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Made in my
Kinebrach-Knobbling Xeno Interrogator






i dont really know were i am going but heres my 1700 Space marine C&C welcomed

HQ

Capitan,storm shield, power sword-130

Command squad,standard,champion,2 plasma-175

Troops

2 tactical squads,2 melta, 2 missle-350

Scout squad,snipers,5 scouts-140

Elites

Sternguard, 5 veterans, 5 combi flamers, 5 combi meltas,rhino-335

Terminators-200

Heavy support

Land raider-250

Dreadnought-105

18th cadian: 2,300pts
inquisitorial henchmen: 2,000
Space marines: 1,500
Orks: 1,500
Joint ordo inquisition P&M log http://www.dakkadakka.com/dakkaforum/posts/list/413749.page

Roll on
 
   
Made in gb
Horrific Howling Banshee




Brighton, UK

I'd ditch the terminators, land raider and the command squad...

I'd then take 3 dakka preds and a second dreadnought and make them rifle dreads

I'd then drop the sternguard down to 5 with two melta guns in a drop pod

I'd take a third tac squad with the same loadout and give them all rhinos

Give the captain a relic blade not a storm shield and power weapon

Then think about bikes/attack bikes/land speeders

This message was edited 1 time. Last update was at 2011/07/03 12:18:17


 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Pluxtheduck wrote:...blah blah blah...

Then think about bikes/attack bikes/land speeders


So throw away everything you got and start over... nice C&C... very helpful

Back to the OP, what your missing right now is a direction. I would assume, because of the title, your new. So instead of burning the models you have lets try to get you focused.

It looks like your starting to go Mechanized Marines. Which is a solid way to play marines. If that's the case, I would start to focus on getting transports for the rest of your units. Some examples are a Razorback for the command squad and captain. Rhinos for the Tactical squads. You could split your sterngaurd into two units of five and put them in razorbacks. As for the Dreadnought, while I think walking a Multi-melta dread isn't a bad idea, the "internet" will go ape gak if you don't put it in a droppod. Either way, getting a few more vehicles will get you moving in the right direction.

This message was edited 2 times. Last update was at 2011/07/03 12:55:56


   
Made in gb
Horrific Howling Banshee




Brighton, UK

Hmm... well I believe I only told him to get rid of 3 things... Everything else was take new stuff and add to existing units... I believe you should apologise for that comment.
   
Made in my
Kinebrach-Knobbling Xeno Interrogator






Thanks for the C&C like Gen chaos said im not really looking to just throw away all my army as you said im looking to expand to mech marines would the SM battleforce be a good buy for the army ? the 10 guys could convert into sternguard get another rhino for my tac squads, more scouts and some assault marines which could add some cc he Then i would like to get a land speeder storm to ferry my scouts what do you think? Also im not dropping the raider as its really good and sends my terminators into combat quick. a side note what do you think of devestators ?

18th cadian: 2,300pts
inquisitorial henchmen: 2,000
Space marines: 1,500
Orks: 1,500
Joint ordo inquisition P&M log http://www.dakkadakka.com/dakkaforum/posts/list/413749.page

Roll on
 
   
Made in us
Calm Celestian





Atlanta

Throwing in my 2 cents:

CC scouts in a speeder can wreck some tanks up if you give the sarge a fist/MBs.

Assault marines can work if you have a plan. Just DSing on the table can leave them vulnerable to being shot up and flying them up the board to a target is just as bad. I use them to counter assault or bubble wrap my static tanks so it doesn't get assaulted.

Devs can be good if you keep them 5 man and with MLs (read as keep them cheap). Otherwise they're too expensive when you could just take a pred or vindi for less points.

Get an idea /themefor the army and then list it.
Rolling mech army? Put everything in a box and then get the upgrades/weapons.

Gunline? Minimum troops and then add tanks/long range. Then add bits/extras to the non tanks/walkers.

Deathstar (IE terms-libby/chaplain-Land raider) Provide enough targets so every gun doesn't try to vaporize that point sink of a Deathstar.

