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Made in us
Water-Caste Negotiator




New Troy

This is what I have:

HQ
Captain-
Plasma Pistol
Auxiliary Grenade Launcher
Artificer Armour

Librarian

Elites
- 10man Sternguard Vet Squad
-Powerfist
-Meltagun
-Missile Launcher

Troops
-Tac Squad
-Missile Launcher

Tac Squad
-Chainsword Bolt Pistol
Plasma Gun
Missile Launcher

Fast Attack
4man Bike Squad
-Power Sword

2 Attack Bikes

Heavy Support
2 Predators
-Las Sponsons

Thunderfire Cannon
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

you need more troops...

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Water-Caste Negotiator




New Troy

well I used to run 3tac squads but modified one to be Sternguard.

This a two on two tourney list so my partner will have troops as well.
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

well thing is you don't need 2 hqs
Hqs take up alot of points, usually if you want a competitive list you usually only want one HQ per a list unless if you maxed out.

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Water-Caste Negotiator




New Troy

I see, what do you suggest?
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

what else do you have?
Well I usually want more troops or a squad that can own infantry/tanks. usually a troop choice like a tactical squad + plasma cannon and melta gun.

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Water-Caste Negotiator




New Troy

those are my only two HQs I have, but the tourney is a long way from now so I could pick a new one up.
   
Made in ca
Angered Reaver Arena Champion






No, 20 tactical marines @ 1500 points is fine. The rest of the list is what needs help

For instance:

Why does one of the tactical squads have no special weapon?

Why does the Captain not have a power weapon but the Biker Sgt does?

Can you really not find a better place for 25 points than a plasma pistol and grenade launcher for the Captain?

Why do the Sternguard have a missile launcher?

Those are the major issues that need addressing before anything else.


Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Water-Caste Negotiator




New Troy

The one tac squad doesn't have a special weapon because I haven't decided yet.
Good point on the Hq
Sternguard have a ML for the same reason a Tac squad has one

I am not an assualty army though so the power weapon won't do me any good on the captain
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

I have a sternguard squad with a rocket launcher.
Your going to be at a serious disadvantage with only 2 troop choices ok maybe 4 if you combat squad them but its it's efficiency that I am worried about more

This message was edited 1 time. Last update was at 2010/11/21 04:30:51


From whom are unforgiven we bring the mercy of war. 
   
Made in ca
Angered Reaver Arena Champion






I didn't communicate well. The questions were rhetorical, there is no good answer to any of those questions. All the points above are things you should change to make the list stronger.

Let me elaborate on the sternguard. They don't need a missile launcher - they are too expensive to waste their special ammunition. A couple combi-meltas are better on the sternguard than a single meltagun. You probably don't want the sternguard in combat either, so a powerfist is out of place there.

The biker squad could also use a special weapon.

Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Water-Caste Negotiator




New Troy

HQ
Chapter Master Pedro Kantor

Elites
- 10man Sternguard Vet Squad
-Powerfist
-Combi Melta
-Missile Launcher

Troops
-Tac Squad
-Flamer
-Missile Launcher
-Rhino

Tac Squad
-Chainsword Bolt Pistol
Plasma Gun
Missile Launcher
-Drop Pod

Fast Attack
4man Bike Squad
-Power Sword

2 Attack Bikes

Heavy Support
2 Predators
-Las Sponsons

Thunderfire Cannon


Automatically Appended Next Post:
How about that?

This message was edited 1 time. Last update was at 2010/11/21 04:40:26


 
   
Made in us
Frothing Warhound of Chaos




This list is eerily similar to my friend's list. He plays a fire line with counter assault abilities tactic and it works really well.

His list, roughly, is something like this:

HQ

Chaplain w/Plasma pistol and jump pack. (goes with the assault marines)

Librarian w/Avenger and The Quickening or Might of the Ancients

Elites

Sternguard - no upgrades

Troops

3x Tac squads w/flamers or meltaguns and missile launchers

He combat squads these and puts the flamer/meltagun group with the sergeants in rhinos or razorbacks and the Librarian joins one of the units.

Fast Attack

5 Assault marines - Sergeant w/plasma pistol and Power weapon

Heavy Support

Predator(s) with Las sponsons

He basically just makes a firing line and shoots until things get close, then his assault units charge. It's very basic but very effective.

It's not quite like your list but maybe it'll give you an idea or two. Hope it helps!

This message was edited 1 time. Last update was at 2010/11/21 04:42:00


 
   
Made in us
Slippery Scout Biker



Fort Myers, Fl

Honestly, I don't think that that list would be too useful under any real circumstance. The Sternguard are useful, but I would give them combi-meltas, not a missile launcher. Trust me my friend, I have had a 30 man sternguard list w/ Pedro Kantor. They don't like to use heavy weapons, they like to move into range and make things die. I also noticed that you have no sort of PW or PF in the Tactical Squads. You want them, not because it is an Assaulty Squad, but to counter act things like Dreadnoughts, enemy IC's and vehicles that rush up to you. It's worth it, if you don't believe me... then you will find out the hard way.

Where others fail, the BOOM Brigade shall prevail.
~Custos ex Forma 'Master of BOOM's.

3,000 points (BOOM brigade)
19-1-1 (Wins-Loses-Ties)
2,500 points (Dark Angels)
5-0-0 (Still Wins-Loses-Ties)
Starting 
   
Made in us
Water-Caste Negotiator




New Troy

Thanks everyone for the help can't wait to try my new list/tactics
   
Made in ca
Angered Reaver Arena Champion






This will perform much better than the lists you guys posted thus far. I tried not to change too much.

HQ Captain Relic blade, artificer 145
HQ Librarian GOI, something else 100
Elite Sternguard x10 4x Combimelta, razorback 310
Troops Tactical x10 ML, flamer, rhino 205
Troops Tactical x10 ML, flamer, rhino 205
Fast Bikes x 4 115
Fast Attack Bikes x2 80
Heavy Predator side lascannons 120
Heavy Predator side lascannons 120
Heavy Thunderfire 100

1500

Captain goes with 5 of the sternguard in the razorback while the libby ports the 4 combimeltas. Everything else is fast enough to drive around and rapid fire stuff. This is far from the most competitive you can do with the C:SM, but keeping with the units you want this is the best I could come up with.


Automatically Appended Next Post:
ofcBOOMstick wrote:I also noticed that you have no sort of PW or PF in the Tactical Squads. You want them, not because it is an Assaulty Squad, but to counter act things like Dreadnoughts, enemy IC's and vehicles that rush up to you. It's worth it, if you don't believe me... then you will find out the hard way.


I couldn't disagree more. Tactical squads do not want to get into CC. With or without a PF, they are going to get owned. If the IC in a unit assaults your squad, the player just avoids basing the PF so you can't ID him. In any event, the math (which I've done in the tactics forum before) shows that the increase in damage is barely worth the investment if you spend most turns in CC. If you are spending most turns in CC with your tactical squads, you are probably lost anyways.

PFs promote bad play for C:SM tactical squads. You don't need them, just shoot the enemy down and use your Captain and if needed sternguard to dig out the tacticals from combat.

This message was edited 2 times. Last update was at 2010/11/21 04:53:43


Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Slippery Scout Biker



Fort Myers, Fl

So your saying let the squad die so that you can only hope that the enemy will get out of CC and let you shoot at them? No offense... but no. I'm speaking from the experience of watching my army go down when I first started because I had nothing I could do against dreadnoughts, IC's and vehicles when it came to CC. If you really want to keep the enemy from basing your Sgt w/ PF than try this... keep him in the middle/back so your enemy doesn't get a choice to base him with what he wants to. You get the choice of where you want your PF. I know, difficult concept.

Where others fail, the BOOM Brigade shall prevail.
~Custos ex Forma 'Master of BOOM's.

3,000 points (BOOM brigade)
19-1-1 (Wins-Loses-Ties)
2,500 points (Dark Angels)
5-0-0 (Still Wins-Loses-Ties)
Starting 
   
Made in ca
Angered Reaver Arena Champion






Combat tactics is an C:SM weapon specifically so that you don't have to stay in combat. You don't need him to kill your squad. You're not going to win combat vs an HQ with or without a Pfist. You don't want to get stuck in combat anyways, so if you play well the PF is not even needed. Its just a waste of points that promotes bad play.

edit: That's my take on it anyways, feel free to take my advice or leave it.

This message was edited 1 time. Last update was at 2010/11/21 06:57:18


Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Slippery Scout Biker



Fort Myers, Fl

Ahh, sorry. I play either Vulkan, Pedro or DA. So I never have the Fall Back Rule. I didn't even think about that.

Where others fail, the BOOM Brigade shall prevail.
~Custos ex Forma 'Master of BOOM's.

3,000 points (BOOM brigade)
19-1-1 (Wins-Loses-Ties)
2,500 points (Dark Angels)
5-0-0 (Still Wins-Loses-Ties)
Starting 
   
 
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