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Made in us
Fresh-Faced New User




I'm new to Warhammer 40k, and like other new players, I tried the easiest race I could find, and the most balanced points value I could find. Here is my 1000 Points Balanced Space Marines list. Thanks for reading. Comments and Criticism welcome.

HQ:
Captain - Terminator Armour - 140 Points

Elites:
Dreadnought - Twin-Linked Lascannon, Missile Launcher - 145 Points

Troops:
Tactical Marines X10 - Missile Launcher, Flamer - 190 Points
Rhino - Hunter-Killer Missile, Storm Bolter - 55 Points

Tactical Marines X10 - Missile Launcher, Flamer - 190 Points
Rhino - Hunter-Killer Missile, Storm Bolter - 55 Points

Fast Attack:
Assault Marines X5 - Sergeant, Power Fist - 125 Points

Assault Marines X5 - Sergeant, Power Weapon - 115 Points

TOTAL: 1000 Points on the nose.

I have Terminator Armour on my Captain, because a 2+ Armour, 5+ Invul, and 3 Wounds makes for a pretty tough dude. My Dreadnought's role is my Tank/Transport/Monstrous Creature killer. Lascannon glances on a 3+ on most transport armour, and rerolls if failed. Krak Missile from Missile Launcher does about the same thing, just glances on a 4+. Tactical Marines do what they do best. Provide heavy covering fire as my Assault Marine Squads move up to clean up. I chose for a more offensive Rhino though. With 2 Storm Bolters and 2 "free" Krak missiles, they really tear up the enemy so my Tactical Marines have to do less. My Assault Marines clean up the job, basically. I usually send my Power Fist Squad over to any HQ's or Monstrous Creatures to rip 'em up. My Power Weapon Squad is more of a troop killer. Thanks again for reading.
   
Made in us
Regular Dakkanaut





1 las cannon shot and your Captain is dead 66% of the time. Drop the terminator armor and keep him cheap.

I would run a Chaplain w/ a jump pack instead and attach him to one of your assault marine squads. He's cheaper and can actually help your army unlike your Captain build. With those cpl points saved that's a powerfist on your other assault squad.

HQ

Chaplain
-jump pack

TROOP

Tac Squad x10
-missile
-flamer
Rhino

Tac Squad x10
-missle
-flamer
Rhino

Scout Squad x5
-sniper rifles
-camo cloaks

ELITE

Dreadnought
-lascannon

FAST

Assault Squad x5
-powerfist

Assault Squad x5
-powerfist

   
Made in us
Defending Guardian Defender




Orlando

The problem with you captain is he is by himself and with TDA you don't have anything to transport him. He also comes standard with an Iron Halo which gives you a 4+ invul. If you want a 2+ armor save take artificier armor for 25 points less and you can use them to give him a relic blade which is a S6 power weapon. Then you need to be able to attach him to a squad if you have another rhino body maybe scrap an assault squad keep him with a small tactical squad, or give him a jump pack and make one large assualt squad. Last option is combat squad a tactical squad and leave a missile launcher in your deployment zone. No matter what he is wearing he can't walk across a board alone. Also the rhino come standard with a SB so you don't need to pay for a 2nd one as they won't much of a difference. I highly recommend shooting the one it comes with, but 10 pooints is too much for a second one. Other than that I would watch having such small assualt squads as you usually lose 2-3 before they get to where they are aiming for and can be ineffective that way.

Good Luck and welcome to the hobby and dakka

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Deranged Necron Destroyer





Zagreb

I personally play with libby at small points cap... He's imo best 100pts marines HQ, that can be tailored to do almost anything...

As for rest, don't take hunter missiles nor extra storm bolter not worth it imo... Standard tacticals... That's fine...

I don't like assault marines in squads of 5, especially with sarge power weapon... But ymmv...

Dread is bit expensive for this pts cap, but can do the trick... I wouldn't field him... You have nice heavy support slots to use which are cheaper... You can take predators or vindis rather, and then see if you need dread...

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Fresh-Faced New User




Thanks for the responses. I believe the main problem is the Captain with Terminator Armour. I honestly think that having a completely mobile HQ is 10x better. So I'm going to change him to a Jump Pack Chaplain. The next problem is the Assault Marines. I field them like they are a squad of 10 guys, it's just the ability to have 2 Power Fists is too good to give up in my opinion. I will field them along with my Chaplain which is more effective than them alone. The next problem, which could prove the greatest, is the Dreadnought. I'm not quite sure about him yet, as I've only used theory up to this point. My dreadnough is basically my tank-killer, and I'm debating the option of dropping it and adding a squad of 2 Whirlwinds, plus a combi-flamer on my Chaplain for more tank-killing effectiveness. Also I'm dropping the extra Storm Bolter and Hunter Killer Missile on both Rhinos to accomadate for those changes. The revised list looks a little something like this.

