Switch Theme:

1500P Space Marines  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Neophyte Undergoing Surgeries




HQ

Chapter Master@195
with pair of lightning claws
artificer armour
jump pack
Assault Sqaud (10)@190

Troops

Tactical squad (10)@205
with flamer
Rhino

Tactical squad (10)@205
with flamer
Rhino

Tactical squad (10)@210
with plasma gun
heavy bolter
Drop Pod

Tactical squad (10)@210
with plasma gun
heavy bolter
Drop Pod

Scout squad (5)@100
with combi-flamer
teleport homer

Terminator Assault squad(5)@200


All in all 1505 Points

Please suggest on improvements to be made.


I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in us
Longtime Dakkanaut





New Jersey, USA

You need an odd number of droppods to get maxiumum benefit from them.

Is there a reason why your first two tactical squads arent takeing their free heavy weapon?


 
   
Made in gb
Neophyte Undergoing Surgeries




Yes, they are meant to charge in after sitting on the Rhino and should really all be able to shoot immediately, so they don't need heavy weapons to slow them down.

And why the uneven Drop Pods?


I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in us
Warning From Magnus? Not Listening!





New Jersey, USA

TBH, I don't think the Chapter Master is adding a lot to the list. You're better off with a Captain instead, and saving some points.

As for the Drop Pods, you probably want to add a 3rd one, so 2 can come down on first turn and the 3 come down later on. The logic here is that you get most of your units on the board sooner, and tactically where you'd prefer them to be. I would also switch your Heavy Weapon choice to the Missile Launcher, as it is more versatile than a Heavy Bolter.

And as for the Tact Squads in Rhinos, you should consider taking a Meltagun instead of the Flamer. I'm noticing a huge lack of Anti-Tank in your list. With a Meltagun or two, you can compensate that a bit. I'd also give these Tact Squads Missile Launchers too. Just because you intend not to use them, doesn't ever mean that you won't need to later on or have a chance to use them when you can. It's free anyway, so why not? Just sayin'...

I would also consider investing in a second Teleport Homer too. If you're that concerned about your Terminators getting onto the board safely, you might as well take a better chance of them arriving safely. As a matter of fact, a Locator Beacon on a Drop Pod would function just as well, and it's 5 points cheaper. Now, if you chose to, you can also deep strike with the Assault Troops and the Captain/Chapter Master (although I would avoid this tactic, but I'm just saying it's another option).

I'd also consider giving your Sgt's some Power Weapons too, but that's just my preference on how to loadout a SM Sgt. YMMV depending on how the rest of your list is geared up.

This message was edited 1 time. Last update was at 2011/01/24 18:35:17


"This One Is Rurouni... Once Again, This One Will Drift..."
"Rushing towards danger without hesitation isn't recklessness, but bravery... And avoiding danger when there's a chance for victory isn't precaution, but cowardice..."
"I can only go forward." 
   
Made in gb
Neophyte Undergoing Surgeries




More like this:


HQ

Captain@170
with pair of lightning claws
artificer armour
jump pack
Assault Sqaud (10)@190

Troops

Tactical squad (10)@210
with meltagun
Rhino

Tactical squad (10)@210
with meltagun
Drop Pod

Tactical squad (10)@220
with plasma gun
rocket launcher
Drop Pod
with locator beacon

Tactical squad (10)@220
with plasma gun
rocket launcher
Drop Pod
with locator beacon

Scout squad (5)@85
with combi-flamer

Terminator Assault squad(5)@200


All in all (still) 1505 Points



I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in nl
Storm Trooper with Maglight






you really miss anti tank... take meltaguns or else, where are the 'free missles'

This message was edited 1 time. Last update was at 2011/01/24 18:58:07


don't think, you have to know it if you want to be a commander
2010-> IG losses:5, draws: 1, wins: a really lot of wins
2011 IG losses: 2, draws: 1 wins: 32
2012 losses: 8, draws: 0 wins: 15 
   
Made in us
Warning From Magnus? Not Listening!





