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![[Post New]](/s/i/i.gif) 2011/08/14 22:09:27
Subject: Space Marines 1k :)
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Slippery Scout Biker
Greater Manchester
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Hey, this is my proposed 1k list, I haven't got the Rhino or the second Tac squad yet
Tell me what you guys think, I'm open to suggestions
HQ.
Commander. ~133 Pts
*Lightning Claw
*Storm Bolter
*Artificer Armour
Chaplain. ~130 Pts
*Terminator Armour
*Storm Bolter
ELITES.
Assault Terminators. ~200 Pts
*2 Thunder Hammers & Storm Shields
*3 Dual Lightning Claws
TROOPS.
Tactical Squad 1. ~200Pts
*Power Fist
*Melta-Gun
*Missile Launcher
Tactical Squad 2. ~195
*Plasma-Gun
*Missile Launcher
*Teleport Homer
Scout Squad. ~100 Pts
* CCW/ BP
*Heavy Bolter
*Camo Cloaks
+40 Pts*
*I now Have spare points for Either a Barebones razorback or a Rhino and Meltabombs for one of the Squad Sgt's/ IC's, I can't really decide which, so I'll take your opinions on it
-Paul
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![[Post New]](/s/i/i.gif) 2011/08/14 22:30:55
Subject: Space Marines 1k :)
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Bounding Assault Marine
St Louis, MO
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PaulAnthony91 wrote:Hey, this is my proposed 1k list, I haven't got the Rhino or the second Tac squad yet
HQ.
Commander. ~133 Pts
*Lightning Claw
*Storm Bolter
*Artificer Armour
I'd drop the captain and go for either a librarian or a chapter master.
Chaplain. ~130 Pts
*Terminator Armour
*Storm Bolter
Chaplains.. eh. Points Might be better spent elsewhere
ELITES.
Assault Terminators. ~200 Pts
*2 Thunder Hammers & Storm Shields
*3 Dual Lightning Claws
drop
TROOPS.
Tactical Squad 1. ~200Pts
*Power Fist
*Melta-Gun
*Missile Launcher
Fill out these squads
Tactical Squad 2. ~195
*Plasma-Gun
*Missile Launcher
*Teleport Homer
Fill out these squads and drop the teleport homer
Scout Squad. ~100 Pts
* CCW/ BP
*Heavy Bolter
*Camo Cloaks
You might be able to hang on to the HB but CCW scouts are near useless give them sniper rifles to annoy your opponent
+40 Pts*
*I now Have spare points for Either a Barebones razorback or a Rhino and Meltabombs for one of the Squad Sgt's/ IC's, I can't really decide which, so I'll take your opinions on it
-Paul
Didnt mean to just rip your list apart just giving my two cents. Some armor wouldn't be a bad idea either. Oh, and don't be afraid to completely ignore this advice, I run fun armies not competitive ones myself.
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![[Post New]](/s/i/i.gif) 2011/08/14 22:42:14
Subject: Space Marines 1k :)
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Land Raider Pilot on Cruise Control
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Kroghan's pretty much right. Libby's beat captains. You don't need the chaplain. Unless those termies have a raider, there's no reason to bring them. Lose the power fist on the first tac squad, lose the plasma gun in the second (give them a flamer). Lose the tele homer as tele-ing in assault termies is a bad idea man. Trust me. Lose the CCW on the scouts. Throw in snipers instead. Those tacticals need rhinos. They will die, sadly, without them. They will die en masse. I'd say lose the termies, grab two rhinos for your tactical squads. The remaining 130 points could be used to grab a predator with las sponsoons for 120. The remaining 10 points will allow you to field a 140 point Libby w/ termie armor, SS, and Nullzone/(other psychic power of your choice) That leaves you with 130 chaplain points. Perhaps lose him to field another predator? You could lose him and the scouts to grab tac termies with an AC/CML (which are viable deepstrikers) Just remember: 1)Assault termies w/out a land raider are in deep trouble. A chaplain really isn't worth it, especially if it's not with its assault termies in a vehicle. 2)Tacticals need rhinos (and usually are just run bland melta-gun/flamer and MM/ML). They don't need plasmas or power fists. 3) Scouts need snipers. You're missing anti-tank as well, so I'd say grab some predators with lascannon sponsoons, if you can't field them, grab something else.