HQ:
Chaplain - Jump Pack, Combi-melta(?) - 130 Points

Troops:
Tactical Marines X10 - Missile Launcher, Flamer, 190 Points
Rhino - 35 Points

Tactical Marines X10 - Missile Launcher, Flamer, 190 Points
Rhino - 35 Points

Fast Attack:
Assault Marines X5 - Sergeant, Power Fist - 125 Points

Assault Marines X5 - Sergeant, Power Fist - 125 Points

Heavy Support:
Whirlwind - 85 Points

Whirlwind - 85 Points

Exactly 1000, if my calculator isn't broken.

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Ladies Love the Vibro-Cannon Operator






Hamburg

HQ:
Chaplain - Jump Pack, Combi-melta(?) - 130 Points

Troops:
Tactical Marines X10 - Missile Launcher, Flamer, 190 Points
Rhino - 35 Points

Tactical Marines X10 - Missile Launcher, Flamer, 190 Points
Rhino - 35 Points

Fast Attack:
Assault Marines X5 - Sergeant, Power Fist - 125 Points

Assault Marines X5 - Sergeant, Power Fist - 125 Points

Heavy Support:
Whirlwind - 85 Points

Whirlwind - 85 Points

Looks quite good.
However, I'd drop the Whirlwinds. They are hardly worth the points.
I'd go with two dakka Predators (autocannon turret plus heavy bolter sponsons).
Drop the Chaplain's combi-melta.

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Fresh-Faced New User




That sounds great. Thank you. I just read in the Codex that Chaplain can have a Power Fist for 15 Points, which JUST fits. I'm going to throw it in, A. Because I'm obsessed with Power Fists, and B. With 2 Attacks (3 on the charge) coming off of WS5, S4, and no armor saves completes the assault squad.

Say hello to the Sons of Sam:

HQ:
Chaplain - Jump Pack - 115 Points

Troops:
Tactical Marines X10 - Flamer, Missile Launcher - 190 Points

Tactical Marines X10 - Flamer, Missile Launcher - 190 Points

Fast Attack:
Assault Marines X5 - Sergeant, Power Fist - 125 Points

Assault Marines X5 - Sergeant, Power Fist - 125 Points

Heavy Support:
Predator - Bolter Sponsons - 85 Points

Predator - Bolter Sponsons - 85 Points

This message was edited 4 times. Last update was at 2010/10/17 20:09:29


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Legendary Master of the Chapter





Chicago, Illinois

Yeah Whirlwinds are kinda useless. XD
Anyway. Its a good list all of these.
Except Terminator Captains are not that good and are too expensive. I could do the same thing with a captain for the same points. Like this Artificer Armor, and Jump Pack = Same thing. But better.

This message was edited 1 time. Last update was at 2010/10/16 18:15:40


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Faithful Squig Companion




I have a 2500 point undefeted marine army and the main part is my hq which is Vulkan He'stan he is durable and can turn flamers and things twin linked which is ownage so i suggest getting him

:'D
 
   
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Legendary Master of the Chapter





Chicago, Illinois

Billster96 wrote:I have a 2500 point undefeted marine army and the main part is my hq which is Vulkan He'stan he is durable and can turn flamers and things twin linked which is ownage so i suggest getting him

yep.
Salamanders are fun! but rename him something else other than Vulkan He'stan

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Made in us
Regular Dakkanaut





Billster96 wrote:I have a 2500 point undefeted marine army and the main part is my hq which is Vulkan He'stan he is durable and can turn flamers and things twin linked which is ownage so i suggest getting him




Ummmmm...We're talking about a 1000pt army not 2500pts :p. Vulkan is a terrible choice at 1k. 1k pts is a very basic Space Marine army.





Your new list looks much more potent. You should find some success with it.

   
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Fresh-Faced New User




If anyones wondering, the reason I went Chaplain over Captain is Liturgies of battle. It lets both my Assault Squads re-roll to hits. Plus He also makes both Squads Fearless.

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Zagreb

And with assault marines chaplan is better choice...

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One Canoptek Scarab in a Swarm





Indianapolis, IN

Honestly I do like the Dreadnought with the twin linked lascannon. First time I fielded that first shot took out the CSM's Defiler. KABOOM. It's always nice to try out different weapon combos on the dreadnoughts.