New Jersey, USA

imperial commander wrote:you really miss anti tank... take meltaguns or else, where are the 'free missles'

He said that he doesn't want them in his Tact Squads that are meant to be rushing into assaults. I reminded him they were free though. :shrugs:

Anyways, the list looks a little better. I have to ask though, is there a reason why you're restricting yourself to not using the free choices? And also, I know that YMMV with Power Weapons, but for a unit that you yourself have stated that it's main purpose is to rush into assaulting in CC, a Power Weapon would only improve their chances at winning in CC. At the very least, I think the Assault Squad Sgt should have one. For the Tact Squads, I would consider taking a Combi-weapon, if you don't intend on using a Power Weapon.

Lastly, is the reason why you're restricting yourself to 1500 points due to lack of models? Otherwise, there're numerous ways on how you can improve your list.

"This One Is Rurouni... Once Again, This One Will Drift..."
"Rushing towards danger without hesitation isn't recklessness, but bravery... And avoiding danger when there's a chance for victory isn't precaution, but cowardice..."
"I can only go forward." 
   
Made in gb
Neophyte Undergoing Surgeries




Ok thanks for the advice. I was taking 1500 Points because that is a good size for casual games, because a smaller one will not let me get the necessary troops in, and a larger one takes forever to play which I mostly don't have time for.


I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

assassin2 wrote:More like this:
HQ

Captain@170
with pair of lightning claws
artificer armour
jump pack
Assault Sqaud (10)@190
Who is your captain going to be running with? With the jump pack he can't fit in a rhino. If you want the speed, why not give him a bike for +1 toughness, turbo-boost, and a TL bolter?

assassin2 wrote:Troops

Tactical squad (10)@210
with meltagun
Rhino

Tactical squad (10)@210
with meltagun
Drop Pod
These look like highly aggressive TAC squads. Why not give them a MM, as odds are they will be within 24" of a tank. At 24" a MM is a better weapon than a LC up to AV 14. (Its all about the +1 dmg roll due to AP1)

Your scout squad is a great idea. They are good for camping home objectives, and sniping stupid ICs that wander away from their friends.

Drop your other 2 TAC squads. You have enough to get the job done. If you put your captain on a bike, why not put them on bikes too? They are scoring at that point. Otherwise replace them with sternguard or something akin to that.

assassin2 wrote:Terminator Assault squad(5)@200
I'm guessing you save these as a deep strike surprise? Not a bad idea overall. It can give you some counter-assault. Without a LR they are guaranteed to get into assault -- but with the LR they come in just under 500 points (or 1/3 your total!)

Overall, I think your lacking a little long range anti-tank. Something to help crack open those rhinos/chimeras at 30"+ would go a long way. Things like a typhoon or TL/AC dread, or a AC/LC pread. Melta guns are great, but what good does it do to crack open the BW only to have 20 orks pour on top of you. Its much better to bust it 36" away then pluck the orks off as they run across the board.
   
Made in us
Stalwart Tribune





Long Beach CA.

If you want your TAC squads assaultin, then an extra rapid fire shot per turn WILL NOT help you.

Here's a break down:
Bolter guy:
When he moves: 1 extra shot at 12 inches, cannot assault the turn he takes advantage of this.
when he doesn't move: a single 24" Str 4 shot.

Heavy weapon guy (who still has a bolt pistol):
when he moves: One less bolter shot at 12 inches, can assault.
when he doesn't move: Either a Str 8 ap 3 shot, a str 4 ap 6 blast, a Str 8 Ap 1 shot, or 3 Str 5 ap 3 shots.


I get what you're saying about wanting to get that extra shot in... But if you really mean that you want to assault with TAC marines, which many would (correctly imho) argue a bad idea to begin with, you will rarely get a chance to use that extra bolter shot. Meanwhile, the free heavy weapons give you much more versatility.

Also, you have too many troops. While yes, it's great that you have 9 scoring units... You really... REALLY do not need that many.

Tactical marines and scout marines should be used to capture objectives. I do not believe that you can expect them to provide any meaningful amounts of firepower to your army. There are many units in the space marine codex that can kill a LOT. Unfortunately our TAC marines aren't one of them.

Also, your captain is extremely expensive. He only gets 5 attacks on the charge iirc, and they aren't mastercrafted. For twenty points more, you can get shrike, which will make your guys fleet, will give you a delivery system for your terminators, and will be slightly better at CC than the captain you already have.

PM me! Let's play a game!

(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.

