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![[Post New]](/s/i/i.gif) 2010/10/27 15:12:56
Subject: space marine horde army killer 1500
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Regular Dakkanaut
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this list has worked very well for me in al the games i have played with it
HQ
kayyan shryke
chaptermaster termie armour dual lc
Troops
5 scouts snipers 1rocket
5 scouts snipers 1rocket
Elites
5 assult termies 1 th/ss combo dedicated transport land raider with chronus
5 assult termies 5 th/ss combo
Heavy support
Vindi w/dozer blade
vindi
this works out to exactly 1500 points if my calculations are correct. i have olny used this list 5 times but i won them all 2 were against orks 2 against sm and the other against nids i have the snipers come in on the sides with thier special rule and shoot at the enemy from a distance the vindis sit back and pound on the enemy while they are distracted with the termies the squad with the th/ss deep strike behind any heavily armoured units like tanks and the other squad move up in the land raider with tank commander chronus use the land raiders laz cannons to kill hevvily armored units while moving up the termies also in the lr have the cm dont forget to use his orbital bombardment. shrike is in deep strike with the other termies
note: shrike gives the entire army fleet of foot
this has been a good army for me so i thought i would share it please post any ideas to make this army better
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This message was edited 3 times. Last update was at 2010/10/28 14:38:03
40K raven guard 8000 orks4500 eldar 2500
fantasy dark elves 2500 |
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![[Post New]](/s/i/i.gif) 2010/10/27 15:52:44
Subject: space marine hore army killer 1500
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Lone Wolf Sentinel Pilot
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The one problem I have is your troops. You only have 2 scoring units, and they are both 5 man scout squads. They are notoriously flimsy. In an objective game, if an enemy can eliminate your scouts (which isn't terribly hard to do), then the best you can do is draw. Additionally, you have 600+ points in your land raider. Thats a really big target, and every single AT weapon in your opponents army is going against that. Though this list is good, because there is no single "gotta kill it" unit. The land raider is a big target, but the Shrike termies are as well, and no one likes to see two vindicators rolling up on them. The question you have to ask your opponent is "do you have enough heavy fire power?"
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![[Post New]](/s/i/i.gif) 2010/10/27 23:40:54
Subject: Re:space marine hore army killer 1500
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Regular Dakkanaut
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i agree the lr is a big target but that is the point i want thier fire concetrated on this bacause it can take alot more than the vindis and they kill so many things each turn i want them to survive and this army is not for objective games it is for kill points and the olny reason i took the scouts is bacause i had to have 2 troop choises and sometimes scouts can be useful that is why there is so few units
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40K raven guard 8000 orks4500 eldar 2500
fantasy dark elves 2500 |
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![[Post New]](/s/i/i.gif) 2010/10/27 23:57:12
Subject: space marine hore army killer 1500
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Nurgle Chosen Marine on a Palanquin
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I played a guy at 1850 ran 30 SS/TH Terminators, Shrike and a Librarian... and 4 x 5 scouts, and a couple plasma gun bikes. I had a great time tearing that up. We played twice. I killed his scouts, and played keep away from the terminators, then I started working one unit of terminators at a time, until the game ended.
At 1500pts... that gets interesting, its small enough that you might pull it off, even against the good players.
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![[Post New]](/s/i/i.gif) 2010/10/28 13:37:33
Subject: space marine hore army killer 1500
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Rotting Sorcerer of Nurgle
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Bleh... I was hoping you were missing a 'w' instead of a 'd' in your title.
FALSE ADVERTISING!!!
_____________
Seriously though: that's a pretty fragile troop base.
It's not hard to kill them off...which offsets what you are trying to do (getting more stuff to kill the opponent).
In addition, something like pods and deepstrikers can be hard counters and they are readily available for most armies.
i have the snipers come in on the sides with thier special rule and shoot at the enemy from a distance
Outflanking is cool with them. Though, they don't offer much in ranged combat as the earliest they can contribute is turn 3, but more likely turn 4, in which case you are nearly done with the game.
th/ss deep strike behind any heavily armoured units like tanks
This is traditionally a 'meh' thing to do with them. DSing is dangerous for those prepared, while you can run after coming in, they contribute nothing in the mean time as they can't charge....again, coming in earliest turn 2, but likely turn 3, and committing turn 4.
have the cm dont forget to use his orbital bombardment.
