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![[Post New]](/s/i/i.gif) 2012/05/16 08:38:07
Subject: 2000pt Space marine army
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Neophyte Undergoing Surgeries
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1 space marine captain - Terminator armour etc. - 140
3 tactical squads of 10, melta bombs, missile launcher and flamer - 3 drop pods - 630
5 terminators - power fist and storm bolter - 1 pod (joined by captain) - 235
2 predators, twin linked l.cannon, l.cannon side sponsors - 380
10 assault marines - storm shiled - power axe - melta bombs - drop pod - 270
5 devastators - 4 l.cannons - 230
2 spare drop pods - 70
I have a spare 45 points any ideas. This army is to fight necrons so wanted the fire power to take out the big stuff, but wanted the assualt to destroy the necrons quickly, if not their is always the rapid fire from the bolters to double up on shots.
Any feedback would be great.
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![[Post New]](/s/i/i.gif) 2012/05/16 11:00:09
Subject: 2000pt Space marine army
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Screaming Shining Spear
Australia
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I would take the melta bombs off your squads, there more of a points filler than anything.
I would take the drop pod off the terminators since they can deep strike already (that and I don't think they can take drop pods). Also, there's no need for the two spare drop pods (that and I don't think you can have them without a squad to go in them).
I think a drop podding sternguard unit or a heavy weapon squad filled with missile launchers or plasma cannons would do your army good with any spare points.
I do like the drop pod theme of the army and I think that alot of necron armies would struggle against it.
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Alaitoc eldar 1250 points
Space marines 2250 points
Bad moons 1500 points
Cadian and catachan 500 points |
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![[Post New]](/s/i/i.gif) 2012/05/16 11:42:24
Subject: 2000pt Space marine army
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Stinky Spore
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just curious, aren't your 2 preds should be at 330 only?
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![[Post New]](/s/i/i.gif) 2012/05/16 11:58:58
Subject: Re:2000pt Space marine army
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Neophyte Undergoing Surgeries
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I cant see in book that terminators can deepstike so would need drop pod, spare drops are just to bring most of army down in first turn, taking 7 would mean 4 come down.
Drop pod does not say it who it can take... so assumed terminators would class as 2 models each.
Pred's have all upgrades, to get more missile fire in first turn, thats the plan is get initial hard stuff immediatly out the way.
Automatically Appended Next Post: 20pts, 2 spare drop pods will have missile launchers.... 40 points cleared up there. now at 1995
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This message was edited 1 time. Last update was at 2012/05/16 12:02:52
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![[Post New]](/s/i/i.gif) 2012/05/16 12:04:10
Subject: 2000pt Space marine army
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Longtime Dakkanaut
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If you look in the book under each squads stat line it will say what they can take by transport. Terminators can not take Pods for transport.
You can drop empty pods just fyi.
Under terminator armor in the wargear section it says they can Deep strike.
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![[Post New]](/s/i/i.gif) 2012/05/16 13:01:01
Subject: Re:2000pt Space marine army
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Neophyte Undergoing Surgeries
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cheers for the help
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![[Post New]](/s/i/i.gif) 2012/05/16 13:44:42
Subject: 2000pt Space marine army
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Noise Marine Terminator with Sonic Blaster
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Well, since your terminators cannot take a pod and will most likely be deepstriking in, in may be beneficial to take a teleport homer (corret wargear) on one of your drop pods going in the first wave. If you have the points to waste, put it on 2. This would give you 2 very large threat ranges for your termies to deep strike into with no mishaps.
Also, I cannot remember, but I thought assault marines could deep strike as well.
This would put you at 4 pods total allowed (3 for tacs, 1 for dev). I am not a huge fan of las cannons on my devs as the point sink is ridiculous. If you changed them to missiles, that would free up 100 points. Enough for a bare bones tac squad of 5 which would allow you to take the final drop pod.
If that was the case, you would now have 5 legal drop pods total. 3 for your tacs and 1 for your devs and 1 for your tac squad (or, allocate to assault marines if allowed. I think you have to remove jump packs for that to be legal, in which case its now free). The devs deploy and you use the empty pods to get your tacs in on turn 1. Let your assault marines and termies deep strike in (assuming I am correct on assault marines DS = OK). With the left over points, you could add a terminator or give one of your termies an assault cannon.
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This message was edited 1 time. Last update was at 2012/05/16 13:46:04
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![[Post New]](/s/i/i.gif) 2012/05/17 14:17:26
Subject: Re:2000pt Space marine army
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Neophyte Undergoing Surgeries
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Space marine captain
Terminator armour, power sword, storm bolter = 135
5 terminators
power fists, storm bolters = 200
10 assault marines
Storm shield, power axe, melta bombs = 225
10 scouts
Snipers, teleport homer = 155
10 tactical marines
Flamer, missile launcher, drop pod, deathwind missile = 230
10 tactical marines
Flamer, missile launcher, drop pod, deathwind missile = 230
10 tactical marines
Flamer, missile launcher, drop pod = 210
5 devastators
4 missile launchers = 150
Predator
Twin linked lascannon, las cannon side sponsors, hunter killer missile = 175
Predator
Twin linked lascannon, las cannon side sponsors, hunter killer missile = 175
Drop pod
Deathwind missile launcher = 55
Drop pod
Deathwind missile launcher = 55
=1995
This is what I have come up with by editing list with feedback.
scouts will obviously set up 18" away from enemy, homer will get termies there straight away.
plan on dropping pods all over the place around the necrons, with deathwind missile launchers to remove some necrons quickly.
predators armed with las cannons incase monoliths are taken then these will hopefully pop them.
dev's with missile launchers to take out anything else which has high toughness or armour value.
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![[Post New]](/s/i/i.gif) 2012/05/17 19:34:10
Subject: 2000pt Space marine army
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Longtime Dakkanaut
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Deathwind launchers really are not worth the points. They can not fire the turn the pod comes in. As the pod is moing to fast to fire.
Where are you getting the 2 extra pods from? You can not just buy pods. You have to have squads that can purchase them. I see the Dev squad can, but the scouts can not. The Assault Marines can but you would have to drop there Jump Packs.
For sure take at least two Locator Beakons on your first wave of pods for the Terms and Assault Marines. It will be worth the points over the T-port homer on the scouts. Drop that.
Looking better, Needs some more tweeks.
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![[Post New]](/s/i/i.gif) 2012/05/18 02:52:26
Subject: Re:2000pt Space marine army
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Stalwart Veteran Guard Sergeant
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As said before you really dont want Deathwind launchers, they're kinda wasted points to be honest. But with some of the points you take away from Deathwinds i'd give the Terminator squad a Cyclone Missile Launcher. And maybe try to adjust some points to get in maybe a 5 man Sternguard unit to go in the 1 drop pod you cant take right now. Then you'd have 5 drop pods and Sternguard pack quite the punch
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![[Post New]](/s/i/i.gif) 2012/05/18 20:34:01
Subject: 2000pt Space marine army
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Dakka Veteran
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You're 2 extra drop pods need to be attached to units. They're bought as wargear selections, they're not separate vehicles like tanks.
You don't have to put the unit in it, but they're not off by themselves. You can give one to the Dev. Squad, but the other one needs to be taken out of the list.
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: 1500pts - : 1000pts - : 1500pts
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![[Post New]](/s/i/i.gif) 2012/05/18 23:06:15
Subject: 2000pt Space marine army
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Screaming Shining Spear
Australia
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The second list looks like it would stand a better chance against necrons.
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Alaitoc eldar 1250 points
Space marines 2250 points
Bad moons 1500 points
Cadian and catachan 500 points |
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