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![[Post New]](/s/i/i.gif) 2011/12/15 16:11:06
Subject: 1000 & 1500 Point Space Marine Army Lists
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Boosting Space Marine Biker
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1000 point list here. Scroll down for the 1500 point list.
HQ:
Captain, bolt pistol, power sword, artificer armor, jump pack, - 155
Troops:
Tactical Squad, 10 men, Melta, missile launcher - 175
Rhino - 35
Tactical Squad, 10 Men, flamer, Missile Launcher, - 170
Razorback, TL Lascannon - 75
Elites:
Ironclad Dreadnought - 135
Drop Pod w/ Locator Beacon - 45
Fast Attack:
Assault Squad, 5 guys, Power Fist - 125
Heavy Support:
Predator, HB sponsons - 85
This is only 1k points and it's supposed to be able to have a decent chance at my FLGS. It's very similar to one I posted already. I know the general consensus is to go either all Rhinos or all Razorbacks, but I keep coming up with something like this. The Rhino rushes ahead to capture points with a tactical squad inside. The razorback basically acts like a tank moving slow enough to fire its TL Lascannon. The Dreadnought and Predator are my heavy weapons basically, one gets up close and personal while the tank stays back and goes for infantry. The assault squad and captain deep strike in near the Dreadnought to wreak havoc and contest objectives.
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This message was edited 6 times. Last update was at 2011/12/19 03:56:56
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![[Post New]](/s/i/i.gif) 2011/12/15 16:17:18
Subject: 1000 pt Space Marine Army
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Decrepit Dakkanaut
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Captain is not a very good command choice in the vanilla dex, you're much better off with a similarly equipped librarian.
Why the teleport homer?
I play with dreads a lot and generally have found that a CCW w/ heavy flamer is a much better option than the ML.
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![[Post New]](/s/i/i.gif) 2011/12/15 16:23:35
Subject: 1000 pt Space Marine Army
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Boosting Space Marine Biker
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Ah, I misunderstood about teleport homers. I thought it worked for all deep striking units not just terminators. I'll change that. Too bad I can't easily switch it over to a locator beacon.
The way I use the dreadnought he just kinda sits in the back moving mostly laterally to alter his field of view. In my limited play experience he has never been engaged in close combat or been in a position to engage others in close combat.
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![[Post New]](/s/i/i.gif) 2011/12/15 16:52:27
Subject: 1000 pt Space Marine Army
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Decrepit Dakkanaut
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If it works for you Lotus, go with it. Seems like there are so many fast attack armies in 40k now-a-days, my dreads are always in CC by turn three at the latest. And that HF has really saved my bacon more than once. But if you've got a system and style of play that works for you... by all means use it. I would recommend taking your teleport homer points and getting some extra armor on that dread... that way if he gets shaken, rather than being a sitting duck he can move behind cover until the next turn when he can shoot again. One last thing... I think in general, people prefer the las/plas configuration to twin las. Not quite as good at long range but more sustainable over all and better at close/medium range. I run them and even though I was skeptical at first... have decided over time that it's the better option. Best of luck.
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This message was edited 1 time. Last update was at 2011/12/15 16:53:31
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![[Post New]](/s/i/i.gif) 2011/12/15 17:23:48
Subject: 1000 pt Space Marine Army
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Boosting Space Marine Biker
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Thanks. I appreciate all the advice I can get.
With regards to the Las/Plas configuration, my reasoning was that since I can only fire 1 weapon when moving might as well make it twin linked. I know the benefits are only a 5/6 chance to hit rather than a 4/6 chance to hit (statistically of course) and you're giving up an entire Plasma gun for that extra 1/6 chance, but I honestly didn't see myself staying still long enough to fire the plasma gun. in addition to the Lascannon so I figured the TL Lascannon was the better option. Since this is only 1000 points I'm trying to get the most out of everything, so I'm treating the Razorback as a transport too, not just a heavy weapons platform. Plus the range on a Plasma Gun is only 24", and if I'm standing still within 24" of something that needs a Plasma Gun to take it down, something is going wrong.
One other thing I was considering was instead of the Captain, make it a Librarian with the same upgrades to go along with the Assault Squad. That way I don't have to pay the upgrade points for a Power Weapon, he insta-kills enemy characters, has Smite and Gate of Infinity (or maybe something else since everyone already has jump packs) so he can handle terminators with ease and close distance quickly. Only drawbacks are loss of 1 wound (regained by getting the points to add another member to the assault squad) and WS5 instead of WS6, A2 instead of A3, and I4 instead of I5. I'm still on the fence about it because of the loss of stats, but he seems like a decent choice.
Oh, and the Assault Squad + upgraded HQ choice has so far performed stellar in all the games I've used them. Second to last game they came in, wiped out a SW Devastator squad and contested an objective for the win. Last game they came in, destroyed an entire tactical squad, assaulted into a terminator squad and wiped it within a single assault phases, and were on the verge of contesting a point to end the game in a draw when the game ended on turn 5.
