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Made in au
Bounding Assault Marine







HQ
Space Marine Captain
Terminator Armour
Thunder Hammer
Storm Shield
170 points

Troops
Tactical Squad (10)
Flamer
Heavy Bolter
Sergeant has Chainsword
165 point
[335 points so far]

Scouts (5)
3 have Snipers
1 has Heavy Bolter with Hellfire Shells
Sgt. Telion
135 points
[470 points]

Either Rhino for Tactical Marines or

Scouts (5)
4 Shotguns
Melta Bombs
80 points
[550 points]

OR

Rhino
Storm Bolter
Extra Armour
Dozer Blade
Hunter-Killer Missile
75 points
[545 points]

Elites
Dreadnought
CCW and Heavy Flamer (same arm)
Assault Cannon
115 points
[665 points]

Fast Attack
Vanguard Squad (5)
No Upgrades
125 points
[790 points]

Heavy Support
Devastator Squad (5)
2 Heavy Bolters
Multi Melta
Missile Launcher
160 points
[950 points]

Vanguard squad paired with Space Marine Captain and put in Drop Pod
35 points
[985 points]

If the second Scouts are gotten, they are transported in:
Rhino
No Upgrades
35 points
[1020 points]

If they are not gotten I will get a sixth Vanguard Veteran or give the Sergeant a Thunder Hammer.

The plan is to have the Devastators sit back and pop open vehicles or just kill people.
The Vanguard Veterans Pod down and engage a big squad.
The Dreadnought walks and fires until it can use the flamer, and then assaults.
The first Scouts take objectives/kill people.
The Tacticals run (or drive) around helping where necessary.
The second scouts (if gotten) also run around helping.

1350 points
200 points I think 
   
Made in gb
Cowboy Wannabe



London

Hi, first up you have some of the points costs really quite wrong. The tactical squad base comes out to be 170pts, the dreadnought with that loadout should be 125pts, the devastators that you have should be 150pts. Check your codex, and the upgrade points costs.

Now onto the list itself. It is a bit of a mish mash of units and ideas, there is no real theme running through it.

Librarians are better than captains. So get one of those instead. If you really want a captain run him with relic blade and artificer armour, it is cheaper and more efficient than terminator armour.

Heavy bolters are a poor choice for tactical squads. Missile launcher or multi melta is better. Keep the rhino cheap. You don't need to give it any extras.

Sniper scouts work best with a missile launcher, it is more useful and versatile than the heavy bolter.

Don't bother with the shotgun scouts, there are poor at best.

The dreadnought is solid, But I would find the points to get him a drop pod.

Vanguard are a poor choice in this codex, and without upgrades even worse, do not run them. (they work in blood angels, due to their special rules)

The best all round devastator squad runs 4x missile launchers, it is the most effective build for them.

If I have calculated it correctly this should give you enough extra points for a second tactical squad, devastator squad or dreadnought. (or something else entirely to be honest).

Hope this helps.
   
Made in gb
Longtime Dakkanaut




I would add that Telion likes 5 more scouts with him to keep him alive.

Also Heavy bolter should be OK with the scout squad. The Poison shells work well against infantry which I assume this squad will be targeting.
Though in general read the above post.
   
Made in gb
Tunneling Trygon






As this is for 1,000 points then 5 man scout squad is more than sufficient.

One tac squad should also be enough if you maybe look at combat squadding. Dev squad with missiles and then stick a 5 man tac team with further missile next to them. Go razorback for the remaining squad.

HQ I agree on librarian rather than captain at this level.

For the remaining points I like a dread but prefer 2. Better than the vanguard squad IMO.

For FA, I think the speeders are worth looking at.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in au
Bounding Assault Marine







To some it up, Librarian instead of CM.
In tac squad swap heavy bolter for missile Launcher or Multi Melta.
I personally like the heavy bolter, as it has poisoned bullets
Take off shotgun scouts
I was going to fire my dreadnought from my table edge whilst I walk him towards an enemy.
Take off vanguard.
I want to keep some Heavy Bolters on Dev squad as they can put so much bullets in the air so one heavy bolter, 3 missile launcher.
Put telion with 5 more sniper scouts
perhaps speeders.

I will post the revised army list when I get the time later today.
Until then, thanks all.


Automatically Appended Next Post:
Here we go:
HQ
LIbrarian
Smite
The Avenger
Storm Bolter
Bike
138 points

Troops
Tactical Squad (10)
Flamer
Missile Launcher
Sergeant has Chainsword
165 point
[303 points so far]

Scouts (10)
3 have Snipers
1 has Heavy Bolter with Hellfire Shells
Sgt. Telion
200 points
[503 points so far]

Rhino (for the tac squad)
Storm Bolter
30 points
[533 points so far]

Elites
Dreadnought
CCW and Heavy Flamer (same arm)
Assault Cannon
115 points
[648 points so far]

Heavy Support
Devastator Squad (5)
1 Heavy Bolter
Multi Melta
2 Missile Launcher
160 points
[808 points so far]

This leaves me with roughly 190 points. Suggestions?
I thought
3 land speeders
2 have heavy flamers
1 has heavy bolter

This message was edited 3 times. Last update was at 2011/10/12 05:45:46


1350 points
200 points I think 
   
Made in gb
Cowboy Wannabe



London

you still have some points wrong. Tactical squads come out to 170pts and that dreadnought is 125pts.

Smite is a terrible power, give him either null zone or machine curse to go with the avenger.

All the scouts need sniper rifles (expect for the heavy weapon of course).

Drop the multi melta on the devastators. I know you like heavy bolters and that's fine, but the multi melta has too short a range in that squad.

For the extra points: I would actually be tempted by 2 land speeders with typhoon missile launchers. They really are very good.
   
 
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