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Made in us
Scouting Shadow Warrior





South Texas

So I put together my first space marines list since I've gotten back into the game. Needless to say that last time I played marines was last edition so there were some things I had to relearn and such, so please don't mind the noobish-ness.
I also understand that this list probably isnt that great but thats why I'm here. Also I'm being a little fluffy (my own fluff for the chapter) and trying not to use alot of power armour models.

HQ
MotF- Power Weapon (115)

Troops
Scouts 1- 8 man, 1 heavy bolter, Sargeant w/power fist, Teleport homer (190)

Scouts 2- 3 snipers, 1 ML, Telion, camo (147)

Scouts 3- 4 snipers, 1 ML, all camo (100)

Elite
Ass Termies- 10 terminators, all TH/SS (400)

Sternguard- 3 Combi-meltas, 2 multi-meltas, drop pod w/ locator beacon (195)

Heavy
Rifleman Dread w/ Drop pod w/ locator beacon (170)x2


Like I stated before, I figure this list will be shot down, but it is a start and I would like to stick with this general theme for the army. At higher point costs I plan to put in some speeders, maybe even take a scout squad on bikes for the starting locator beacon.
And just to say, that untill I learn the game a bit better and play a few matches this will mainly be for fun, competitive list will be worked on later (but again using the same general theme).

 
   
Made in gb
Longtime Dakkanaut




I guess the powersword gives you 3 attacks then plus the 2 servo arm attacks sounds good. Not sure how you will use him for this combat role. Maybe give him a bike so he cc like a champion. Not sure he adds much to your list but I guess you want him anyway.
I like him on bike with his big gun. This is fun to convert but I guess doesn't fit your list.

I wouldn't give a scout unit a powerfist as they really want to avoid cc with troops. Maybe meltabombs if a vehicle happens to be passing and then give them a combimelta for the occasion. What other weapons are you giving this squad?

I would save the money and just have 5 snipers, the missile will just miss and will change what the 4 rifles can shoot at. Maybe make it up to ten as you lack scoring units or at least strong scoring units.

Telion gives stealth so you do not need cloaks. Also he works better with 9 snipers just for protection.

That is loads of termies. Firstly deepstriking with that footprint isn't easy. Secondly 5 should be able to win most fights for you.

I would not go for multimeltas as they can not land and shoot. With a squad so small they may not be alive or could be in cc. Maybe go for meltas. I would go for combimeltas. Also I would go for ten with combimeltas. Then you land combat squad and can take out two tanks then pose two different threats with their ammo.

Drop podding dreads is a risky business. They land in melta distance, moreover your dreads do not need to get close.

If you suggestion for future directions. Then maybe make a scout and dread army with MotF on a bike with a big gun and the sternguard in a drop pod.
   
Made in au
Utilizing Careful Highlighting





Australia

As soon as I see you list I divide it in half

Scouts at back
and
A drop pod turn 1 and another drop pod and terms arriving deep strike later in the game

Already your force is divided

If you bringing that fist scout squad on a flank, which is nice, you may or may not get to use that homer (as terms may arrive earlier) - otherwise the way I see it you have a drop podded sternguard unit and some scouts to mop up quickly (before terms arrive)

So my suggestion is to think about how your list will play

Do you want assaulty or shooty

If you want heaps of TH terms, and yes they are superb, think about a teleporting libby

I agree 10 is too much, although 5 is not enough if you want them to take multiple combats

8 would be about right IMO

OR normal terminators with lysander and term libby..?

MOF list to me the benefit is more dreads

One or two dreads are not a threat

6 dreads, with a few troops choices, all in drop pods (so you get 4 dreads on your doorstep minimum turn 1) is far more scary - going to change your list a long way from terminators though

Final comment - 6 TH terminators in LR is a game winning combo many times - pounce and obliterate, re-board raider, pounce and obliterate again - its 500 points that will blunten his assault and allow you to dictate the remaining game play - it goes wrong if your opponent can get the raider early - stunned, immobilised or killed raider and your hammer does not contribute, and thats a lot of points not contributing..