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This message was edited 2 times. Last update was at 2011/08/14 22:44:21
Fiat Lux |
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![[Post New]](/s/i/i.gif) 2011/08/14 23:00:56
Subject: Space Marines 1k :)
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Slippery Scout Biker
Greater Manchester
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I already have plenty of weapons in my list capable of destroying an average tank, The scouts are not dedicated CCW, just counter charge.
I need the chaplain for my Assault termies atm as even though they are pretty lethal in CCW, they are even more-so with a Termi-Chappy to teleport in with.
-Paul
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![[Post New]](/s/i/i.gif) 2011/08/15 00:22:37
Subject: Space Marines 1k :)
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Land Raider Pilot on Cruise Control
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So problems with what you have just said. First off, you have a meltagun and 2 thunder hammers and 2 ML. Only the melta-gun and thunder hammers have a chance at dealing with AV14, and at most they have roughly a 2% chance at destroying them. With the termies off deepstrike, you have two weapons, a melta and 2 ML capable of dealing with tanks. You could argue the power fist as well, but as it is in the same unit with the melta and ML, that unit would have to have a tank come up to it to be effective. Your ML is with your melta. You could combat squad, but 5 man, no transport space marines will do nothing against any coherent list. So effectively, for any turn, you have 2MLs capable of being "anti-tank". 2 MLs do not anti-tank make. Your scouts may be 'counter charge' but with WS 3, they don't do that too well. A squad of 15 orks statistically will beat them each time...even if charged. The Assault termies and chaplain may be okay, but without a transport, they're fish food. Imagine you are facing an enemy. The turn before you throw down 6 termies with one storm bolter between them. They land were you want, let's assume. That's a whole turn where you have to withstand the enemies firing attention. Termie armor is tough, but against strength 3, ap -- weapons, each termie has an 5.55% chance to die. So 20 shots = 1dead. That may not seem like much, but is it unlikely for you to be near a squad of 10 guardsmen (you have to deep strike within at least 12" to charge them)? No. So that's 40 points straight off. And that's assuming only one, weak-ass guardsmen unit fires at you. Three squads hit you (and guardsmen run way over 10+ often) and you've lost 3 termies, half your force. I'm not saying assault termies are bad, I'm saying giving the enemy a free turn to shoot at them is. Unless they have a transport, you give the enemy a free turn to deal with them. That is tactically wrong. Take tac termies if you want to go that route, or not at all. Hopefully you shall now give more credence to my (and Khrogans) previous advice. Your army, in this current state, is going to die. It will be killed at range. Your foot-slogging tac squads will be shot to death, with the enemy detouring one turn to kill the termies. Your scouts will get hit by a real CC unit, or even a unit of 15 ork boyz, and they will die. Let's not forget, too, that more 1/4 of your army is invested in 2 models with a grand total of 5 wounds, S4 & T4 I know it sounds harsh, but this list is, sadly, just bad. It has a 10% chance of winning, tops, against any slightly competitive opponent.
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This message was edited 1 time. Last update was at 2011/08/15 00:23:27
Fiat Lux |
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![[Post New]](/s/i/i.gif) 2011/08/15 00:38:59
Subject: Space Marines 1k :)
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Land Raider Pilot on Cruise Control
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PaulAnthony91 wrote:Hey, this is my proposed 1k list, I haven't got the Rhino or the second Tac squad yet
Tell me what you guys think, I'm open to suggestions
HQ.
Commander. ~133 Pts
*Lightning Claw
*Storm Bolter
*Artificer Armour
Chaplain. ~130 Pts
*Terminator Armour
*Storm Bolter
ELITES.
Assault Terminators. ~200 Pts
*2 Thunder Hammers & Storm Shields
*3 Dual Lightning Claws
TROOPS.
