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Made in us
Shunting Grey Knight Interceptor




USA

There is a tournament coming up and I've been working on many lists trying to pick one that would be fun and still do decent. The tournament is 6th ed but no double FOC Charts as they feel that as the rules are still new it would be kinda lame to run a tourney with things like 6 vendettas. I haven't really played 6th ed so any advice would be nice. I can field pretty much anything except vehicles, I only have 2 rhinos and a land speeder as I sold the others off long ago. I do own a good number of marines and some dreadnoughts though.

HQ:
Captain w/ Terminator Armour TH/SS (170pts)

Troops:
Tac Squad (10): Combi-Melta/Flamer/Missile Launcher/Melta-Bomb/Rhino (220pts)
Tac Squad (10): Combi-Melta/Flamer/Missile Launcher/Melta-Bomb/Rhino (220pts)
Scout Squad (10): Combi-Melta/Boltguns/Heavy Bolter/Melta-Bomb/Teleport Homer (180pts)
Scout Squad (10): Combi-Melta/Boltguns/Heavy Bolter/Melta-Bomb/Teleport Homer (180pts)

Elites:
Terminators (10): Assault Cannon (430pts)
Terminators (5): TH/SS (200pts)
Dreadnought: (105pts)

Heavy Support:
Devastator Squad (10): 3x Lascannon/1x Missile Launcher/Melta-Bomb (295pts)

Total: 2000

Army Strategy:
The Captain goes with the assault terminators and depending on the terrain they will either run across the map or deepstrike.
The Normal Terminators will deepstrike and shoot things up and assault if needed.
The Scouts set up in terrain and just lay out what fire they can.
The Dreadnought will march across the field taking fire and trying to get close. (Mainly a distraction)
The 2 Tac squads are there to jump out late game and take objectives.
The Devastators will focus on taking out the enemy vehicles and such.

Any advice would be nice.

This message was edited 4 times. Last update was at 2012/08/01 03:33:54


 
   
Made in us
Ork Boy Hangin' off a Trukk




It seems pretty good, i would say to try and fill out your tac squads w/ heavy weapons as well. If you don't have the points, they have 3 free options which are actually viable.
Also, in 2k for 6th edition you need to have 2 HQs
Another good reason yo put heavys with tacs in rhinos is the new and improved combat squads rule. It's in the space marine faq on gws website

With the extra points after an HQ, you could try to beef out your elite or FA choices. One land speeded is good, but two is better.
   
Made in us
Shunting Grey Knight Interceptor




USA

I thought you only had to take the 2nd hq if you take the extra detachment. Since we aren't using the 2nd foc chart rules for this that would mean i have the option to take an extra hq but don't have to right?
I might just add 5 terminators with th/ss if all else fails. as for the squads i'll add a missile launcher to both.
   
Made in us
Ork Boy Hangin' off a Trukk




I had thought that once the points limit hit 2k you had to take two detachments. I'm currently not near my book, but I will double check for you in a little bit. Also the missile launchers would be a perfect addition for your army. Lots of termies would do well, but at those points you could add a stormtamon Haha, for shigglez.
   
Made in us
Knight of the Inner Circle






You do not HAVE to take the extra slots at 2k...Especially if it is a 1999+1 points tournament. Personally, I think that the scouts are a point sink for a unit that really won't be that effective. Honestly I would give the dread a pod, maybe some diff weapons, a heavy flamer at least... I would use whatever points are left to maybe add a couple more speeders or some bikes. I would give one scout squad or both a teleport homer so you do not risk the terminators mishapping. Perhaps give the tac sarges' combi-melta for some on the move tank shooting.

6000 points
4000 points
Empire 5500 Points

 
   
Made in us
Ork Boy Hangin' off a Trukk




1999+1 is different than 2k...
   
Made in us
Shunting Grey Knight Interceptor




USA

I'll shift some stuff around for the teleport homer. I would add a drop pod or bikes but as I stated in my original post I don't have any vehicles except the 2 rhinos and 1 speeder. Updated the list again.
   
Made in us
Death-Dealing Devastator




United States

I like this list. A nice "simple" Space Marine list. I assume the Captain will be with the Terminators? Also, what purpose do the scouts serve? I love scouts, and run mine with Sniper rifles. To hold an objective, I have a Master of the Forge give bolster defenses on a building and put the Sniper scouts there. Nice 2+ covers there.

