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Made in gb
Fresh-Faced New User




Hey guys, planning on starting a space marine army with the astral claws paint scheme pics will be up later of my first tactical squad and Drop pod

So far this is the list i have come up with,

HQ - Chaplain

Troop 1 - 10 x Tactical Marines
-Missile Launcher
-Flamer
-Meltabombs
-Power Sword

Troop 2 - 5 x Scout Marines
-4x Sniper Rifles
-Heavy bolter or Missile Launcher

Transport - Drop Pod
- Stormbolter

Heavy - Predator
-Heavy Bolter Sponsons
-Autocannon

Comes to exactly 500 points, any constructive criticism and advice welcome thanks

Tyler Out!
   
Made in gb
Guard Heavy Weapon Crewman





London, UK

My only real comment is that when equipping squads you want to think how their weapons will work together, like the scouts for example. Personally I think the heavy bolter would be a better choice as I imagine the squad will mostly be used against infantry, in which case I imagine the missile launcher will be less effective.

Likewise look at weapon ranges and try to equip squads with similar length weapons. Don't, for example give a squad a lascannon and a flamer, as they fit completely different roles and one would always be wasted during the shooting phase (I know you haven't done that here, just something to consider.)

I play IG personally so I'm not overly familiar with the Space Marine list, but following on from the above suggestions, I give my squads autocannons and grenade launchers as both work against light and medium infantry, and light vehicles so they don't get wasted.

This message was edited 1 time. Last update was at 2012/06/10 21:38:58


DR:90S---G-M--B--IPw40k12--D+A+/aWD284R---T(F)DM+
Footsloggers, the PBI
Fast and deadly, like a cobra with opposable thumbs 
   
Made in gb
Fresh-Faced New User




Hey man, i was planning on using the heavy bolter with the scouts.
Unfortunately in the space marine codex you cannot have auto cannons in tactical squads also you cannot have 2 light weapons for example flamers, or meltaguns.

I was planning on combat squading the 10 man unit so that

5x Marines
Sarg - Powerweapon
Flamer
These would go in the drop pod with the chaplain.

Then using the other 5 marines with the missile launcher for light vehicles these would hold objectives on my side of the board.
   
Made in gb
Guard Heavy Weapon Crewman





London, UK

I think that combat squading them like that is a good idea, the only issue is one of squad redundancy, i.e. how many casualties can a squad take before its effectiveness is hampered.

In your squad of 10 you can theoretically take 7 casualties before losing either the missile launcher, flamer or Sgt.

However in the squad of 5 you can only take 3 casualties before you lose the Sgt or Flamer. The second squad would need to be wiped out.

However, I imagine that in a 500pt game there will be less redundancy anyway, especially with more expensive troops like marines.

Hopefully this is of some use, I think that all in all it is a good list.

This message was edited 1 time. Last update was at 2012/06/10 21:56:07


DR:90S---G-M--B--IPw40k12--D+A+/aWD284R---T(F)DM+
Footsloggers, the PBI
Fast and deadly, like a cobra with opposable thumbs 
   
Made in us
Bounding Assault Marine




you can't combat squad like that. your allowed to combat squad after your marines have hit the table. so, once the drop pod lands and the marines come out, you say which is combat squaded into what. (I played drop pod space marines I know)

as for the list, at 500 points, it's fine. what i personally would play around with is change changing the flamer for the meltagun and dropping the missle launcher ( unless you combat squad after the drop, but note the missle will not be able to shoot the turn it comes out.)

as for the predator, looks solid antitank/infantry at that point level combined with scouts with heavy bolter should do fine.
   
Made in gb
Fresh-Faced New User




Ok thanks guys so if i take off the flamer and Missile launcher which are both free and add in a meltagun for anti-tank, and maybe drop the power sword and meltabombs on the sergeant and give the chaplain a power fist? That would be 495 points open for meltabombs or the free missile launcher
.
Meaning when the drop pod lands i have a chaplain with power fist, sarg with primary chainsword and bolt pistol, a meltagun and 8 boltguns with rapid fire.

I have 3 heavy bolters, 1 in scout unit and 2 on the predator for infantry and a autocannon for other marines or light tanks/walkers.

What do you think?

This message was edited 1 time. Last update was at 2012/06/11 20:56:07


 
   
Made in us
Water-Caste Negotiator





If I was running the list I would have dropped the drop pod and took a Rhino, combat squad with the flamer so the missile can sit back.

In terms of what is more killy, the missile or the HB, I will go with missile. You get a small blast that can get more than 3 hits if done right (but at 500 points there is not a whole lot to target) but when it comes to it, If you have 3 missiles on the field than thats 3 possible anti transport/MC plus the option to deal with horde armies like nids or orks. the HB is one dimensional in this fact that it can maybe glance a rhino, and cant do anything to AV12.

 
   
Made in us
Eternally-Stimulated Slaanesh Dreadnought






New York, NY

It's good for 500 points. There is a variety of toys and would be fun to play. I would replace the chappy with a Librarian instead however.

I have a love /hate relationship with anything green. 
   
 
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