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![[Post New]](/s/i/i.gif) 2012/01/01 01:16:45
Subject: 1500 pt Vanilla Marines
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Knight of the Inner Circle
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Alright here goes, going to be used in a tourney, this was made over the course of a couple weeks with input on all my WIP lists that I posted earlier.
HQ:
Librarian in PA
Elites:
10 sternguard in DP w/ powerfist and ML
Dreadnought in DP w/ assault cannon, HF
Rifleman Dred
Troops:
10 man Tac squad in DP w/ multimelta and flamer
10 man Tac squad in Rhino w/ Plas cannon and flamer
5 man sniper squad w/ camo cloaks
5 man sniper squad containing Telion w/ camo cloaks
Heavy Support
Predator Annihilator
As a side note, I have purchased all the models I intend to and this list has done well against mech orks, eldar, space wolves, and OK against Necrons. *Prepares for getting flamed for not using melta*
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This message was edited 2 times. Last update was at 2012/01/01 01:17:40
6000 points
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![[Post New]](/s/i/i.gif) 2012/01/01 01:35:20
Subject: 1500 pt Vanilla Marines
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Dakka Veteran
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You don't need camo cloaks if you have telion he conferes stealth to the unit. It's in the game FAQ
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![[Post New]](/s/i/i.gif) 2012/01/01 01:58:55
Subject: Re:1500 pt Vanilla Marines
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Knight of the Inner Circle
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Which FAQ because I could not find it anywhere. The tournament coordinator said to buy them but if I can show him which FAQ...
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![[Post New]](/s/i/i.gif) 2012/01/01 02:24:13
Subject: Re:1500 pt Vanilla Marines
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Flailing Flagellant
Columbus, OH
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He is talking about when a IC with stealth joins a unit, he give said unit stealth as well. This is on page 7 of the FAQ for the Rulebook.
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![[Post New]](/s/i/i.gif) 2012/01/01 04:01:51
Subject: Re:1500 pt Vanilla Marines
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Knight of the Inner Circle
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Alright then I give MB to everybody
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![[Post New]](/s/i/i.gif) 2012/01/01 17:53:06
Subject: Re:1500 pt Vanilla Marines
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Longtime Dakkanaut
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Actually swap the 3 drop pods with 2 rhinos and would be happy enough.
You need combimelta and meltas in drop pods in order to land to kill a tank or two.
I think combimelta and melta would be better in the rhino.
I would make the two scouts squads into one squad, this saves points, keep KPs down and will help Telion do his stuff.
What librarian powers are you taking?
You will need to be reactive in how you use the list against different armies but you should be able to pose a threat to most lists.
Good luck
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![[Post New]](/s/i/i.gif) 2012/01/01 19:02:37
Subject: Re:1500 pt Vanilla Marines
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Knight of the Inner Circle
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Like I said, I know about the melta Fletch. But as I also stated I have tied and beaten all mech armies I have fought with it. Also, Its mostly objective games so having two sniper squads is fine. The Libby is taking the avenger and gate
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![[Post New]](/s/i/i.gif) 2012/01/01 19:25:00
Subject: 1500 pt Vanilla Marines
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Steady Space Marine Vet Sergeant
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I very much like this list, but have one question to you:
'How useful are the scouts?'
Everytime i use them it doesn't work out well. little to no kills and usually die by turn 4/5
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![[Post New]](/s/i/i.gif) 2012/01/01 19:38:19
Subject: Re:1500 pt Vanilla Marines
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Knight of the Inner Circle
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Well turn 4/5 is pretty decent. I play this list as a fire base. I put both sniper squads up in cover with the devastators and my rifleman dread by them. That way, my heavy stuff takes out transports and the snipers kill what is inside in theory. So following that train of thought, it is hard for anything to get close enough to inflict heavy damage on the snipers.
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![[Post New]](/s/i/i.gif) 2012/01/01 19:48:32
Subject: Re:1500 pt Vanilla Marines
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Steady Space Marine Vet Sergeant
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riverhawks32 wrote:Well turn 4/5 is pretty decent. I play this list as a fire base. I put both sniper squads up in cover with the devastators and my rifleman dread by them. That way, my heavy stuff takes out transports and the snipers kill what is inside in theory. So following that train of thought, it is hard for anything to get close enough to inflict heavy damage on the snipers.
Ok, but do the inflict much damage? the theory is good, but do the kill? i hardly get kills with my snipers
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![[Post New]](/s/i/i.gif) 2012/01/01 22:38:48
Subject: Re:1500 pt Vanilla Marines
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Flailing Flagellant
Columbus, OH
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It comes down to what you are using them on and for what purpose, remember that that are pinning and always wound on a 4+. I tend to focus on things with a high toughness or low LD if possible.
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![[Post New]](/s/i/i.gif) 2012/01/02 00:32:01
Subject: Re:1500 pt Vanilla Marines
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Knight of the Inner Circle
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With all the invul saves I have faced, the snipers have been mediocre. However they do wound high toughness well as Zerib said, and they can even Pen light vehicles. I find them very effective for the low point cost. It is an idea to run 10, however I would rather be able to shoot 2 targets with them.
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![[Post New]](/s/i/i.gif) 2012/01/02 10:46:35
Subject: 1500 pt Vanilla Marines
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Utilizing Careful Highlighting
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Looks reasonable and given you have all the models I wouls say go or it, no glaring holes besides no melta.
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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))
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![[Post New]](/s/i/i.gif) 2012/01/02 13:14:19
Subject: Re:1500 pt Vanilla Marines
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Dakka Veteran
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I like it but why all the pods? The sternguard I get, as it lets you drop, fire and gate out where another configuration would gate in, fire and get shot up. That's pretty clever.
Then another pod for the dread (with a decent range gun so he doesn't absolutely need to pod in) so you can keep the sternguard surprise in reserve if noone's on the table by t1.
I'm not sure I'd take that pod though, because you don't want to risk having your sternguard stuck in reserve for possibly the whole game right? Instead I'd give the dread a TLLC so he absolutely doesn't need to pod in and give the tacsquad a rhino, and now you'll probably never have to hold the sternguard back on t1 because who's going to go full reserve against a single pod?
Saves you some points for combimeltas and there's another few in squad telions' camo cloaks since he gives them stealth already.
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![[Post New]](/s/i/i.gif) 2012/01/02 16:38:51
Subject: Re:1500 pt Vanilla Marines
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Knight of the Inner Circle
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Almarine, the podded sternguard are there to do exactly what you said, drop down shoot, next turn gate away. As to the podded Dread, this way he can drop in the enemy deployment zones and either torch an entire inf squad or kill the rear armor of a tank.
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![[Post New]](/s/i/i.gif) 2012/01/02 20:37:59
Subject: Re:1500 pt Vanilla Marines
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Dakka Veteran
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Wait, hold on, I must be tired. You cast gate of infinity at the beginning of the librarians' shooting phase. So, you can't pod in, shoot, gate out in the same turn, so the pod isn't actually making any difference in that department. I thought it seemed too good to make sense. So what is it that makes the pod worth it to you?
Why not take another heavy weapon in the sternguard squad, or combiweapons?
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![[Post New]](/s/i/i.gif) 2012/01/03 13:22:14
Subject: Re:1500 pt Vanilla Marines
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Knight of the Inner Circle
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Gate is at the beginning of movement phase, so yes they will shoot, take some damage in return so I have to drop them in a tactical spot. But, I can gate them out at the start of my next turn. They give the enemy something to shoot at for the turn I drop them in, giving me a chance to pound priority targets with my long range stuff. I am keeping cost down on them as they are only there to kill infantry and be a bullet magnet.
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