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Deranged Necron Destroyer





Zagreb

W tl lascannon and tl autocannon, you can pop easily many things... Just love it...

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Hard-Wired Sentinel Pilot





Florida

I ran a list similar to this but used Shrike attached to a assault squad...

put him and his group behind a wall 12 in (if possible... and I have done ) from the enemy and jump pack over...

This is a great trick for taking out Tau Hammerheads.

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Fresh-Faced New User




Should I field the dreadnought? Or should I field the 2 Predators. It will be easier, because I already have the dreadnought painted, and getting 2 Predators and building, priming, painting them seems like a bit of a hassle. I'm just going to field the dreadnought now, and then see if I need the extra high power shots.

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Revving Ravenwing Biker




I would suggest the Predators, they are better for your army I think, and more durable.
I personally feel that a Powerfist on a Chaplain is a waste, and you are better off giving him and both assault sergeants melta bombs for dealing with the possibility of a Land Raider. That would be my advice, but other then that I think its a cool balanced SM list at low points that should do reasonably well against most opponents. Good luck.



 
   
Made in hr
Deranged Necron Destroyer





Zagreb

Between predator and dread, here are differences:
PREDATOR:
-better firepower and damage output
-more durable front armor
-can be repositioned
-serious decrease in firepower when moving...
- takes up heavy slot, where marines have excelent choices
-assaults destroy him with ease

DREAD:
-lesser firepower, but still nice
-can move and fire
- more durable on the flank
- can survive cc
- takes elite choice


In the end it comes down to only two things that matter:
1. What does your army need
2. What foc slots you have free

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Death-Dealing Devastator





The Box

I'm going to ignore what you can/want to paint, because, simply I don't know. Just some comments I wanted to share.

Chaplains aren't worth it, really, it's a glass hammer. You are probably gonna want those PW (or PF even) attacks directed at the enemy squad, meaning they can hit your Chaplain back and at T4/3+ and 2W you're not that durable.
You get a nice boost when charging, but 5 assault Marines aren't gonna kill that much even with the re-roll. Even 10 assault marines with a Chappie aren't needed. They, in a vacuum, are a pretty good squad, very capable of killing loads of infantry especially when equipped with 2 Flamers. But when placed in the game as a whole, when are you going to need them? When facing loads of dangerous infantry, especially Orks and Nids. Against other armies the AM aren't that useful, Marines, because you don't have a lot of PW attacks, Tau/Guard, because pretty much any type of Marine squad should be able to handle pretty much any type of Tau/Guard squad in combat.
Above that, when placed in your list, they are unneeded. You already have loads of anti-infantry in your list, 20 Tactical Marines are pretty much all the anti infantry you're going to need at 1000pt.

And some HQ advice in general; Take a Librarian unless your HQ drasticly changes your list, things like Biker Captains, MotF and Special characters make certain lists possible/viable. If you don't absolutely need such an ability go for the Libby. Nice and cheap, very versatle, and adds some nice psychic defense.
While he is just as durable as the Chappy, the Libby can stay out of combat (where he is vulnerable) and still be useful.

At all cost, keep your tacticals in Rhino's, it adds mobility, another layer of protection, and another unit to the army. For 35 points it's a steal, none of the upgrades are worth it though...

Predators and Dreads are both very nice to have. They both bring High strength long range firepower. In the SM codex I can only recommend 2 Dread variants; the 2xTL-Autocannon dread or the Multi-Melta/CCW dread. The last one only works in pretty specific lists, but the "Rifleman" does well in pretty much all SM lists. Against AV12 and below the Rifleman is superior to the LC/ML dread and you shouldn't face to much AV13 (let alone 14) at 1000pts.
Predators are absolutely awesome; AV13, mobile firepower. Great to hide behind for a 3+ against most shots for your other vehicles. (Might need some clever positioning and maneuvering, but you'll figure it out...) The variant to go with is the AC/HB. Cheap as hell and can suppress light vehicles like no other and a couple can torrent powerful units or models down.
Some people prefer the AC/LC variant, but it can be kinda hard to get shots of from the sponsons without moving and losing firepower.

If you really want to play Assault marines competitively, pick up the BA codex. They very sadly have the only viable AM in the game...
Or you can just say "I'll play my AM with what ever damn codex I want to! I'm sticking to The Codex! You're just some random internet guy! You don't get to tell me what to do!" ;p

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Fresh-Faced New User




I'll play my AM with what ever damn codex I want to! I'm sticking to The Codex! You're just some random internet guy! You don't get to tell me what to do!