Don't forget, if the cm moved AT ALL, even in a raider or DSing in, you can't use orbital bombard.
And seriously, the CM is wasted points...get something else like a Libby or Chappy for support rules instead.
shrike is in deep strike with the other termies
IMO, this is terribad. But if the option is between infiltrating and dying or deepstriking and maybe contributing.... I'd rather infiltrate honestly. You pay alot for him being able to infiltrate a squad.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2010/10/28 14:05:18
Subject: space marine hore army killer 1500
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Ladies Love the Vibro-Cannon Operator
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Sazzlefrats wrote:I played a guy at 1850 ran 30 SS/TH Terminators, Shrike and a Librarian... and 4 x 5 scouts, and a couple plasma gun bikes. I had a great time tearing that up. We played twice. I killed his scouts, and played keep away from the terminators, then I started working one unit of terminators at a time, until the game ended.
At 1500pts... that gets interesting, its small enough that you might pull it off, even against the good players.
Sounds like an interesting army.
I guess the Scouts had sniper rifles and/or mls.
But what's the deal with the Bikers?
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2010/10/28 14:51:28
Subject: Re:space marine horde army killer 1500
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Regular Dakkanaut
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the bikes were in another army like this not mine as for Sanctjud i agree with some of your points the scouts are easy to kill but i dont really think anything will be shooting at them they will be more worried about the lr and vindis or they will be out of range i take the cm because he gives the termies lots of extra attacks and the orbital bombardment is very useful .well i do agree about shrike he is alot of points and i wasnt sure weather to take him of another squad of termies but i decided on him because of how he givs the entire army fleet of foot and is very strong but would it be better if i added more termies to a squad or a whole new squad and take away the dozer blade on the vindi?
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This message was edited 1 time. Last update was at 2010/10/28 14:52:30
40K raven guard 8000 orks4500 eldar 2500
fantasy dark elves 2500 |
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![[Post New]](/s/i/i.gif) 2010/10/28 17:57:17
Subject: space marine hore army killer 1500
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Nurgle Chosen Marine on a Palanquin
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wuestenfux wrote:Sazzlefrats wrote:I played a guy at 1850 ran 30 SS/TH Terminators, Shrike and a Librarian... and 4 x 5 scouts, and a couple plasma gun bikes. I had a great time tearing that up. We played twice. I killed his scouts, and played keep away from the terminators, then I started working one unit of terminators at a time, until the game ended.
At 1500pts... that gets interesting, its small enough that you might pull it off, even against the good players.
Sounds like an interesting army.
I guess the Scouts had sniper rifles and/or mls.
But what's the deal with the Bikers?
If I can remember, his list was:
Shryke (for fleet and first turn assaults) (oh that's right ... no librarian, just Shryke)
3 x 10 TH/ SS terminators, 3 of each squad had lighting claws instead
4 x 5 scouts, sniper rifles and missile launcher
3 x 2 Bikes... maybe it was just attack bikes. I really can't recall. But they either had max plasma guns, or max multi-meltas.
My list at the time was
2 x Flying Demon Prince of Nurgle w/ Warptime
Greater Demon
3 x 10 CSM w/ 2x Melta, 1 Fist and Rhino w/ combi-plasma (one squad did not have a powerfist or rhino)
2 x 5 Chosen w/ 3 x melta, 2 x flamer, in rhino's with combi-plasma
3 Obliterators
1 x dreadnought with plasma cannon
It was an interesting game, those terminators once they are in combat are a beast, but if you play keep away long enough and have enough guns its not too bad. I boltered most of the terminators to death, lots of single tapping at range, and then suicide double tapping from inside a forest, and using the dreadnought and great unclean one to tie up weakened units while I dealt with the bigger units. I lost almost everything, but according to the funky kill point mission we were playing it was a minor win for me, otherwise, using normal victory points assuming an annihilation mission, it was a draw.
For some reason he put the bikes in reserve... basically, they were small enough and fragile enough that he didn't want to give up those kill points. Anyhow, I still concentrated fire on his scouts. If you kill his troops, then in an objective game, he can't win. Which is why these lists are not tournament worthy. And in a tournament, if he can't win, unless you lose everything its a draw, and you have the upper hand to get a minor win. Scouts are the right choice, but you need more of them. And bikes... i dunno... they die fast. If there were a lot more of them then they wouldn't be easy targets.
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