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Made in ca
Tough Tyrant Guard





Vancouver, BC, Canada

Hey guys,

First off, I'm not a SM player, I play Tau; but this fluff idea has been interesting me for some time and I'm curious to know how it would fare from some of the more experienced SM players out there. Mainly, it's just an army of Space Marine squads leading Scouts into battle, more of a 'there's the enemy, we'll join in if you start to have troubles'

HQ:
1) Space Marine Commander

Elite:
1) Dreadnought
- Twin-linked lascannon, assault cannon (is this legal?)
2) Max squad of Terminators, assaulty.

Troops:
1) Space Marine Tactical Squad
- Las/Plas
- Transport: Rhino- Hunter Killer/Storm bolter, Extra Armour/Smoke launchers
2) Scout Tactical Squad
- Missile Launcher, Few sniper rifles, teleport homer (bringing in the termies)
3) Scout Squad
- 10x Sniper Rifles
4) Scout Squad
- Shotguns, Sergeant has powerfist, teleport homer, purity seals

Fast Attack:
1) Space Marine Assault Squad
2) Land Speeder- Tornado pattern

Heavy Support:
1) Devestator squad
- Plasma cannons/Lascannons (I know I shouldn't mix and match, but I only keep that rule for anti-infantry and anti-tank)
2) Predator Annihilator

I like the idea of the lone wolf, grizzled commander leading the next generation of marines into battle. The SM tactical squad will support the infiltrating Scout squad, Scouts with sniper rifles support the Dev. squad, I'm a bit iffy about combat scouts, so if I were to cut anything it would be that squad-same with the assault marines. The dreadnought's there because I love the look of the models and I don't believe any Marine army is complete without one. Predator Annihilator is basically the break up the montony of 3 lascannons (and to put a shell through the skull of pesky 4+ models). Land Speeder is the closest I have to an 'x' factor, zooming around supporting squads when they need help etc.

So any thoughts? This is mainly a fun list I have in the back of my head, just wondering how it would work.

Also, if anyone would be so kind, could someone ballpark the points cost of this army? By glancing at it I'm taking a stab at around 1500.

(Behemoth - 2,000 Points Painted)

(Alpha Legion - 2,000 Points Painted)
- Favourite Opponent - Local RTT Dec. 2018

(Vior'la Sept - 1,000 Points Painted)
- Medusa V Veterans, Konor Veterans

(Steel Legion - 1,000 Points Painted)
 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

1) Dreadnought
- Twin-linked lascannon, assault cannon (is this legal?)


No, not legal. You've got two "right-arm" guns; you can only get one. The only "left-arm" gun upgrade is the missile launcher.

2) Max squad of Terminators, assaulty.


Without a transport, these guys are free points to the enemy. Even if they Deep Strike, they stand there doing nothing for a turn, since they can't even shoot, much less do what they're kitted out for.

Most of the Troops I have no problem with, excepting the bolded section:
4) Scout Squad
- ]Shotguns, Sergeant has powerfist, teleport homer, purity seals


Shotguns are the redheaded stepchildren of 40K; outside of Arbites (and maybe not even then), they should never blight the battlefield with their presence. For an assaulty Scout squad, which it must be since you're funneling the points for a Vet Sarge and a powerfist, go with the bp/ccw Scouts.

1) Space Marine Assault Squad


How many? Numbers count, because most won't be making it across the field to their targets. I'd go with 8, and find points for a Vet Sarge with a powerfist to make the trip worthwhile.

2) Land Speeder- Tornado pattern


One lone Speeder will be one dead Speeder in no time. Find this guy a friend. Or two.

1) Devestator squad
- Plasma cannons/Lascannons


Cardinal sin. A) Never take the overpriced guns in a Dev squad. B) Never diversify; it just weakens the whole. The only options available to Dev squads are heavy bolters and missile launchers; the rest is merely the temptation of Chaos, and must be shunned.

If you're tending toward a guns-based list, then go ahead and go fully that route; yank the CC elements and grab more guns. Tac squads with plasma/lascannon are the anti-tank staple of Marines, with assault cannons (on Dreads, Terminators, and/or Speeders) being a closer-range all-arounder.

I'm thinking this is well beyond 1500; the "Max squad of Terminators" is 400 right there. There's a lot of unknown quantities, so it's hard to say.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in au
Regular Dakkanaut




The list would be 1500 with near minimum sized units but more like 1850 or pushing 2000 with enough upgrades.
You have very little anti infantry weaponry. Sniper rifles are useless and las/plas is overkill.
Throw in 4 HB's in Dev's. Stick with PF + Ass Cannon on Dread.
Missile Launcher and Few snipers is a messy mix and Shotties just seem useless. The 2nd S3 shot isn't worth the same number of attacks you are going to lose in hth at S4.
8 Assault Marines would be the best way to go and several LS's as well.
   
 
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