Switch Theme:

Is this Space marine army good enough to win?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ie
Stinky Spore




I want to start playing warhammer 40k, collecting space marines to be precise, aobr will be my first obvious buy as I want everything in it(Including the orks! I want to add them to my models to give more detail E.G. A dreadnought a ork in its Fists) Then i want to make 1500 point army. This seemed like a very good one on the gw page. It seems to be an army the can counter nearly everything, and i cant see any stand out weaknesses( As I've said I'm new so I need your oppinions and advie please!!!!!)

Here it is and ill include the tactics it came with at the bottom, ADVICE NEEDED! (For all I know this army could be amazing or dreadful)

The army list has been removed because points were listed for each option, which violates the Dakka Rules. You can list the point totals for a unit, but you can't break it down by option. - Lorek

This army is a 'standard' Space Marine force. It's my favourite to play with on the battlefield and it's certainly the most versatile. With careful use you can take on horde armies like Orks or Tyranids, elite forces like the Eldar and Chaos Space Marines or even the armoured fury of the Imperial Guard.
The trick with an army that attempts to do 'all things' is to specifically task your units and only deviate from your plan in the direst of emergencies (or finest opportunities). The Whirlwind, for example, should be constantly pummelling the largest enemy infantry group, each turn every turn. By contrast, the Vindicator should make exterminating enemy armour its number one priority, followed by anti-infantry duties. The Tactical Squads and Scout Squad should focus on holding the line and punishing enemy squads. If you're faced by a concentration of enemy armour, consider splitting the Tactical Squads into Combat Squads at the start of the game, so that you can add two missiles a turn to your long-range firepower.


Swords of the Emperor
This army boasts three excellent close combat units, which ideally you can use to back each other up. A Terminator Squad alone is intimidating; backed up by an Assault Squad it's terrifying. By pairing your units in this manner (I'd split the Assault Squads into two Combat Squads with one backing the Terminators and the other the Command Squad), you can shred your way through almost any opposition one squad at a time.Firefight
In addition to potent close combat capabilities, the Taskforce also boasts staggering firepower. The Tactical and Scout Squads can both lay down withering volleys of small-arms fire, supplemented by their heavy weapons and the tanks offering ordnance assistance.

This message was edited 2 times. Last update was at 2012/04/30 01:15:22


 
   
Made in us
Fixture of Dakka





Los Angeles

pezzmurphy wrote:HQ Space Marine Captain
Libbies are more needed to deal with anti-GK, SW, BA and other psycher issues.

pezzmurphy wrote:
HQ Command Squad
I'd rather spend points on tacticals, which will do nearly the same job, for a lot less, and score.

pezzmurphy wrote:ELITES Terminator Squad (5 strong) 200
Heavy flamer
CML upgrade is also good (order the bits from GW). And still, TH/SS are the bees' knees, but since these are what come with AoBR, okay. And, given that they're foot-slogging, an assault cannon is a better shooter than the HF, given the, at least, two turns they'll be walking.

pezzmurphy wrote: Tactical Squad (10 strong) 170
Flamer & missile launcher
Order bits for the meltagun and PFist.

pezzmurphy wrote:Scout Squad (10 strong) 140
Sniper rifles (free) & Missile Launcher 10
Melta bombs
MBs are not a good idea. They fire Heavy guns, meaning assault is not possible if they shoot, and you don't want snipers close to enemy tanks any way.

pezzmurphy wrote:Assault Squad (10 strong) 190
2 x plasma pistols
Powerfist and combat shield
Upgrade all the way to Storm Shield and don't worry that the model's shield is a little bit tiny.

pezzmurphy wrote:Vindicator Dozer Blade
Whirlwind
Okay.

As for your tactics and such ... well, . I'd like to play you.

No great shakes. It's an average list. The flavored armies, BA, SW, BT, & GK with pretty much the same selections will be better than what you've selected.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

I punched your list in, and got 1568. Also, take upgrade costs off and post total unit cost, as it's against the boards rules.

Tactical Terminators are in a pretty bad spot right now, they aren't good at shooting and aren't that good at assault either. Assault Marines are worse than other codex's dedicated assault units, especially the newer lists.

Vindicators, while I am a fan of them, by themselves are giant targets. One shaken hit and they are out of the fight for a turn, which is why having more than one is ideal if fielding them.

Whirlwinds aren't very popular either, due to indirect barrages not benefiting from the Space Marine's BS, and their relatively low strength compared to other ranged options you can take, like a AC/HB Predator, Thunderfire Cannons ability to slow down hordes, etc.

I haven't done anything good with scouts, I gave them a fair shake against a plethora of armies. Hitting / wounding on 4s with one shot heavy weapons are meh. Scouts are also much more vulnerable than your standard tactical marine squad, who can benefit from combat squading. Scouts can't do this.

Librarians are currently our strongest HQ choice, due to the fact that they can counter enemy psykers and boost your army well. They can give you a 24" field of forcing the enemy to reroll Invulnerable saves, allow him (or a squad he's with) to teleport across the board, give himself a 5+ invulnerable save, and comes with a Force Weapon for 100pts.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in ca
Witch Hunter in the Shadows





Earth

Crazyterran wrote:

I haven't done anything good with scouts, I gave them a fair shake against a plethora of armies. Hitting / wounding on 4s with one shot heavy weapons are meh. Scouts are also much more vulnerable than your standard tactical marine squad, who can benefit from combat squading. Scouts can't do this.



Scouts can most definately break into combat squads. The HB can shoot a small blast that wounds on 2+. Tacs cannot do that.

   
Made in us
Bounding Dark Angels Assault Marine




Midwest,United States

Additionally, scouts w/ camo cloaks are a great backfield objective camper with a 2+ cover save when they go to ground.

~5000+ pts (95% Deathwing )
~1500 pts

"Uncertainty is an uncomfortable position. But certainty is an absurd one" - Voltaire

"You have to learn the rules of the game. And then you have to play better than anyone else." -Einstein 
   
Made in us
Librarian with Freaky Familiar






Crazyterran wrote:

Vindicators, while I am a fan of them, by themselves are giant targets. One shaken hit and they are out of the fight for a turn, which is why having more than one is ideal if fielding them.



This can be fixed np just get srgt Chronus, he cost 70 point to field, the tank gets a BS of 5 and the crew can not be stunned or shaken, so bring on the bombs

As for scout, IMHO i really only think of scout as a way to annoy an enemy or pick off elites, get srg telion and put him with a group of 5 scouts, 3 sniper rifles and a ML, by having the ML you still are a threat to tanks.

That's just my opinion.

To many unpainted models to count. 
   
 
Forum Index » 40K Army Lists
Go to: