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![[Post New]](/s/i/i.gif) 2011/03/13 22:32:24
Subject: 1,000 Point Vanilla Space Marine Army
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Fresh-Faced New User
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Hi,
Here's my second attempt at putting together a vanilla space marine army list. I'd like to start playing the game with a very competitive list right off the bat. Any thoughts/additions/adjustments?
HQ:
Librarian [115 pts]
> Combi-Melta
> Null Zone
> Vortex of Doom
Troops:
Tactical Squad x 10 [215 pts]
> Flamer
> Missile-Launcher
> Rhino w/Storm Bolter
Tactial Squad x 10 [215 pts]
> Flamer
> Missile-Launcher
> Rhino w/Storm Bolter
Elites:
Dreadnought [150 pts]
> Multi-Melta/Heavy Flamer
> Drop Pod
Sternguard x 6 [215 pts]
> 4 x combi-meltas
> 2 x combi-flamers
> Drop Pod
> Librarian will attach to this unit
Heavy Support:
Predator [85 pts]
> Auto-Cannon/Heavy Bolter
TOTAL -- 995 points
Questions:
> Should I give my tac squad sergeants a chainsword? I was going to give them bolt pistols.
> Can the librarian join the Sternguard and travel with them in their drop pod?
> Have I got the mix right in terms of combi- weapons for the sternguard?
Thanks in advance!
-Gribs
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![[Post New]](/s/i/i.gif) 2011/03/13 23:06:43
Subject: 1,000 Point Vanilla Space Marine Army
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Ultramarine Chaplain with Hate to Spare
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Heys a few tips:
Vortex is heavy so you libby can't fire it the turn he arrives or whenever he moves. But yes he can go in the DP with the sternguard. Drop Vortex for Avenger that dovetails nicely with the Sternguards main role of anti-infantry.
The read and Pred both need to eb doubled or dropped. Doubling in the dread would also solve your 2 DP problem (you should have 3 so 2 can arrive together turn 1 otherwise 1 arrives unsupported and dies).
That will cost you points though. So you'd have to make a concession on your tac marines.
Best load out for tac squads is:
Sergeant with combi-melta, Melta and missile launcher in a transport. Or combi-flamer, flamer ML and transport, flavour with powerfists to taste. So you're almost there but you need combis on the tac squads and I'd make 1 of them a melta squad.
But it is solid attempt for a newbie.
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![[Post New]](/s/i/i.gif) 2011/03/13 23:43:21
Subject: Re:1,000 Point Vanilla Space Marine Army
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Fresh-Faced New User
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Ok, how's this for a second cut:
HQ:
Librarian [100 pts]
> Null Zone
> Vortex of Doom
Troops:
Tactical Squad x 10 [220 pts]
> Combi-melta (sergeant)
> Meltagun
> Missile-Launcher
> Rhino
Tactical Squad x 10 [205 pts]
> Flamer
> Missile-Launcher
> Rhino
Elites:
Dreadnought [140 pts]
> Multi-Melta
> Drop Pod
Dreadnought [140 pts]
> Multi-Melta
> Drop Pod
Sternguard x 6 [195 pts]
> 3 x combi-melta
> 1 x combi-flamer
> Drop Pod
> Librarian will attach to this unit
Is it a big concern that i'm not giving my librarian a weapon upgrade or that i've knocked off the storm bolters from the rhinos?
Also took off heavy flamers from dreadnoughts due to lack of points.
TOTAL --- 1,000 POINTS
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![[Post New]](/s/i/i.gif) 2011/03/13 23:50:54
Subject: 1,000 Point Vanilla Space Marine Army
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Ultramarine Chaplain with Hate to Spare
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Looks solid I'd drop the 6 Sternguard for another combi-melta and to putt the HFs back on both dreads.
That is a very solid list for 1k and would give many army problems whilst the survivability and mobility of your troops gives you the backbone to scrape draws if your main assault goes tits up. Looks Tournament ready to me. Automatically Appended Next Post: Except you've still got Vortex? Why?
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This message was edited 1 time. Last update was at 2011/03/13 23:51:15
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![[Post New]](/s/i/i.gif) 2011/03/14 00:14:28
Subject: Re:1,000 Point Vanilla Space Marine Army
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Fresh-Faced New User
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Whoops ... forgot to change that. I'm hoping this is the final cut. Could only afford the heavy flamer on a single dread though...
HQ:
Librarian [100 pts]
> Null Zone
> Avenger
Troops:
Tactical Squad x 10 [220 pts]
> Combi-melta (sergeant)
> Meltagun
> Missile-Launcher
> Rhino
Tactical Squad x 10 [205 pts]
> Flamer
> Missile-Launcher
> Rhino
Elites:
Dreadnought [150 pts]
> Multi-Melta
> Heavy Flamer
> Drop Pod
Dreadnought [140 pts]
> Multi-Melta
> Drop Pod
Sternguard x 5 [185 pts]
> 4 x combi-melta
> 1 x combi-flamer
> Drop Pod
> Librarian will attach to this unit
TOTAL --- 1,000 POINTS
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![[Post New]](/s/i/i.gif) 2011/03/14 00:16:28
Subject: 1,000 Point Vanilla Space Marine Army
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Ultramarine Chaplain with Hate to Spare
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Looks good
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![[Post New]](/s/i/i.gif) 2011/03/14 00:29:56
Subject: Re:1,000 Point Vanilla Space Marine Army
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Fresh-Faced New User
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Thanks for your help!
