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Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

I've been working on a few space marine units as of late with the intention of building a 500 point patrol force fluffy for my custom chapter. Now the chapter is based around a stubborn defense and holding the line no matter what, for this reason they utilise alot of gear that has been scavenged/looted in order to maintain supplies, for this reason they utilise techmarines and masters of the forge in roles of vital importance to maintain and assist in the scavenging of useful materials on the battlefield. My aim with this project is to know my list before I buy the units so I can work more streamlined (apart from a devastator unit misbuy).

Aiming for 500 points as a starting force I have come up with the following:

Master of the Forge w/ 2 Heavy Bolter Servitors

5 Space Marine Scouts w/ 4 sniper rifles, 1 missile launcher

Tactical Squad, Veteran Sergeant w/ 9 marines (Heavy Bolter, Flamer, 7 Bolters)

Thunderfire Cannon (manned by Techmarine)

The majority of games at my club are in heavy scenery/city tables with cover a plenty, and this list should make use of the cover nicely with both techmarine units bolstering their own defenses in order to increase survivability. The snipers and thunderfire cannon will be used to slow down CC units using their respective talents (pinning/terrain changing) whilst the combat squaded tactical will move up to hold objective/flank enemies.

Help/Advice appreciated.
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

An alternate list I have been mulling over would pack alot more vehicular power into 500 points, very little of it is resistive but it gives a much more in your face list without losing too much firepower. And it doesnt require the purchase of a £36 hunk of finecast:

Master of the Forge w/ 2 Heavy Bolter Servitors

Tactical Squad Sergeant w/ 4 Bolter Marines (Razorback w/ Heavy Bolter)

Scouts w/ Bolters and Sarge combimelta x 5 w/ Storm w/ Multimelta

Landspeeder w/ Multimelta/Heavy Flamer

Everyone except the master of the forge is mobile, he and his servitors lay down a base of fire whilst speeders hunt enemy armour/elites, marines and razorback can lay down some nasty fire in close range and scouts arent a slouch either. It does give a vastly different dynamic to the first list and could give an edge with its vehicle element.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

I'd go list one, but swap the hb for a mk, reasoning:
-not much of what you'll come up against can combat the ranged firepower you have
-the razorback probably won't pay off what you hope it will
-speeders are best backed up by other speeders, in case they miss their shots and are left in the open.

   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

kitch102 wrote:I'd go list one, but swap the hb for a mk, reasoning:
-not much of what you'll come up against can combat the ranged firepower you have
-the razorback probably won't pay off what you hope it will
-speeders are best backed up by other speeders, in case they miss their shots and are left in the open.


Is MK a missile launcher? Still new to marines so I'm not up on the abbreviations yet.
The Razorback was an off point for me, in exchange for having dropped the heavy/special from the unit it felt right that the vehicle filled one of those roles.
List 2 does provide 2 speeders but that is still very light armour, I think you're right that list 1 will end up being more competitive but originally it felt unnatural having 2 techmarines in a list with no vehicles.

Cheers for the help

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Sure, I get that now you mention it, that does seem weird, but then ones your HQ unit that gives you up to 72" range with an INCREDIBLY powerful gun, and the others manning an artillery piece that gives you the flexibility to kill units that it can, or pin those that it can't.

And yes, MK is supposed to be an ML. Damned phone keypad


Automatically Appended Next Post:
Your first list is all about range too, which plays to the SM's strengths. With that you can

- use 2 frag missiles per turn on hordes
- pin hordes
- down dark eldar skimmers in the very early turns, preventing them from getting where they need to be *in your face*, which is where you're weak

I don't know the nid list or their points values, but you should be mindful of that thing that buries under you and allows them to bring units in from your side. The same should be said for DE Archons / Haemy's with WWP.

Just don't let folk get close and list one should see you right.

Oh, and deploy your sniper scouts with one of your tech marines, in cover, to make them nigh un-movable


Automatically Appended Next Post:
Hell, combat squad your marines, put the 5 with the ML with the other tech marine and send your flamer squad out hunting.

You know, I might run this list myself

This message was edited 2 times. Last update was at 2012/06/11 18:29:31


   
 
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