Tactical Squad 1. ~200Pts
*Power Fist
*Melta-Gun
*Missile Launcher
Tactical Squad 2. ~195
*Plasma-Gun
*Missile Launcher
*Teleport Homer
Scout Squad. ~100 Pts
* CCW/ BP
*Heavy Bolter
*Camo Cloaks
+40 Pts*
*I now Have spare points for Either a Barebones razorback or a Rhino and Meltabombs for one of the Squad Sgt's/ IC's, I can't really decide which, so I'll take your opinions on it
-Paul
You don't need 2 HQs at 1000 points.
If you're gonna take a Captain (which I don't advise), give him a Relic Blade. Otherwise, just drop him.
Chaplains are pretty bad. I'd swap it for a Librarian any day of the week.
Footslogging assault Termies aren't very good. In fact, they're really bad. Tactical Terminators aren't good either, but they're better when 'slogging than the CC ones are. If you insist on using Termies w/out a LR, at least give them x3 TH/ SS / x2 LC (if not all TH/ SS) so the squad has a better save.
Both your Tac Squads need Rhinos. I'd drop the PF, and consider combi-weapons on them. ML is okay if you're planning on combat-squadding every game; otherwise MM gives you some map denial. I'd drop the Plasma Gun in favor of either a Flamer/Melta in that 2nd squad.
Scouts are okay if you're keeping them in cover and firing Sniper Rifles every turn. They're really bad CC units ...yes, even if they're used for "counter charges".
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![[Post New]](/s/i/i.gif) 2011/08/15 00:42:13
Subject: Re:Space Marines 1k :)
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Bounding Assault Marine
St Louis, MO
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It's your list so you can do what you want with it. But those termies are going to get eaten alive by most armies in this point range. Hordes will bog them down and the rest of the lists will shoot them to pieces before they can get anywhere near assault range. As far as anti-tank you really only have 2 ML. Walking your scoring tac marines within 12" of enemy armor is almost always suicide and seeing as you only have 3 scoring units I wouldn't recommend this. With the scouts, you should really either take them out of your list or give them sniper rifles. In CC the scouts will almost always lose except against tau or IG and with their current loadout they probably won't do much.
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![[Post New]](/s/i/i.gif) 2011/08/15 10:59:59
Subject: Space Marines 1k :)
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Slippery Scout Biker
Greater Manchester
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I'm not playing at a competitive level yet, so I'm going to tweakthe list to the minimum as needed, I would like to keep the termies though
EDIT: Are Bolter scouts effective in any way?
-Paul
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This message was edited 1 time. Last update was at 2011/08/15 11:13:59
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![[Post New]](/s/i/i.gif) 2011/08/15 12:20:48
Subject: Space Marines 1k :)
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Stubborn Dark Angels Veteran Sergeant
Lost in the warp while searching for a new codex
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A Chapter master is a complete waste of points so "upgrading" your captain is a horrible idea.
Two HQs at 1k is too much. The Libby almost always the best of the 4 generic HQs.
At 1k I wouldnt bother with assault termies since they really do need a LR to be effective. At 1k Tactical termies is the way to go if you feel the need to include termies.
Dont bother with powerfists on Tacticals but they must have a transport.
CCW scouts are good if you give them a Land Speeder Storm and a Powerfist otherwise take Sniper scouts with Telion but you really dont need another troop choice at 1k. Bolter scouts are absolutly horrible.
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I cannot believe in a God who wants to be praised all the time.
15k
10k |
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![[Post New]](/s/i/i.gif) 2011/08/15 12:55:28
Subject: Re:Space Marines 1k :)
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Long-Range Black Templar Land Speeder Pilot
Right behind you...
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You should dop the captain. The chaplain is also a waste of points, take Librarian instead. He is much more powerful and certainly worth his points.
The assault termies are not so good without a Land Raider, tbh. If you still want termies, take normal ones and give them an AC.
All Tactical Squads must have either a drop pod or a Rhino. Power fist is also pretty useless with Tactical Squad. Best combination of weapons would be : Melta gun and flamer/ missile launcher. Teleport homer is useless.
CCW scouts= rape. Take sniper rifles and drop HB.
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There is only the Emperor, and he is our shield and protector.
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![[Post New]](/s/i/i.gif) 2011/08/15 20:24:07
Subject: Space Marines 1k :)
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Slippery Scout Biker
Greater Manchester
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Thanks for the input guys
-Paul
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