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![[Post New]](/s/i/i.gif) 2011/03/18 16:36:58
Subject: Re:1,000 Point Vanilla Space Marine Army
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Fresh-Faced New User
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If I were to build this out to 1,500 points where do you think I should go from here?
Would this make sense:
+ additional tac squad (combi-melta; meltagun)
+ additional sterguard w/pod (4xcombi-melta; 1x-combi-flamer)
Also add that additional heavy flamer to the dreadnought
Would move me to 1,430. Any ideas for that 70 point differential. Or should I consider diversifying into different troop types?
Still would want to maintain a very competetive/balanced force.
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![[Post New]](/s/i/i.gif) 2011/03/19 10:11:03
Subject: 1,000 Point Vanilla Space Marine Army
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Ultramarine Chaplain with Hate to Spare
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I wouldn't bother with another tac squad 2 full squads is plenty at 1500.
Some hybrid preds or some Landspeeders would do well. LSS Scouts would ideally suit your DP alphastrike element. Or you could just grab a TH/SS Deathstar and the extra equipement would make you 1500.
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![[Post New]](/s/i/i.gif) 2011/03/19 12:08:32
Subject: Re:1,000 Point Vanilla Space Marine Army
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Mekboy Hammerin' Somethin'
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Think your overkill on your melta, considering it's a 1000 point list.
Side note - Personally I think the best load out for a Tactical is, Combi-melta, Flamer, and Missile Launcher. Gives your tactical squad flexibility.
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![[Post New]](/s/i/i.gif) 2011/03/19 12:15:03
Subject: 1,000 Point Vanilla Space Marine Army
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Ultramarine Chaplain with Hate to Spare
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Side note - Personally I think the best load out for a Tactical is, Combi-melta, Flamer, and Missile Launcher. Gives your tactical squad flexibility.
How? It makes your squad ineffective against both hordes and tanks. Why would making your squad good at nothing make it tactically flexible?
I'd rather it do 1 thing OK rather than do everything very poorly.
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![[Post New]](/s/i/i.gif) 2011/03/19 12:20:07
Subject: 1,000 Point Vanilla Space Marine Army
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Mekboy Hammerin' Somethin'
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FlingitNow wrote:Side note - Personally I think the best load out for a Tactical is, Combi-melta, Flamer, and Missile Launcher. Gives your tactical squad flexibility.
How? It makes your squad ineffective against both hordes and tanks. Why would making your squad good at nothing make it tactically flexible?
I'd rather it do 1 thing OK rather than do everything very poorly.
Because I don't play stupid opponents that go... gee I'll send the tank at the tactical with the meltaguns and I'll my troops at the tactical with the flamers...
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![[Post New]](/s/i/i.gif) 2011/03/19 14:02:50
Subject: 1,000 Point Vanilla Space Marine Army
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Ultramarine Chaplain with Hate to Spare
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Because I don't play stupid opponents that go... gee I'll send the tank at the tactical with the meltaguns and I'll my troops at the tactical with the flamers...
So your tactical squads remain static? THat might be the route of your problem. So your non-stupid opponents don't attempt to engage your tacticals with anything? As they are not equipped to deal with any sort of opponent with your configuration. My config (melta + combi-melta) makes them equipped to deal with the most common and threatening type of opponent (mech)...
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![[Post New]](/s/i/i.gif) 2011/03/19 14:28:49
Subject: 1,000 Point Vanilla Space Marine Army
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Abhorrent Grotesque Aberration
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Im going to have to side with Flingit here, I'd stay with one Special Weapon/Same Combi Weapon. However, I keep my Tac Squads anti Horde, There are many better anti tank options in the codex. I can tell you from experience, to much melta is a bad thing, Hordes will eat you up. However with flamers on your tac squads, you can burn about 60% of a boyz mob, then assault them to finish them off.
This is my favorite thing to do at 1500:
Add in Vulkan instead of a Librarian, then put 5 TH/SS Termies into a LRR. That should be about 1500. If your worried about the Land Raider being targeted, you may wall it with your rhinos so it has a save.
Keep in consideration, I do not use drop pods, I run a full mech army so it is very easy to keep my LRR alive. It shouldn't be to big of a problem for you though, that 14 armor all around and always having a 4+ cover save helps.
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![[Post New]](/s/i/i.gif) 2011/03/20 20:24:24
Subject: 1,000 Point Vanilla Space Marine Army
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Mekboy Hammerin' Somethin'
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FlingitNow wrote:Because I don't play stupid opponents that go... gee I'll send the tank at the tactical with the meltaguns and I'll my troops at the tactical with the flamers...
So your tactical squads remain static? THat might be the route of your problem. So your non-stupid opponents don't attempt to engage your tacticals with anything? As they are not equipped to deal with any sort of opponent with your configuration. My config (melta + combi-melta) makes them equipped to deal with the most common and threatening type of opponent (mech)...
Static? Don't engage? Your losing with your logic but nothing new. Let's make it easy, do what Fling says he cares about it more than me.
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