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This message was edited 3 times. Last update was at 2011/12/15 17:29:44
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![[Post New]](/s/i/i.gif) 2011/12/15 17:26:46
Subject: 1000 pt Space Marine Army
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Wicked Canoptek Wraith
victoria, Australia. the place to be (Y)
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I'd preferably turn the dread into a CC monster rather than ranged. There are much better units to take care of range than a dreadnought.
If you want a good ranged unit get another predator. If you just want a dread, then get it in CC where it will work wonders
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This message was edited 1 time. Last update was at 2011/12/15 17:27:09
13,000 points
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![[Post New]](/s/i/i.gif) 2011/12/15 17:28:53
Subject: 1000 pt Space Marine Army
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Boosting Space Marine Biker
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Would keeping everything the same except swapping out the dreadnought for a Multimelta, DCCW, and heavy flamer, and a drop pod be a good idea? Foot slogging a dreadnought all the way across doesn't seem like a good idea, and going without the Anti-Tank dreadnought seems like it makes me too vulnerable to tanks in this list.
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![[Post New]](/s/i/i.gif) 2011/12/15 21:29:30
Subject: 1000 pt Space Marine Army
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Decrepit Dakkanaut
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What powers you give your libby depend a lot on what role you see for him. Null zone can be invaluable vs. certain armies and units (seer council, terminators & demons for example). Gate is good if he's with a larger, relatively immobile unit (i.e. no transport or jump packs) that may need to re-deploy late in the game. Both assault shooting powers are good though I tend to steer away from the template power as it requires specific placement of the libby in order to work effectively. The invul saving throw would be good for an exposed unit that will be subject to fire as it moves across the battlefield (i.e. no transport).
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![[Post New]](/s/i/i.gif) 2011/12/16 17:42:00
Subject: 1000 pt Space Marine Army
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Boosting Space Marine Biker
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Okay, thanks for all the suggestions. I've changed the list around and the tactics should work better now. Instead of the Tank hunting dreadnought, it's an Ironclad Dreadnought with drop pod with a locator beacon. That way he can still hunt tanks if need be, just in a more direct approach. It also makes my jump troops more reliable thanks to the locator beacon in the drop pod. I did have to reduce the points of the assault squad, but it all works out perfectly I think. We'll see how it plays. I decided to stick with the Captain since he's much better at close combat and I can give him artificer armor.
Now I just need to get all the models for it. Vehicles are expensive.
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This message was edited 1 time. Last update was at 2011/12/16 17:49:50
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![[Post New]](/s/i/i.gif) 2011/12/16 18:01:43
Subject: 1000 pt Space Marine Army
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Decrepit Dakkanaut
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Good luck!
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![[Post New]](/s/i/i.gif) 2011/12/19 03:54:43
Subject: 1000 pt Space Marine Army
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Boosting Space Marine Biker
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Thanks. How about the following for a 1500 point army?
HQ:
Captain
-relic blade, meltagun, artifcer armor, bike
Command squad
-bikes, power fist, meltagun
Troops:
Tactical squad
-10 guys, melta, ML, rhino
Tactical squad
- 10 guys, melta, ML, Razorback (TL Lascannon)
Scout Squad
-5 guys, 4x sniper rifle, ML, camo cloaks, Razorback (TL Lascannon)
Elites:
Ironclad Dreadnought
-heavy flamer, drop pod
Techmarine
-servo harness
Heavy Support
Predator
-Bolter sponsons
Predator
-Bolter sponsons
Similar concept as the 1k list just with bikes instead of jump troops. The scout squad uses its camo cloaks hanging back in area terrain fortified by the techmarine. The tactical squad with the razorback splits into two combat squads, one in each razorback. A techmarine joins a squad in a razorback for repairs. Right now my primary concern is lack of anti-tank. Im not sure how to add that in while still doing everything I want.
Since I already intend on buying everything in the first list (I have most of it already) is the 1500 list feasible? I want to be as competitive as I can while still having fun.
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This message was edited 2 times. Last update was at 2011/12/19 04:34:05
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![[Post New]](/s/i/i.gif) 2011/12/19 16:42:05
Subject: Re:1000 & 1500 Point Space Marine Army Lists
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Longtime Dakkanaut
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I'm ignoring the first list
Techmarines are not worth it. Maybe for BT or the iron priests for SW or in apoc battles for GK or thunder fire cannons for good old vanilla marines or master of the forge in the right list.
If you must put him on a bike, he can roll with a command squad and supply a crazy number of attacks when needed.
Strictly speaking scouts can not have the razorback but the command squad could take it for them. Capt. has a combimelta?
Your list is lost. I am not sure what it is trying to do.
Maybe a few comments about units instead. The command squad could be clearer, if you went them to shoot meltas give them at least two, or if you wish them to be in cc give them some cc weapons. Scouts would be good with tellion and if so take 10 of them. Drop podding ironclads is asking for them to be melted. Heavy bolters on preds are ok but only if you really feel you are lacking antiinfantry.
Take care, Fletch
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