My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
 
   
Made in us
Fixture of Dakka





Los Angeles

From your second post, I'm concluding that these are the models you have, so I'll give you an itemized tweak, without resorting too much "go buy this" advice, although ...
dakka farta wrote:would the SM battleforce be a good buy for the army ? the 10 guys could convert into sternguard get another rhino for my tac squads, more scouts and some assault marines which could add some cc
... you said you're going to spend some anyway.

dakka farta wrote:Capitan,storm shield, power sword-130
Proxy him as a librarian, Null Zone being the best power. Just paint a little blue glow around his eyes.

dakka farta wrote:Command squad,standard,champion,2 plasma-
Seeing as part of the Cmd. Squad's assets are being h2h stompers, I'd switch out the plasguns, which are Rapid Fire, and therefore denying assault after use. Switch 'em to meltaguns, which are Assault weapons and better for popping tanks. You crack open an enemy transport and then assault the passengers with your bad-ass Cmd. crew.

dakka farta wrote:2 tactical squads,2 melta, 2 missle-
Buy the sergeants the Pfist bits.
dakka farta wrote:Sternguard, 5 veterans, 5 combi flamers, 5 combi meltas,rhino-335
Even SG need to be full sized to survive, so you've got the good idea to supplement them from another kit.

dakka farta wrote:Terminators-
TH/SS or PFist shooties? TH/SS are the bee's knees right now.
dakka farta wrote:Land raider-250
Go LRC or LRR as either is superior in fire power and carrying capacity to the LR. Always add EA to ensure its ability to deliver termies and the MM, just because PotMS makes it very useful.

dakka farta wrote:Dreadnought-105
Add EA so he can walk himself into cover or assault if he gets Stunned and if you're spending money, a Drop Pod. Is this the AoBR dread? HF is better than the Storm Bolter.

dakka farta wrote:a side note what do you think of devestators ?
If you run SW Long Fangs, then they're great. What sucks is the actual box you buy with all mixed weps, instead of say 3 MLs and a LasCan. GW has it packaged so you'd have to buy two or three boxes to get Weps of all the same type. So, if your tac squad has those two MLs, save them to go with the eventual Dev Sqd. you'll buy. Put MMs in your tactical squads instead, or field them not at all.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Calm Celestian





Atlanta

To Brothererekose - While I agree it's possible to change the Comm Squad to assault weapons, you can't proxy the libby and still take the command squad.

My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
 
   
Made in us
Perfect Shot Ultramarine Predator Pilot





Go LRC or LRR as either is superior in fire power and carrying capacity to the LR.


Don't need more than a LR`s worth of capacity for 5 TH/SS and an IC.

For all that I hear about the "Mismatched, inefficient" weapon layout on the LR, experience has made me regret the loss of two TLLC on the board far more than the loss of more bolter shots, or a pair of flame templates. The range, the AP2, and the auto-glancing on AV10 (Hi dark eldar!) has come in handy far more often than the hurricane bolters or the flame cannons. I have close range anti infantry covered. It's sitting inside the land raider screaming about Sparta or something. I don't need more, in fact, it might even be LESS beneficial to dump a bunch of ranged anti-infantry fire into a target before I assault, if my opponent is smart enough to pick casualties from the front row!

On top of this, where the heck are your tactical squads and sternguard during all this? One of the very few things they actually do well is rapid fire their bolters, your close range AI firepower should be coming out of there anyway. If you are staring at anything with a lot of long range firepower, particularly anything with the ability to kite (Hi, anything that flies and has a weapon with a range greater than 24 inches!) you have a whole two missile launchers and a handful of BS3 snipers to fire back with in response. That's it. Those are the only weapons in the entire list with a post-24 inch range.

The only thing I miss at all from the LR variants is the TLAC, and that purely for its ability to rip open light vehicles at close range and rend on things like C`tan.

This message was edited 1 time. Last update was at 2011/07/03 20:12:25


 
   
Made in us
Fixture of Dakka





Los Angeles

mrwhoop wrote:To Brothererekose - While I agree it's possible to change the Comm Squad to assault weapons, you can't proxy the libby and still take the command squad.
Oops. Forgot that.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in my
Kinebrach-Knobbling Xeno Interrogator






Thanks for that so Brotherthere let me respond you first the Dread is an AOBR one, the termies are PFshooties as for the LR variant i am a staunch follower of the godhammer pattern being a IG player i know 2 TL lascannons help alot and remind me of the vendetta but on the floor and AV14 all around. Still really havent got a clear answer for my next purchase is it the SM battleforce which looks like the most bang for buck or something else.

This message was edited 1 time. Last update was at 2011/07/04 13:30:43


18th cadian: 2,300pts
inquisitorial henchmen: 2,000
Space marines: 1,500
Orks: 1,500
Joint ordo inquisition P&M log http://www.dakkadakka.com/dakkaforum/posts/list/413749.page

Roll on
 
   
 
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