Like how your thinking, definately encourage you to play a themes army like MOF, or term heavy - a lot more fun for you and opponent


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 us
Scouting Shadow Warrior





South Texas

Ok here is my idea in a nutshell for what I was thinking for the army.

First off, fluff wise, I chose a chapter from the chapter approved that had no background or anything. I made a color scheme and chose a name that I liked, so basically vanilla marines.

The background that I chose for the chapter is thus: They are an auxillary(spelling ) chapter for the Raven Guard. Using some marines with the Corax geneseed and some with the Terran geneseed. Basically they excel in some areas that the Raven Guard do not eg. the terminators, and some areas that they do eg. the scouts. The other part to this fluff is that the chapter itself has very little power/artificer armor to its disposal due to its small state and heavy loses. Due to this the only marines that get power/artificer armor are vets and HQ units. I understand that its not the best idea for fluff, but as you can see I'm not completely opposed using power armor.

Now as for the list.

First: The MotF HQ, I didn't really know which direction to go here, the idea was getting the ability to have dreds as heavies, then stick the MotF in with the sternguard. Yeah not extremely thought out I know. I kinda like the Libby Termie Gate squad thing... I think it goes well with the fluff as well as being a good tactic.

Second: The scout troop choices, this is primarily because of the fluff avoiding power armor. And yes I know that everyone is going to face palm at that idea but, I just didn't want many power armor marines in my army at this low number of points. 2000 and I'll probably put a squad in. I also wasn't exactly sure on how the organize the scout squads.

Third: Termies and Stearnguard, the terminators again because of the fluff, and because the ass termies wreck in assault. The stearnguard cause of their actual purpose in a marine army. I mean I hate lists that are practically all stearnguard, but I'm not daft enough to say that they arn't worth putting in.

Fourth: The heavy choice dreds, this was for long range support, they don't absolutely have to be in drop pods, which will give back some points. I originally wanted an Ironclad to help with assault but eventually changed to the riflemen. I'm not opposed to tanks, just trying a different type of set up.

The tactics were as follows. The scouts would infiltrate in, pods drop when they do (I still need a little more game experience to help with figuring the drop pods out), stearngard w/ MotF are mid range and light assault, termies are heavy assault, and dreds are long range support. Not extremely thought out but that's why I come to you guys.

Final Thoughts: I do want to use land speeders in the future, namely the Tempest pattern for obvious reasons, and I think the storm would fit in rather nicely. I was avoiding the landraider terminator assault combo because it seems like every other list is running that, and the ones that arn't are expecting it. I'm open to ideas though I would like to follow the fluff a bit, mainly no tact squads yet.

Edit: Oh and I forgot to mention that I think scout bikes can be incorporated into the army pretty well, I just wasn't sure exactly how to set them up, maybe a small squad of three?

Thanks to those who responded and I'll have the next list up tomorrow.


Automatically Appended Next Post:
Ok I redesigned the list to fit the suggestions but still keeping to the army theme

Librarian- Gate, Avenger, Term Armor, SS (140)

Terminators- x7 all TH/SS (280)

Sternguard- x6 w/combi meltas, 1 serg w/ PF (235)
Drop Pod for sternguard (35)

Scouts 1- x9 snipers, Telion (190)

Scouts2&3- x5 snipers, tele homer, meltabombs, camo (110 x2)

Scout Bikes- 3 grenade launchers, locator beacon, meltabombs, cluster mines (140)

Land Speeders- x2 both MM/HF (140)

Predator- Autocanon, Las sides (120)

1500 even

Still not the best list but I think its getting there. I'm not dead set on the bikes but I think that they will help get the sternguard in as well as using the grenade lauchers effectivly. I'm also not too sure about the heavy support... or more lack there of.

Again comments and help with the list or the fulff is very welcome, thanks to all who respond.


Automatically Appended Next Post:
zindark wrote:Ok here is my idea in a nutshell for what I was thinking for the army.

First off, fluff wise, I chose a chapter from the chapter approved that had no background or anything. I made a color scheme and chose a name that I liked, so basically vanilla marines.

The background that I chose for the chapter is thus: They are an auxillary(spelling ) chapter for the Raven Guard. Using some marines with the Corax geneseed and some with the Terran geneseed. Basically they excel in some areas that the Raven Guard do not eg. the terminators, and some areas that they do eg. the scouts. The other part to this fluff is that the chapter itself has very little power/artificer armor to its disposal due to its small state and heavy loses. Due to this the only marines that get power/artificer armor are vets and HQ units. I understand that its not the best idea for fluff, but as you can see I'm not completely opposed using power armor.

Now as for the list.

First: The MotF HQ, I didn't really know which direction to go here, the idea was getting the ability to have dreds as heavies, then stick the MotF in with the sternguard. Yeah not extremely thought out I know. I kinda like the Libby Termie Gate squad thing... I think it goes well with the fluff as well as being a good tactic.

Second: The scout troop choices, this is primarily because of the fluff avoiding power armor. And yes I know that everyone is going to face palm at that idea but, I just didn't want many power armor marines in my army at this low number of points. 2000 and I'll probably put a squad in. I also wasn't exactly sure on how the organize the scout squads.

Third: Termies and Stearnguard, the terminators again because of the fluff, and because the ass termies wreck in assault. The stearnguard cause of their actual purpose in a marine army. I mean I hate lists that are practically all stearnguard, but I'm not daft enough to say that they arn't worth putting in.

Fourth: The heavy choice dreds, this was for long range support, they don't absolutely have to be in drop pods, which will give back some points. I originally wanted an Ironclad to help with assault but eventually changed to the riflemen. I'm not opposed to tanks, just trying a different type of set up.

The tactics were as follows. The scouts would infiltrate in, pods drop when they do (I still need a little more game experience to help with figuring the drop pods out), stearngard w/ MotF are mid range and light assault, termies are heavy assault, and dreds are long range support. Not extremely thought out but that's why I come to you guys.

Final Thoughts: I do want to use land speeders in the future, namely the Tempest pattern for obvious reasons, and I think the storm would fit in rather nicely. I was avoiding the landraider terminator assault combo because it seems like every other list is running that, and the ones that arn't are expecting it. I'm open to ideas though I would like to follow the fluff a bit, mainly no tact squads yet.

Edit: Oh and I forgot to mention that I think scout bikes can be incorporated into the army pretty well, I just wasn't sure exactly how to set them up, maybe a small squad of three?

Thanks to those who responded and I'll have the next list up tomorrow.


Automatically Appended Next Post:
Ok I redesigned the list to fit the suggestions but still keeping to the army theme

Librarian- Gate, Avenger, Term Armor, SS (140)

Terminators- x7 all TH/SS (280)

Sternguard- x6 w/combi meltas, 1 serg w/ PF (235)
Drop Pod for sternguard (35)

Scouts 1- x9 snipers, Telion (190)

Scouts2&3- x5 snipers, tele homer, meltabombs, camo (110 x2)

Scout Bikes- 3 grenade launchers, locator beacon, meltabombs, cluster mines (140)

Land Speeders- x2 both MM/HF (140)

Predator- Autocanon, Las sides (120)

1500 even

Still not the best list but I think its getting there. I'm not dead set on the bikes but I think that they will help get the sternguard in as well as using the grenade lauchers effectivly. I'm also not too sure about the heavy support... or more lack there of.

Again comments and help with the list or the fulff is very welcome, thanks to all who respond.

Any suggestions?

This message was edited 5 times. Last update was at 2011/09/30 16:33:32


 
   
 
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