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Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Here's a Vanilla Marines list I put together, trying out somethings.

Anyways, here's the list:

HQ:

Librarian - Avenger, Nullzone - 100

Troops:

Tactical Squad - Meltagun, Missile Launcher, Rhino, Sgt w/ BP + CCW - 210pts

Tactical Squad - Meltagun, Missile Launcher, Rhino, Sgt w/ BP + CCW - 210pts

Elites:

Sternguard - 7 Sternguard, all w/ Bolters, Rhino - 210pts

Dreadnought - 2x TL Autocannon - 125pts

Fast Attack:

Land Speeder Squad - 3x Typhoon Speeders (HB/Typhoon Launchers) - 270pts

Heavy Support

Vindicator - Siege Shield - 125pts

Vindicator - Siege Shield - 125pts

Vindicator - Siege Shield - 125pts

1500 On the dot.

Starting from the bottom and working my way up...

Now, i take Vindicators, since, the ability to place a large blast template, so far, has had great returns. Destroying entire tactical marine squads, or, taking large chunks out of Hordes is invaluable. Not to mention the fact that you can put the hole of the blast template over any part of a model's base, it allows me to punish vehicles that are parked together, for example. Sure, vindicators have a giant target on their head, and it's kind of pricy at 125pts a pop, but, they are take a decent amount of firepower to crack.

Landspeeders in a squad, so far, have offset the downsides to being in a squad. Being able to ignore Shaken and Stunned results means my Land Speeders are firing more often. Sure, if one gets immobilized it's down for the count, but a Landspeeder that's immobilized is almost worthless anyways, due to it's limited firing arc.

My latest addition, the dreadnaught, is something I'm hoping that will pay off. I dropped Epistolary on my Librarian (that was a bad choice, when I couldn't figure out what to do with 50pts!) and 2 of my Sternguard, + the Power Fist in the Sternguard squad, and got myself 4 Twin Linked S7 Ap4 shots. I think that's a good trade. Not to mention it's good for tying up large close combat squads that don't have scary things like Power Fists (and heck, even Guard Blobs that do, if I can get it that close!). And Grenades are nearly worthless against Dreads, so...

The Sternguard are my Librarian's escort, and the ability to unload 14 poisoned shots into an enemy is pretty damn valuable. I'm sure there's also a situation where using Hellfire Rounds isn't a good idea, but I haven't found it yet. (9~ hits, roughly 8~ wounds. not bad, imo)

Tactical Marines are Tactical Marines. Missile Launchers are Free, and Meltaguns are good for disintegrating someone or close range shots at armour. Sergeants run without anything special, since they aren't anything special. If they get charged by something that actually wants to charge them, he has a good chance of not living long enough for the Power Fist to matter. At least, that's been my experience.

And the Librarian. The only thing that makes me sad about him is that he doesn't have an invulnerable save. I've been thinking of changing the Avenger to something with longer ranged, like (god forbid) smite. But in the end, it doesn't really matter, since, Null Zone is the bestest 9 times out of 10. Anything really valuable has an invulnerable save, and the ability to tell Invulnerable saves to go to heck is great.

Anyways, that's my reasoning behind my choices. If you have any input, suggestions, etc. Feel free to share! C&C is welcome, as always!

 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 gb
Tunneling Trygon






Not sure the sternguard adds much with no special weapons. I would stick a 3rd dakka dread in there and with the points saved buy another speeder. You can then run 2 squads of 2 speeders. Should be dangerous at 1,500 but not sure 3 vindies scales well if you go any higher points wise.

The lists works on the vindies closing the range and you taking out threats to them with the other units. Build the list around this.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in gb
Longtime Dakkanaut




I like it. 3 rhinos and 3 vindis with a little fire support.

I would change a few upgrades.
The sargs would be better with pistol and bolter.
Even better I would give combimeltas, this gives you another melta shot from the rhino once it gets in range, this can be crucial.

Then the sternguard I would at least give combimeltas. Or maybe 2 full on meltas to fire from the rhino, thus all three rhinos are an antitank threat. Personally I love heavy flamers, this will mean one of your rhinos becomes a good antiifantry unit, shooting 2 templates from its gun points.
So try 5 combimeltas and 2 heavy flamers. The combi part is important so you keep the special ammo, whilst still having antimech capabilities.
   
Made in gb
Been Around the Block





If you can find the points I'd split the tactical squads into combat squads (1 with melta, 1 with RL) and give the melta team a razorback each
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




I would consider dropping a Sterguard to give the squad some combi-meltas and using Gate of Infinity instead of Avenger. This way the Sterns can move around and fire well-placed shots even if their ride is destroyed.
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Thank you all for the suggestions, just a few quick responses:

The 'nother Dakka Dread idea is interesting. Maybe once I get another set of autocannons, I'll give it a go. The Speeder Idea is good, too. More Missile Launchers is always good.

The problem with giving Sternguard all Combi-Meltas is that I don't have the models (or the desire to cut up my models) that can wield Combi Meltas on a WYSIWYG basis. It's the same reason I haven't given my Sgts. Combi Meltas (other than I have no idea where to squeeze the points out. Maybe out of the vindicator's siege shields..) to upgrade my Sgts. as such. The main purpose of the Sternguard at the moment is to give my Librarian an escort, and a ride to project his Null Zone further and with the protection of some armor.

Since most people do their level best to deploy to the maximum their deployment zone allows, the need to drive my Vindicators are generally getting some first turn shots. Especially if I'm going second. However, if they do deploy further back, that either means im going to deploy up to the maximum, or hiding behind the rhinos if I somehow won't be able to make it into range.

(sorry if I'm not making much sense - haven't had to explain my reasoning behind things in a while - which is part of the reason why I posted this up here.)

 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 gb
Long-Range Land Speeder Pilot





Bristol

Just double checking, you did mean being in a squadron downgrades stunned to shaken not disregards stunned and shaken results?

The problem I see with running them as a squadron is something with a high rate of high Str fire (rifleman, psyfleman, hydra, blasterborn) could potentially annhilate them with a single round of shooting. Plus 6 MLs is a little overkill, splitting them up would mean you'd be able to engage more targets.

I also agree with the comments about combi-meltas and heavy flamers in the sternguard, but I guess its problematic i you don't have the models. Maybe try proxying them see if you like what they can do?

Armies: Crimson Fists, Orks, Eldar 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

Yeah, I'm going to be splitting the Land Speeders up again. Got to fight some longfang spam, and that made everything sad panda.

 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.
 
   
 
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