldnt count as scoring any longer.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/10/13 02:57:28
Subject: 1850 Vanilla Space Marines
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Newbie Black Templar Neophyte
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kaiservonhugal wrote:hmmm - Force dome may be redundant with the +3 invul when the bikes move flat out - I like Null Zone. Doesnt the thunderfire require LOS?
True, but sometimes the bikes don't/can't move flat out, so it boils down to personal prefrence I suppose.
Yes the cannon needs LoS, but stick it in/on a building. The techmarine that comes free with it can bolster defences the building, and you can bring a squad of gun servitors attached with him, providing wound soaks and added firepower. End result is a very resiliant unit with long range and a +2/3 cover save depending on the building they're in.
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There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter. ~Ernest Hemingway~ |
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![[Post New]](/s/i/i.gif) 2010/10/13 02:59:00
Subject: 1850 Vanilla Space Marines
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Legendary Master of the Chapter
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kaiservonhugal wrote:Ill re-work the list with 2 Libbies in it and check out what other options this makes available for the tactical squads. Ill need to keep the 2 Tect squads to do this as those bikes squads wouldnt count as scoring any longer.
Just to tell you I agree. Libbys are better than Commanders by a long shot. Only good things about commanders in the 4th were their leadership bonus.
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From whom are unforgiven we bring the mercy of war. |
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![[Post New]](/s/i/i.gif) 2010/10/13 03:03:49
Subject: 1850 Vanilla Space Marines
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Nasty Nob
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Im pretty sure the Techmarine cant bring servitors with him.
I do like the look of 2 Libbies in the list - it'll come down to whether or not I feel comfortable with 3 troops vs. 5 troops. I think 3 is enough - but I like having scoring units that can move 24 inches. Its a tough call.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/10/13 03:09:33
Subject: Re:1850 Vanilla Space Marines
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Newbie Black Templar Neophyte
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Actually you can. Under the armoury listing of Techmarine is the Servitor, stating that a unit of servitors may be taken for every MotF and Techmarine in your army. The rule is unless the servitors are with one of them, you test for mind lock. Don't have my codex handy but the only question here is if they can be with him while he fields the cannon, but with a 4+ roll they're fine even with-out him.
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There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter. ~Ernest Hemingway~ |
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![[Post New]](/s/i/i.gif) 2010/10/13 03:21:38
Subject: 1850 Vanilla Space Marines
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Nasty Nob
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I think he's a techmarine gunner technically - Ill have to dig up my codex to be sure.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2010/10/13 03:33:27
Subject: 1850 Vanilla Space Marines
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Lord of the Fleet
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I would not advise taking servitors. They cost quite a bit without BS4 or WS4 from before.
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This message was edited 1 time. Last update was at 2010/10/13 03:34:03
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![[Post New]](/s/i/i.gif) 2010/10/13 03:57:38
Subject: Re:1850 Vanilla Space Marines
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Newbie Black Templar Neophyte
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I would hesitate as well but it is a cheap plasma cannon, food for thought
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There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter. ~Ernest Hemingway~ |
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![[Post New]](/s/i/i.gif) 2010/10/13 04:08:36
Subject: 1850 Vanilla Space Marines
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Nasty Nob
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Id like to keep focused on 2 things primarily with this list:
Limiting the number of KP's as much as possible while maximizing the ability to capture or deny Objectives.
The bikes provide the list ability to capture and deny Objectives.
There are a few things Im scrutinizing - the Dread's, having 2 HQ's and the Rhino's/Razorbacks. These all provide additional KP's where other options may provide the same utility while limiting KP's.
Dropping a tactical squad for Thunderfires - while providing much needed horde control - swaps a solid KP for one that is marginal....
Not that I dont appreciate the feedback - just letting you know how Im evaluating it is all.
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A man's character is his fate.
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