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Made in us
Fresh-Faced New User





My first Space Marine army build so I know it needs some work. I like the idea of seeing a lot of models on the field, but I'm not married to it. Idea's on the psyker powers? could I take something with better synergy? What is your take? I would appreciate any input.

HQ
Space Marine Librarian(Nullzone, Gate of Infinity)
Terminator Armour, Combi-plasma
(Joins Terminators so I can Gate them)

Space Marine Chaplain
Jump Pack, Storm Bolter
(Joins Assault Squad for re-rolls)

TROOP
Scout Squad x10
Sgt. Telion
Sniper Rifles, Missile Launcher, Camo Cloaks
(sits in cover hopefully elevated)

Scout Squad x10
Sgt. Power Fist, Melta Bombs
Bolt Pistols,Combat Blade
(used for outflanking vs artillery or tanks then thrown away better idea's?)

Tactical Squad x10
Sgt. Powerfist, Melta Bombs
Flamer, Plasma Cannon
(Fire support, objective capture, sometimes combat squad should I go for lascannon? or missle?)

ELITES
Terminators x10
Cyclone Missle Launcher, Assault cannon, Chainfist x2
(I like the shooting and powerfists but what do you think about assault terminators 5 TH/SS and 5 LC)

FAST
Assault Squad x10
Sgt. Powerfist, Melta Bombs
Flamer x2
(Dread-PF, tank - MB, light infantry or cover - flamers)

Scout Bike Squad
Locator Beacon, Astartes Grenade Launcher x3, Cluster Mines
(<3 Cluster mines, turbo boost, locator beacon)

HEAVY
Devastator Squad x10
Sgt. Combi-Melta
Missile Launcher x3, Lascannon
(I usually combat squad this-- 3 missle 2 bolters for stacking templates, and Lascannon, Sgt. w/Signum, 3 Bolters for a 5 wound tank sniper)




This message was edited 1 time. Last update was at 2011/09/29 18:24:26


Ultramarines Dark Angels
 
   
Made in gb
Longtime Dakkanaut




Actually I would go with a combimelta for the librarian, if you gate your termies near a tank you'll probably shoot at it.

Chaplains and assault squads have an issue. Space marines can not do cc. Take some assault termies with a chaplain in termy armour if you want a cc unit.
Or command squad on bikes, stormshields and actual cc weapons.

Telion grants stealth so you can drop the cloaks.

Second scout squad try 5 men in a storm. The idea will be to keep them alive and maybe meltabomb a tank, give them a combimelta for this task. Your 5 men can easily die before the fist gets to work.

Fists do not need meltabombs. I think I would go for a powerweapon and meltabombs, then you can go after infantry with the flamer.

Ten termies is very expensive.

Scout bikes seem fun to me.

I would drop the combimelta for the dev. squad.
   
Made in us
Fresh-Faced New User





I appreciate the feedback some very good points there. Assault squad gone, I like the idea for the land speeder storm(need to keep my terminators away from it but I still like it). Dropped Chaplain too gave me points for two more Tac squads and points to specialize them a bit. Combi-Melta dropped from Devs and moved to Librarian. I didn't know Stealth from Telion applied to the hole squad thats nice. V1.1


HQ
Space Marine Librarian(Nullzone, Gate of Infinity)
Terminator Armour, Combi-Melta
(Joins Terminators so I can Gate them)

TROOP
Scout Squad x10
Sgt. Telion
Sniper Rifles, Missile Launcher
(Fire support, building objective capture)

Scout Squad x5
Sgt. Combi-Melta, Melta Bombs
Bolt Pistols,Combat Blade
(Tank hunters)

Tactical Squad x10
Sgt. Power Weapon, Plasma Pistol, Melta Bombs
Plasma Gun, Plasma Cannon
(Fire support, objective capture, dreadnought/heavy infantry control)

Tactical Squad x10
Sgt. Power Weapon, Melta Bombs, Teleport Homer
Flamer, Missle Launcher
(Fire support, objective capture, infantry control)

Tactical Squad x10
Sgt. Power Weapon, Melta Bombs
Meltagun, MultiMelta
(Fire support, objective capture, tank control)

ELITES
Terminators x10
Cyclone Missle Launcher, Assault cannon, Chainfist x2
(Heavy infantry, tanks, or anything else that needs doing)

FAST
Scout Bike Squad
Locator Beacon, Astartes Grenade Launcher x3, Cluster Mines
(Cluster mines, turbo boost, locator beacon for terminator teleport)

Land Speeder Storm
Multi-Melta
(Transport for scout tank hunters)

HEAVY
Devastator Squad x10
Missile Launcher x3, Lascannon
(I usually combat squad this-- 3 missle 2 bolters for stacking templates, and Lascannon, Sgt. w/Signum, 3 Bolters for a 5 wound tank sniper)

Ultramarines Dark Angels
 
   
Made in au
Utilizing Careful Highlighting





Australia

Assault marines are excellent, pf or even better TH with some PP and they are ace, throw a HQ with another big weapon and thats killy death

Those 10 terms are going to be awesome, CML is good because you keep SB, less a fan of the AC although others do like them

Love the mix up, the scouts will really make your opponent think about their deployment, if they avoid say 12 inches either side that is a massive disadvantage to them, so scouts with fist are awesome

terms libby is gold, term chappy is gold, chappy with JP is gold although you prob want the Assault SGT to have a TH then in case of Dreadnaught or Wraithlord where you need something that can wound heavy structures

Otherwise I like the list and think its very nicely themed

Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)

1st in Lords of Terra Open (Sydney) 2012

Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
 
   
Made in gb
Longtime Dakkanaut




Rulebook FAQ about stealth by the way.

Three tactical squads on foot is not a clever idea. There are better units in any case. 4 troop choices is more than enough.

Maybe another dev. squad would work well. Or some fast things like bikes to contest objectives. Or drop podded sternguard.
   
Made in us
Fresh-Faced New User





Great idea's thanks for the input people!

Ultramarines Dark Angels
 
   
 
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