May your dice roll eternal 6's

 
   
Made in us
Shunting Grey Knight Interceptor




USA

Mainly the scouts are there to add extra bodies and their goal is to get a nice shooty place near the opponent and then summon the terminators. I would use sniper scouts but sadly i don't have any with snipers . I figure they should be able to hold out long enough for the backup to arrive
   
Made in us
Knight of the Inner Circle






I like it a lot better..The dread needs to be given autocannon arms if you are not running in a pod...You will never get close enough for the MM on foot. Plus that bings you to an even 2k

6000 points
4000 points
Empire 5500 Points

 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Unless you have filled up your force org, you probably want to field 2x 5 man Dev squads if you are going to give them disparate weapons and combat squad them. That gives you 2 sergeants with signums for BS5 shots.

My recommendation would be to have the weapons complement each other and field a 10 man, but YMMV.

Ven dreads are overpriced for what they do, but do have some nice perks. He would be better served in a pod, but on foot will act as a countercharge unit.

Bolters are my least favorite scout armament, If you had other options, I'd field them. A HB or ML would be good if you have them. Camo cloaks would be nice for when you go to ground or find a nice patch of woods to hide in. A bit pricy for full 10 man squads.

I'm not sure how well deep striking assault terminators will serve you. One way to find out I guess...


   
Made in gb
Ultramarine Chaplain with Hate to Spare





Your Captain is only 30 points cheaper than Lysander and miles worse than him. TH/SS and Terminator armour isn't a great option for a captain.

Which squad of Terminators does he join? (I assume the tactical ones since you said they were deepstriking).

How do you get the Assault Terminators into assault with no Landraider?

Why do the tac squads have a combi-melta and a flamer? THat way you aren't a threat to anything. take flamer combi-flamer or melta combi-melta mixing makes the entire squad pointless for over 200 points!

Those Scouts have the worst weapon load out available to them (and 6th really nerfed scouts hard as their main purpose was the turn 1 assault). I'd drop them or give them snipers and a defence line to play with.

In a tournament expect to see fliers and you have nothing that can deal with them.

Venerable dread wasn't worth it in 5th Ed and it got a whole lot worse in 6th. Drop it down to a normal dread in a pod or ideally an ironclad. These are however things that should be taken in pairs or not at all.

Heavy bolters are not a great option on the devastators. Yeah they got better in 6th but Missile launchers should still be your go to weapon.

With no S10 in the list at all how do you expect to deal with Nob Bikerz which I imagine will see a big resurgeance in the Tournament scene with 6th Ed.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in gb
Tunneling Trygon






I'd run a librarian in terminator armour instead. Agree that scout weapon choice would be better as sniper, but think that 20 is too many. Just go 10 with camo and missile launcher.

Tac termies I'd run with 2 assault cannons rather than a flamer. Just stick them midfield and let them so their stuff.

TH/SS termies seem to easy to escape from. I'd run rifleman dread instead of venerable, take TFC and maybe an aegis defence line to stick them all behind.

I'd give the devastators missiles rather than heavy bolters.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in se
Dakka Veteran




I like the idea of deep striking terminators, but it's not a great tactic in most cases. Your army has 1100pts tied up in units that you can't count on to contribute to the game until turn 4. I'm counting the scouts here because all they do is prevent scatter and they're not a threat to anyone.

With the terminators yet to arrive, what your opponent sees is:
-two rhinos
-a walker
-5 meq with 2 lascannons

At 2000pts. Most likely he will have enough firepower to, at minimum, wreck both rhinos and kill the lascannons on turn 1. Even if you go first, you're not going to change this much with the firepower available to you. So that's a problem.
A better idea would be to walk your terminators up the field, drawing fire from your vehicles, but for that you need vehicles. If you drop the scouts, that's enough points to get two awesome new vindicators. That should help with nob bikers as someone mentioned.

Your devastators are kind of weird. When you take 10 devs, it should be because you want the option to combatsquad them and split fire. That's a favourite tactic of mine with MM devs, but the way you're doing it is essentially the same as paying 150pts for two heavy bolters. Definitely look over this unit.

Finally I think you should double up on weapons in the terminator squad and save some points by not fielding the dread as venerable. The captain is questionable as well, lysander is definitely 30pts better than him unless you have a raging stiff for combat tactics.
   
Made in us
Shunting Grey Knight Interceptor




USA

I would use lysander but I don't have his model so i can't use him. The same for the vindicators as I don't have the models for them.

Updated the list with new stuff and rewrote the tactics.

This message was edited 2 times. Last update was at 2012/08/01 03:38:18


 
   
Made in se
Dakka Veteran




Looks like basically the same list to me. Cheaper in some places, more points thrown into scouts. Is it that you don't have much else in terms of models or do you really think they will be useful?

How many sternguard, terminators and bikes have you got? What dreadnoughts? Could you do shrike+20 terminators? Reduce scout squads to 2x5 and take the tacsquads as sternguard with pedro?
   
Made in us
Been Around the Block




Columbia, SC

My idea. (Take any of the new Psy powers from the 6e Rulebook if you prefer)


2000 Pts - Space Marines: Codex Army

1 Space Marine Epistolary Librarian (HQ)
Smite; Vortex of Doom; Terminator
Armour; Force Weapon; Storm Shield

Attached to and in reserves

7 Terminator Squad (Elites)
Power Fist (x7); Storm Bolter (x7); Cyclone Missile Ln.

1 Terminator Sergeant
Power Weapon; Storm Bolter

5 Terminator Assault Squad (Elites)
Thunder Hm. & Storm Sh. (x5); Unit Has Terminator Sergeant

in 1 Land Raider
#Power of the Machine Spirit; #Searchlight; #Smoke Launchers;
Capacity: 12; TL Lascannon (x2); TL Heavy Bolters

Tactical Squad (Troops)
Missile Launcher (x1);
Plasma Gun (x1);
in Rhino
Storm Bolter

Tactical Squad (Troops)
Lascannon (x1); Plasma Gun (x1);
1 Rhino
Storm Bolter

Tactical Squad (Troops)
Lascannon (x1); Plasma Gun (x1)
in Rhino
Storm Bolter

9 Devastator Squad (Heavy Support) In reserve in drop pod
Lascannon (x4);

1 Space Marine Sergeant
#Signum; Bolt Pistol; Bolter; Frag Grenades; Krak Grenades

1 Drop Pod
Inertial Guidance System; Capacity: 12; Drop Pod Assault; Storm
Bolter

Models in Army: 59


Total Army Cost: 2000

This message was edited 2 times. Last update was at 2012/08/01 08:16:47


 
   
Made in se
Dakka Veteran




Yeah that's definitely an improvement, but I don't think OP has access to a land raider, or a third rhino/pod
   
Made in us
Shunting Grey Knight Interceptor




USA

Almarine wrote:Looks like basically the same list to me. Cheaper in some places, more points thrown into scouts. Is it that you don't have much else in terms of models or do you really think they will be useful?

How many sternguard, terminators and bikes have you got? What dreadnoughts? Could you do shrike+20 terminators? Reduce scout squads to 2x5 and take the tacsquads as sternguard with pedro?


I find that for the most part the scouts can usually hold their own for awhile. I Could do the Pedro and sternguard but i haven't really had much luck with that before. As for Shrike and the 20 terminators, I could do that as well but idk how well that would work. For dreads I have one with just the basic gear, 1 with the assault cannon, and then i have a venerable with lascannon, and a venerable riflemandread. I don't have any bikes, for sternguard i have 20, and terminators i have 25
   
Made in us
Secretive Dark Angels Veteran






Add vulcan, makes most lists with meltas alot better.

Also he is only 20 more points that your captain and has the same saves and is more agressive.

~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech 
   
Made in se
Dakka Veteran




Florintine Mallorean wrote:I find that for the most part the scouts can usually hold their own for awhile. I Could do the Pedro and sternguard but i haven't really had much luck with that before. As for Shrike and the 20 terminators, I could do that as well but idk how well that would work. For dreads I have one with just the basic gear, 1 with the assault cannon, and then i have a venerable with lascannon, and a venerable riflemandread. I don't have any bikes, for sternguard i have 20, and terminators i have 25

Fact is, there's not a whole lot most armies can do against 30 THSS termies with fleet. But, since you already said you wanted a fun list, I guess the most constructive thing to do here would be for everyone to just work together and try and build a fun foot list with 20 scouts that can also do decent in a tournament. And your termies are shooty anyway right?

It's pretty interesting, I've never really tried to make a marine list that isn't mech or uses pods.
First thoughts:
-dreadnoughts in foot lists will attract a lot of AT fire, but maybe tactical termies can up their resiliency
-tactical termies are now more durable and better at hitting vehicles
-i guess scouts could be combatsquadded to cover all the "spare" objectives we're likely to see in 6th. Forces the opponent to deal with them.
-since DoW deployment is gone, devastators aren't as desperate for a transport anymore

This message was edited 1 time. Last update was at 2012/08/01 15:43:25


 
   
 
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