"GOTHIC MOTHAFETHA, DO YOU SPEAK IT?!" 
   
Made in us
Combat Jumping Ragik






All in all (still) 1505 Points

You're over the points limit, stop cheating.

As stated you lack any form of AT.

Minor chances at first glance. Pack some "Free missiles" into those tac squads.

Drop that chapter master into a much more useful (and cheaper) librarian.

Drop the assault squad & that will free up points to turn your rhinos into laz/plaz razorbacks. Now that you're combat squading your heavy weps as a firebase you don't need that large transport capacity.

Trade rules: lower rep trades ships 1st. - I ship within 2 business days, if it will be longer I will contact you & explain. - I will NOT lie on customs forms, it's a felony, do not ask me to mark sales as "gifts". Free shipping applies to contiguous US states. 
   
Made in gb
Neophyte Undergoing Surgeries




HQ

Shrike@190

Troops

Tactical squad (10)@220
with plasma gun
rocket launcher
Drop Pod
with locator beacon

Tactical squad (10)@220
with plasma gun
rocket launcher
Drop Pod
with locator beacon

Scout squad (5)@85
with combi-flamer

Scout squad (5)@100
with camo cloaks
combi-flamer

Elites

Terminator Assault squad (5)@200

Heavy Support

Devastator Squad (5)@240
with lascannon
lascannon
plasma cannon
plasma cannon

Land Raider Redeemer@240

All in all Points 1495



I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in us
Warning From Magnus? Not Listening!





New Jersey, USA

Ok, couple of things:

1. If your intentions are for the Terminators to be in the Land Raider, then you're not going to need the Locator Beacons on the Drop Pods. Put a Multi-melta on the LRR and Extra Armor, and you're all set.

2. Your Devastator Squad is horribly overpriced. I usually never take anything but the cheapest weapons possible. If you want a Lascannon or Plasma Cannon in the squad, put it in your Tact Squad, for 10 or 5 points respectively, as opposed to 35 or 25. Does that mean you might not get to shoot them until after turn 1? Yes. But you're also saving 20 points, which can be better used. My advice with this list now, would be to drop the Drop Pods all together, and use Razorbacks instead. Combat Squad your Tact Squads, and have your Heavy Weapons hang back and shoot from far while your Specialist and Sgt push forward in the Razorback. Take 2 Lascannons for 20 points in your Tact Squads, and either downgrade to 4 Plasma Cannons, or take 2 ML's and 2 PC's for the Devastator squad. You also want fill out the squad to the max of 10 models if you can. Wound allocation will be a lot easier and you're likely not to lose any Heavy Weapons when you start taking wounds early on.

Otherwise, the list looks okay.

This message was edited 1 time. Last update was at 2011/01/24 22:06:46


"This One Is Rurouni... Once Again, This One Will Drift..."
"Rushing towards danger without hesitation isn't recklessness, but bravery... And avoiding danger when there's a chance for victory isn't precaution, but cowardice..."
"I can only go forward." 
   
Made in us
Stalwart Tribune





Long Beach CA.

If you're using the Land raider for transporting your terminators, then shrike is a waste. in your list he has no one he can hang out with, can't ride in transports, won't do a whole bunch for this list.

The aforementioned librarian is a good idea... and so is LYSANDER!!!!!

But yeah... the Devastators are HORRIBLY overpriced. For just a few points more, you can take two 5 point sternguard squads with exactly the same weapons + all the sternguard goodness... Not saying you should do this, merely pointing out how wasteful Devs are in the points department.

I would just like to mention how Dakka dakka has completely hijacked your list and mechanized you..

PM me! Let's play a game!

(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.

"GOTHIC MOTHAFETHA, DO YOU SPEAK IT?!" 
   
Made in us
Boosting Ultramarine Biker





Atlanta, GA.

Squeeze a Predator in there somewhere. The Predator is the best bang for the buck vehicle in the whole game, all codexes, and you need some more heavy support.
   
Made in gb
Tough-as-Nails Ork Boy




Well after reading your dex I have to say I'm sure there can be better things but guess for us it'll work

1000 points and lots of models not in use
1000 points
wanting to stard sneaky tyranids

I am Blue/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

 
   
 
Forum Index » 40K Army Lists
Go to: