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Made in us
Fresh-Faced New User




Hey guys, what's up. I'm put together a 1k point list and tried to make it balanced. Tell me what you guys think.

Chaplain……….120
Jump pack, melta bombs

5 man scout squad……….85
Sniper rifles, missile launcher

10 man tactical squad……….170
Missile launcher, flamer

Rhino Transport……….35

10 man tactical squad……….170
Missile launcher

10 man assault squad……….215
Power weapon, flamer

Land Speeder……….90
Typhoon Missile Launcher

Vindicator……….115

TOTAL……….1000PTS

My general plan is to have three tactical combat squads as my base of fire, two of which have missile launchers. The combat squad with the flamer will hop in the rhino to capture objectives and or support whomever needs it. My assault squad will be joined by my chappy and will act as my knock out punch for advancing enemy units. The land speed will go tank/heavy infantry/ blobs of infantry hunting. My vindicator will back up my base of fire combat units to take out any advancing god units. Lastly, my scouts will act as a sentry, popping guys as they go by and will be more of an annoyance to my opponent; however, they'll be able to hold or capture objectives if need be. I tried to add a bit of everything in this list for I wouldn't have too much riliance on any one unit. Please help me create a solid list for I can prevent the purchases of any unused models. Thanks!
   
Made in us
Stalwart Space Marine





NOVA

I'll be interested in seeing the replies, I'm putting together a similar list. I don't have the vidicator, but I'm thinking a squad of 5 Sternguard w a Rzrback

The Imperium of Man: White Scars - 1200, Raven Guard - 110 pts, Imperium - 550 pts
Tomb World: Nameless Dynasty - 270 pts
 
   
Made in gb
Agile Revenant Titan





Scotland

A couple of things I noticed:

1. One of your Tac squads only has a Missile Launcher and another only a Flamer. Take two special weapons, especially when they're free.

2. One rhino is no good, it'll get shot turn 1/2 and probably destroyed. You need at least 3 (one for each Tac.)

3. Again, single Land Speeder is iffy as it can be shot down with bolters.

My Eldar list at 1000pts. packs 72 S6 shots from Scatter Lasers at 36" and Also 2 Brightlances for heavy armour, supported by 2 guideseers. I think your list would struggle against it with your over-reliance on 3 missile launchers and the Land speeder.

Iranna.

 
   
Made in us
Stalwart Space Marine





NOVA

You could swap the Vindicator for a Predator and another Rhino

The Imperium of Man: White Scars - 1200, Raven Guard - 110 pts, Imperium - 550 pts
Tomb World: Nameless Dynasty - 270 pts
 
   
Made in cz
Death-Dealing Devastator





Hi, im not too experienced player, Ill post here 1000pts list almost with your units, only change is in assault squad, they arent so good in vanilla lists as in BA lists for example.

HQ:

Chaplain.............................................105pts
Crozuis Arcanum
Bolter
melta bombs

TROOPS:

Tac squad(10men)...............................205pts
Flamer
ML
Sgt. with Bolter/chainsword
Rhino as DT

Tac squad(10men)...............................205pts
Flamer
MM
Sgt. with Bolt pistol/chainsword
Rhino as DT

Scout squad...........................................75pts
5x sniper

HEAVY:

1xVindicator.............................................115pts
1xVindicator.............................................115pts

FAST:

1xLand Speeder.........................................90pts
Typhoon ML
1xLand Speeder.........................................90pts
Typhoon ML

1000pts

Hope this will help a little.
   
Made in us
Stalwart Space Marine





NOVA

Won't this leave the Chappie all alone and without a ride anywhere? And without any dedicated CCW troops wouldn't a librarian be a better choice then a chaplin anyway?


Automatically Appended Next Post:
Here's another take on your original list

Chaplain……….120
Jump pack, melta bombs

5 man scout squad……….85
Sniper rifles, missile launcher

10 man tactical squad……….170
Missile launcher, flamer

Rhino Transport……….35

10 man assault squad……….215
Power weapon, flamer

3 Bike Squad w PF and MG - 125

Vindicator……….115
Vindicator 115

TOTAL……….980 - leaves you 20 pts for upgrades

This message was edited 3 times. Last update was at 2011/09/20 00:01:07


The Imperium of Man: White Scars - 1200, Raven Guard - 110 pts, Imperium - 550 pts
Tomb World: Nameless Dynasty - 270 pts
 
   
Made in us
Fresh-Faced New User




Alright, revised my list and created something more redundant for more stability. Here it is.

Chaplain……….120
Jump pack, melta bombs

5 man scout squad……….75
Sniper rifles

10 man tactical squad……….170
flamer, missile launcher

Rhino transport……….35

10 man tactical squad……….175
flamer, plasma cannon

Rhino transport……….35

10 man assault squad……….210
power weapon, melta bombs

Land Speeder……….90
Typhoon missile launcher

Land Speeder……….90
Typhoon missile launcher

TOTAL……….1000

How's it look?
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

I don't mean to be rude, but it's weak.

two speeders are paper thin, they get knocked out by boltguns and penned by tau.

As they stand, putting them together would not be a problem; apart they're two kill points you don't want to risk, not at AV10/10/10.

at a thousand points, a chaplain is a poor choice, and assault squads a poorer choice. they don't last, because they have no invulnerable save. trust me. I made the same mistake.

get a libby and leave him vanilla, put him in a flamer combat squad or a missile launcher squad.

dump the snipers. they are ineffective.
just for clarification:
hits on 4+, 50% chance 2.5 hits. wounds on 4+ 50% chance, 1.25 hits. you have a 16.67% chance of rending, otherwise its overs.

don't even think about pinning. ineffective.

dump the scout marines.

3 tac squads, ML/Flamer combo, rhinos is fine.

vindicators are way to go in 1k. not much anti-tank, or so much that it won't matter anyway. think about it; either they're gone turn one, in which case you can hope to hold your objectives ands get the best position, or they'll crush your opponents for you.

So, maybe your list should look like this

also, consider razorbacks. they're cheap, pound out anti-medium infantry shots at range six, and are a nuisance that is only dealt with by turn three or four.

HQ - librarian, null zone and GOI [null zone for 3++, GOI for objective grabbing. alternatively, consider machine curse or something].

100 points

Troops
3x 10x tac marines
-flamer
-missile launcher.
510 points

3 razorbacks, blank
120 points

2 vindicators, blank
230 points

that leaves you fifty points for lascannons, plasma guns etc.

don't go power weapons on sergeants. trust me, I've made that mistake.

Also, everyone takes two vindicators because it is either two large templates at S10, or it's one surviving to turn two.

you're almost assured that an opponent will destroy a vindicator, unless they're a total n00b.

 
   
Made in pl
Kelne





Warsaw, Poland

Scouts are not necessarily useless. Their Missile launcher is similar enough to the one Tac use that you'll rarely see a difference and they might come in handy vs High toughness targets, more so because the dude has no Sternguard.
   
Made in us
Fresh-Faced New User




Thanks for all your replies! No worries about the "rudeness", i want to know the honest truth about my list for I don't spend more money than I have to. I know the librarian is a versatile guy plus gives psychic defense, but i'm not too fond of psychic powers. However, if it is crucial I will lose the chappy in favor of the librarian. I thought the assault marines were fairly good, especially when charging led by a chappy but they are fairly expensive. As for the land speeders, yes they are very thin armored but I thought their speed made up for this. Perhaps not. I do like the idea of getting some vindicators. The only thing I don't want is to have an army that's...unoriginal. Is the list you created used by many gamers? Thanks again!
   
Made in se
Dakka Veteran




Agree with dumping scouts. You've got way too many troops anyway, I would dump a tacsquad as well.

Librarian beats chaplain as we all know.

Typhoons aren't really comparable to tornado speeders when it comes to fragility. Since their missiles are 48", generally the only stuff they should have to worry about is weapons with ranges at least above 24". Typhoons are functionally invincible to SM bolter fire since they can move 6-12" and still shoot. When you get comfortable with ranges and maneuvering, only 36-48" weapons need even apply and most people don't bring a whole lot of 36-48" firepower at 1k. Stay away from Iranna.

Assault marines could work I think, but take fewer guys. 5 marines cost half as much and will beat/hold up many things that 10 marines can. You don't want to spend 20% of your points on one distraction/harassment unit. You're probably better off not taking any.
   
Made in us
Fresh-Faced New User




Alrighty, guys, made some big changes to the list. Here it is so far...

Librarian……….100

10 man tactical squad……….170
Missile launcher, flamer

Rhino Transport……….35

10 man tactical squad……….170
Missile launcher, flamer

Rhino Transport……….35

Dreadnought……….105
Twin-linked heavy flamer

Dreadnought……….105
Twin-linked heavy flamer

Land Speeder……….90
Typhoon Missile Launcher

Land Speeder……….90
Typhoon Missile Launcher

Thunderfire cannon……….100

TOTAL……….1000PTS

Tried to distribute points evenly. I'm thinking also maybe ditch one of the dreadnoughts and thunderfire cannon to some how fit two vindicators in there. What do you guys think?
   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

Where did this come from?

Dump the fething speeders already. Dreadnoughts with heavy flamers are See are a pee Crap.

Thunderfire cannon is a nce idea, horrible model to put together.

30 bodies was not a bad thing - that is, 3 scoring units.

Also Alkasyn, I never daid scouts were crap. Scouts with sniper rifles are crap.

What's wrong with vindicators? Do you not want a build around them? You need to tell people this, not just edit it out.

This message was edited 1 time. Last update was at 2011/09/20 22:02:48


 
   
Made in us
Fresh-Faced New User




First off, thanks to everyone for the advice. I truely appreciate it.

Second, and i'm just asking questions like this because i'm a noob (don't forget), if land speeders sucked so much why would they be available? Surely, they must be useful in some manner. Or are they just a poor choice for a 1k list? I'm a firm believer that any unit can be farily effective if used properly, but then again I am a noob. Perhaps there are units in the game that just outright suck and should be taken out of the codex. Anyways, I'll change the chaplain to a librarian because many people have advised me to and I understand why. I also don't mind going heavy on troops because tactical marines are my favorite unit of space marines, and with three razorbacks adds some good mobility and firepower. Two vindicators seems awesome too. Now the only downside for me going off your list is exactly that. It's your list. I would feel a little ashamed, almost like I'm cheating. Lol, not much of a big deal though.

This message was edited 1 time. Last update was at 2011/09/20 23:56:01


 
   
Made in se
Dakka Veteran




It's not cheating and it's a good list. Double vindicators at 1k is going to give a lot of people trouble and it's just 25% of your points.

After playing with it for a while, you'll have a good idea of what you want to change and you can make it more personal from there. You're not going to play 1000 points forever anyway.
   
Made in us
Longtime Dakkanaut






Speeders are not crap. i use 5 of them in a 1500pts list. they can be very effective and pretty cheap as well. Typhoon especially as one said can sit back on the board and rain missles on th enemy.

Yes they are fragile like most have said. As you said if used correct they can be a very good unit to take. I do like Vindicators as well and having both vindies and Typhoons will mean that either one or the other is going to survive.

Here is what I have come up with.

Libby: 2 powes

2x10 tac
ML, flamer
Rhino

5 Scouts
CC weapons
Sgt; Melta Bombs

2x Typoon Speeders
Typoon missile; Heavy flamers

2x Vindicators

Its a really shooty list. You keep the typhoons back launching missiles every turn you drive up with rhinos and vindicators. Combat squad the Tac marines with missiles back to provide long range fire support and the scouts outflank or infiltrate how every you see fit. The meltas bomb on the Scout Sgt is there if you have a hard to kill tank. ( I had 5 pts left) you can choose the libbys powers as you see fit. He can go into one of the squads in rhinos or just stay back. Well I hope this helps. Oh and typhoons are seperate squads.

Good Luck!

This message was edited 1 time. Last update was at 2011/09/21 06:08:05


 
   
Made in se
Dakka Veteran




Yeah I like balsak's list. It's a good example of what you can do instead of blowing 630pts on tactical marines.

If it were me though I would:
-cut the scouts
-put some melta in the tacsquads, but try to keep the missiles
-get a MM attack bike
-use regular typhoons with HBs

You have to define the librarian's powers as part of your list, I suggest gate of infinity since it seems likely he will mainly hang with a combat squad in your DZ.

So yeah I'd take NZ+Gate or Gate+Might
   
Made in us
Longtime Dakkanaut






Yeah I know you have to define the powers..but its not my list so I figure the OP could choose those.

I like the scouts..its gives you another option for objective holding and tactical options..outflanking, infiltrating, what have you.
   
 
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