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Made in us
Regular Dakkanaut

Hello everyone, I'm new to Marines and I was wondering what people thought of this list. I already have world eaters and Tau, so I'm looking for something that will still fresh given that I already have melee and shooting covered.

With that, the list ...

Master of the Forge 105
Storm Bolter (had 5 random points)

5 Scouts, Snipers, Cloaks 90
10 Tacticals, Flamer, Missile, Drop Pod 205
10 Tacticals, Plasma, Plasma Cannon 185
10 Tacticals, Plasma, Plasma Cannon 185

Fast Attack
3 Scout Bikes, Grenades, Clusters 110
3 Scout Bikes, Grenades, Clusters 110

Ironclad Dread, Drop Pod 170
Ironclad Dread, Drop Pod 170
Assault Cannon Dread 115

Assault Cannon Dread 115
Las/Auto Dread 145
Las/Auto Dread 145

Drop the two Ironclads on turn one, and if I have a ruin available bunker the Las/Auto, scouts, and Master of the Forge into it. The Assault Cannon dreads would provide utility, the plasma marines anti TEQ. Basically I'd bunker in cover and see what six dreads can accomplish with some infantry support.

The main questions I have are ...

1) Opinions on the dread loadouts
2) Kit of the Master of the Forge
3) Viability of Scout Bikes
4) Your 2 cents

Made in us
Slippery Ultramarine Scout Biker

Madison, WI

At 2k I run 6 Ironclads and Vulkan for some fun times. I'd recommend not using scout bikers as they have a higher tendency to die when not accompanied by fast supporters. To make a standard Motf I used the stock kit for a 'techmarine with servitors' and replaced the power axe with another generic hand. A great option for the Motf is to run him on a bike with a conversion beamer to give a hard to kill warlord that can wreck terminators or transports from far away.
Made in gb
Longtime Dakkanaut

Scout bikers are pretty great right now.
Last edition I would run more with more upgrades too, I have thought long enough about this yet.
In your list I would run one squad with the MotF on a bike with maybe his gun, or I would be happy to have his harness.
Meltabombs would be useful but as I say I want to think about upgrades before giving advice.
Not many people have actually run scout bikers, with politeness they didn't die easily last edition, and they are now t5 with jink.

I would go for 2TLautocannon on a couple of the dreads. This way they know their job, also they will be your main antiaircraft gun.

I would have drop pod with some melta, or at least something that can land and put the hurt on tanks. dread with MM is cool for this, else assault cannon or tac. squad with melta and combimelta can take a couple of shots first turn.

I would bring Telion, as he has stealth, and probably more snipers to join him.

I am not sure about all the tactical squads, you definitely need a good number of scoring units though.
Personally I would drop one tactical squad, and give the other a razorback. I personally need to have a few games with foot slogging tactical squads, they seem a very reasonable idea. Maybe on another note, you could always bring bikers as troops, they are looking great right now.

Good luck
Made in us
Ultramarine Chaplain with Hate to Spare

Upstate, New York

You have a number of drop pods, but no beacons on the scout bikers? Depending on how well your scatter die likes you, they can be a nice investment.

Ultramarines, 3rd Co. and friends, 12.5K+ Slowly growing 2Kish
Nevelon's Workbench: Ultramarines, Saim-Hann and other assorted oddities
Made in us
Regular Dakkanaut

Thanks for the comments.

I think I'm going to play test swapping the flamer squad for a land speeder storm and more scouts. It may not be ideal, but I'm expecting to see a lot more 5 man heavy weapon teams and they would counter that. A scout/walker list would be a nice change from World Eaters and Tau, and sounds fun to play.

Drop Podding Multimeltas is a good idea, and it gives me another DCCW in their back field.

Is double las really superior to las/auto? I suppose it helps with AV13 and its the same cost, but i though the auto would help with AV11 and flyers. I'll need to play test - thanks for the tips.

EDIT - What makes the MotF on a bike so special? Why not have him hang out with your dreads to repair them and provide an emergency power fist?

This message was edited 2 times. Last update was at 2012/07/13 03:58:38

Made in us
Ultramarine Chaplain with Hate to Spare

Upstate, New York

RE MotF on a bike:
If you give him the C-beamer, you benefit for keeping the range open. Bike gives you mobility (and relentless)

If you have vehicles scattered across the battlefield, the bike will help you get to who needs to be fixed.

I makes him tougher. Real +1T these days, not just T4(5). Plus a jink save. T5, 2+/5++ is a lot better then T4, 2+.

Lots of nice perks.

On to my 2c

I think the 5 points for the SB on your MotF would be better spent on a melta bomb on a scout bike sergeant.

For your drop pod tac squad I'd go with a MM rather then a ML. The role of a drop tac squad is a late game grab on an objective, probably in your enemy deployment zone. You don't need the range of the ML, but might need the firepower of the melta.

It might be worth investing in some upgrades for the ironclads. HFs are always fun, and with the changes to grenades, I think it's worth fielding them these days. They are the only thing that can take defensive grenades in the army. The +1 cover save vs. <8" fire might help survive for an extra round after a suicide drop.

I'm not sold on the cluster mines on the bikes. They might be worth the points, or you may be paying just to do nothing. Very situational depending on the table and your foe.

Ultramarines, 3rd Co. and friends, 12.5K+ Slowly growing 2Kish
Nevelon's Workbench: Ultramarines, Saim-Hann and other assorted oddities
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