This is all theoretical, I'll see what changes I'll make to my list when I play my first game. It seems you know your stuff, so I'll follow your advice. Right now though I just need to see what works and what doesnt and I need to figure this out by myself. Thanks for the help though.

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Death-Dealing Devastator





The Box

Lol,

Very good, that's the best way to learn the game; play alot and also, lose alot. Although, losing only makes you better when you reflect on that lost game.

Good luck with your game! Who/what are you playing? Please share the outcome! A small battle report would be awesome!

Oh and btw, 10 Marines with Flamer and ML are 170pts, not 190.

The Runner in the Box! Don't try to ruin my runnin'!!

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Eternally-Stimulated Slaanesh Dreadnought





UK

Yup losing is the only way to really learn.

I've played a total (TOTAL) of: 7 times.

Each time i've learned a bit more.

Like: Don't disembark a melta team from a rhino when you can just fire from the hatch..

Don't take Thunder Hammers against Soul Grinders.

Emperor's Champions need to be dealt with by Thunder Hammers.

Eldar don't like Librarians

Assault troops with jump pack chaplain is death to orks..
   
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Fresh-Faced New User




Good cause I'm playing orks I hope. Someone might have another army when I bring mine into my hobby store. I'll probably just play whichever army I see in the store.

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Regular Dakkanaut





Santa Rosa, CA.

Yes, It's your army and you can play it however you want.
Whirlwind are great aginst hord armies.


I play Sisters of Battle. My main heavy weapon tank is a Multi-launcher that fires St8 AP1missles (Exorcist). With all my missiles, I have very hard time punching LR and Preditors armor.
I like Lasercannons because they are good at punching armor. I sent a 12-16 missiles at the LR and only immobilised it.
I think you should use the missile launcher on your dread. I have ran many DN with 2 twin auto cannons. They are great for popping light armor and they do get 2 shots.
All of the people who give you input are talking about their game areas. FLGS, friends house or turny. What works for them. The amount of heavy armor punching has to do what YOU are going to play aginst. After a game or 2 you can "fine tune" your list.

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Deranged Necron Destroyer





Zagreb

You shouldn't waste s8 nor s9 on AV14... It has too small chance of success (s8 vs AV 14 has 16,66%, and if you combine it with bs4 it drops to 11,11% to hit and glance, plus you now have damage dice... Lascannon is bit better ... It has same chance to penetrate, and you can add that for glance, but that still isn't enough )...
AV 14, and even AV 13 is melta thing to take down... Lascannon and missile launcher are best for AV12 while AV 11 and 10 autocannons and assault cannons penetrate best (because of 2/4 shots, not to mention that most vehicles have TL)...

So when putting your army together, you add some melta, lascannons and AV 10-11 wreckers... I personally love Lascannon / TL autocannon dread, but 2xTL autocannon dread can be excellent for popping down AV 10-11 (even better than lascannon, but las/auto has bigger threat on AV 12)...

So all in all, I like 3 combinations of dreads: HF/MM for 1st turn drop pod wrecking, 2xTL autocannon for popping rhino-like vehicles and TL las/ TL autocannon for general purpose....

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Chances are, I won't find any AV14 in a 1k battle, but just in case, thats why I have Melta Bombs on my Sergeants and Chaplain.

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Ultramarine Terminator with Assault Cannon






You're over costing yourself 40 points on the Tac squads. They're only 170 points.
   
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I don't have any pics from my first battle, but I'll just try my hardest to describe it in detail. I was playing against Imperial Guard. I rolled for mission type and got Annihilate (KP's) He rolled for deployment type and got table quarters. I won the roll-off for turn selection but let him have the first turn. The terrain was divided into 3 sections bordered by rivers. One of the rivers (my table quarter) formed a bit of an island. I had some space on the middle section so I deployed my rhinos there and my Assault Marines and Dreadnought on the island. He deployed his Snipers on the roof of a building, his Chimera filled with veterans + commissar was deployed on the left river. His Hydra was deployed as far back as possible. Lastly, his Grey Knight Terminators (not a competitive list) were closest to my units.

TURN 1: IG

MOVING:
He moves his Chimera across the river, trying to get line of sight on my Rhinos, and moves his Grey Knights closer to my Rhinos as well.

SHOOTING:
His Hydra's Autocannon + Sniper fire + Walker Squadron fire knocks out 1 Assault Squad with a little (open to debate) luck for a KP. He tries to fire his Chimera Autocannon at my Rhino, but misses/fails to glance.

ASSAULTING:
Not in range.

TURN 1: SM

MOVING:
I move my Rhinos up and move my Assault Squad in the general direction of his termies. I also move my Dreadnought up and try to get in range of his Hydra.

SHOOTING:
I fire my Lascannon and Krak Missile Launcher at the Hydra, but not do anything. I'm still out of range of anything important.

ASSAULT:
Not in range.

SCORE: IG-1 SM-0

TURN 2: IG

MOVING:
He moves his Terminators up toward my Assault Squad, but still is out of range for charge. He also moves his Chimera toward my Rhinos.

SHOOTING:
He shoots his Hydra's Autocannon at my Dreadnought, but misses. He snipes my Assault squad but I make my 3 armor saves. He fires his Autocannon and Grenade Launchers from the hatch at my Rhinos and gets a crew stunned result.

ASSAULT:
Not in range.

TURN 2: SM

MOVING:
I move my Assault Squad in rage for a charge to his Grey Knight Termies. I move my non-stunned Rhino up the battlefield. And I move my Dreadnought across the river and make it halfway.

SHOOTING:
I fire my Lascannon and Krak Missile at his Walker Squadron and manage to wreck one and immobilize the other for a KP. I fire my Storm Bolter at his Termies to no avail.

ASSAULT:
I charge in with my Assault Team for a total of 16 Attacks vs. his 8. I manage to kill off 2 of his Termies and he deals 5 kills to my Assault Squad.

SCORE: IG-1 SM-1

TURN 3: IG

MOVING:
He moves up his Chimera to get in range of my Dreadnought as well as my rhino.

SHOOTING:
He destroys my Storm Bolter on my 2nd Rhino and Immobilizes my first. He tries to snipe my Dreadnought but nothing touched it. (Including his Hydra.)

ASSAULT:
He Insta-kills my Chaplain with his Force Weapon for a KP

TURN 3: SM

MOVING:
I move my dreadnought up and disembark my immobilized Rhino. I then move behind a wall.

SHOOTING:
I get pissed off at his Termie and Insta-kill it with my Lascannon for a KP.

ASSAULT:
Not in range.

SCORE: IG-2 SM-2

TURN 4: IG

MOVING:
He moves his Chimera up near my Tactical marines and fires his 'nade launchers and autocannon at my Rhino and wrecks it. He then fires his heavy bolters at my Tactical Marines and kills 2.

SHOOTING:
He fires his Hydra's Autocannons at my Dreadnought but glances it and gets a crew shaken result.

ASSAULT:
Not in range.

TURN 4: SM

MOVING:
I disembark my second rhino on a temple like structure to gain line of sight onto his Chimera.

SHOOTING:
I shoot my Krak missile at his Chimera and miss.

ASSAULT:
Not in range

SCORE: IG-3 SM-2

TURN 5: IG

MOVING:
He spins his Chimera around and disembarks his guys next to my Tactical Squad.

SHOOTING:
His dudes rapid fire onto my Tactical Marines and kills 3. He still can't touch my dreadnought.

ASSAULT:
Not in range.

TURN 5: SM

MOVING:
I move my 2nd Tactical Squad up the temple.

SHOOTING:
My 1st Tactical Squad knocks out 1 guy, and my 2nd Squad opens fire on his vets, killing 3. Dreadnought destroys 1 of his Hydra's Autocannons.

ASSAULT:
Not in range.

SCORE: IG-3 SM-2

TURN 6: IG

MOVING:
He doesn't move anything.

SHOOTING:
His nade launchers scatter onto nothing. His Bolt Pistol doesn't hit anything either.

ASSAULT:
Not in range.

TURN 6: SM

MOVING:
Here's where the cool gak happens. I move my marines around the wall, and they whip out their pistols

SHOOTING:
Here's where the disappointing gak happens. I shoot my bolt pistols and my bolters (2nd Squad) and my flamer and my krak missile (2nd Squad) and kill...4.

ASSAULT:
I charge in with my Space Marines, desperate for a KP, and kill 2 before he kills 3.

FINAL SCORE: IG-3 SM-2

I wish my Assault Squad hadn't died so fast, it would have been nice to have the melta bomb support. Whatever. Good game Adam.

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Possessed Khorne Marine Covered in Spikes





Sounds pretty cool.

Yeah all Space Marine HQs run into issues with instant death. Force Weapons will do it. Along with any str 8 and above weapons. So PFs eat them up as well, including lascannons.

When it comes down to it. Assault Squads are really cool and all, but they always seem to die more often than get their points back. They only have regular combat weapons that everything takes armor saves against. They're good vs mobs of weak things, but still their numbers would crush your small squads.

The purpose of argument is informative discourse, not to see who finishes in front.


 
   
 
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