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![[Post New]](/s/i/i.gif) 2012/07/31 21:16:40
Subject: 1500 pt - Space Marine Army
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Fresh-Faced New User
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185: Librarian
Terminator Armour
upgrade to epistolary
440: terminator squad (10 man)
assault cannon
chainfist
heavy flamer
105: dreadnought
close combat weapon
multi-melta
180: scout squad (10 man)
4 sniper rifles
1 missile launcher
5 combat blades
10 camo cloaks
(4 snipers and missile launcher as one combat squad and 5 combat blades as another)
170: tactical squad (10 man)
1 missile launcher
1 flamer
(missile and 4 marines in one combat squad and others in the other combat squad)
275: devastator squad (10 man)
2 lascannons
Rhino
(planning to combat squad into 2 squads with one lascannon each, one lascannon can fire out of the rhino at ballistic skill 5 and the other at bs 4)
150: devastator squad (5 man)
4 missile launchers
(again 1 missile hits with bs 5 but this squad will be set back to the far corner fireing at tanks
thought people would be apreciated and anyone in the ipswich area wanting to test my new army is worth a try
....
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Mark macey
long live the imperium |
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![[Post New]](/s/i/i.gif) 2012/07/31 22:28:37
Subject: 1500 pt - Space Marine Army
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Longtime Dakkanaut
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Look up your FLGS.
Librarian should really have the SS to survive.
I would get Telion for the scouts, maybe even try going with the missile launcher or even try the heavy bolter.
You have no ways of shooting down flyers.
Moving on, I am not sure how you are planning to play with the list. You have a lot of interesting units and probably ideas, just not sure how it all fits together.
I think you are crying out for a drop pod army.
The following will help:
Get a ADL with quad gun. This shoots down flyers, maybe use Telion to do this. Also stretched out thin it gives cover for your dev. squads and scouts.
Then get 3 drop pods. Probably 2 dreads and one tactical squad. 3 is so 2 land first turn.
HF+MM is a good combo for a drop pod dread.
combimelta+melta+ML is a good combo for a tac. squad drop pod, though it really depends on so much.
Then I guess your termies will try to teleport down, so give a drop pod a homer.
Or use you librarian to gate your termis, in which case maybe invest in some scout bikers with a homer(it may just be a teleport homer though).
If this isn't what you are going for, then I would use 2CMLs on the shooty termies or take less of them, or even use DA as allies.
So do say how you intend to play the list, it help with getting ideas on how to improve the list for the plan.
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![[Post New]](/s/i/i.gif) 2012/08/01 09:37:14
Subject: 1500 pt - Space Marine Army
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Fresh-Faced New User
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what do you think to this then
190: Librarian
Terminator Armour + storm shield
upgrade to epistolary
130: chaplain
terminator armour + storm bolter
440: terminator squad (10 man)
assault cannon
chainfist
heavy flamer
105: dreadnought
close combat weapon
multi-melta
180: scout squad (5 man)
4 sniper rifles
1 missile launcher
10 camo cloaks
170: tactical squad (10 man)
1 missile launcher
1 flamer
(missile and 4 marines in one combat squad and others in the other combat squad)
90: tactical squad (10 man)
1 heavy bolter
1 flamer
(heavy bolter and 4 marines in one combat squad and others in the other combat squad)
275: devastator squad (5 man)
2 lascannons
Rhino
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Mark macey
long live the imperium |
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![[Post New]](/s/i/i.gif) 2012/08/01 13:18:29
Subject: 1500 pt - Space Marine Army
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The Marine Standing Behind Marneus Calgar
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Check your points and numbers on the second list, some are off (the scouts and 2nd tac, dev squad)
You have one rhino, which you are using as a bunker for your devs. Leaving 3x5 man combat squads of foot to try to take and hold objectives. If you want a bunker for your devs, you can just up and buy one these days: get a bastion. It is far more sturdy, and has a few extra guns built in. Rhinos are for mobility, not protection, and that rhino would be better served taxiing a tactical squad to an objective.
What are the plans for the dread? If he his there as a counter-charge unit to guard your backfield, he's just going to sit and look scary with just short-range guns. I'd upgrade to a longer range gun, or get him a drop pod and task him with a more offensive role. If you are going to field him as is, I'd recommend walking him across the board with the terminators, popping any transports you see so the terms can shoot the gooey bits inside.
Your troop picks on your list are off, hard to tell what is a 5 man or 10 man squad. What I would recommend is a 5 man sniper scout squad for objective camping, and 2 full 10 man tac squads in rhinos for moving out and seizing others. If you don't have 2 rhinos, put your terminator chaplin in from of a squad and take advantage of the new wound allocation rules to have him take all the hits on his 2+/4++ save. That should help get the squad to where they need to be alive.
I want to like Devs, but look at the points you are paying for a pair of lascannon shots. An auto/las pred will set you back 120 points, and you get an auto cannon and a nice AV13 shield to hide behind. And if you really want to shoot at BS5, you can upgrade to sgt. chronos.
I'd probably just walk the terminators across the board, rather then deep strike. You have such a large portion of your army tied up in them, I'm not sure the the parts you have left could survive until reinforced.
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![[Post New]](/s/i/i.gif) 2012/08/01 22:16:41
Subject: 1500 pt - Space Marine Army
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Fresh-Faced New User
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190: Librarian
Terminator Armour + storm shield
upgrade to epistolary
130: chaplain
terminator armour + storm bolter
100: assault squad
440: terminator squad (10 man)
assault cannon
4x chainfist
heavy flamer
100: scout squad (5 man)
4 sniper rifles
1 missile launcher
5 camo cloaks
122: scout squad (7 man)
7combat blades
7 camo cloaks
205: tactical squad (10 man)
1 lascannon
1 flamer
Rhino
180: tactical squad (10 man)
1 heavy bolter/ heavy bolter
1 flamer
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Mark macey
long live the imperium |
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![[Post New]](/s/i/i.gif) 2012/08/02 00:34:34
Subject: 1500 pt - Space Marine Army
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The Marine Standing Behind Marneus Calgar
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Why is the HB listed twice in the last tac squad? You can only have one.
I like 5 man assault squads, but they need help. Swap your chaplain's armor for a jump pack, and give the sergeant some sort of power weapon/fist. This should give them the punch they need to take out anything that's not a CC specialist, and a chance against those. Don't deep strike them; jump around taking cover behind terrain. You don't have the bodies to take fire in the open.
I know I just recommended keeping in in terminator armor in front of the tac squad, but that was before the assault marines dropped in.
The close combat scouts will help. Outflank them and try to grab an objective late game. They will help a lot to counter your general lack of mobility. Depending on how much terrain you normally play with, the cloaks might be a waste of points. If you are looking to free some up, they would be the first thing I cut. The extra two guys are also on the chopping block.
I think melta guns would help more then flamers, you are a little light in the AT department. I'd drop a pair of chainfists to pay for them.
If you want just a pair of heavy weapons in a 5 man squad, look to sternguard. They pay less for the weapons, and have better stat lines and options. Something to keep in mind. Lacking a jump chaplain I'd field a squad of them a faux devastators rather then assault marines.
Do you have a collection of models you are drawing off of to make armies? From your lists it looks like you only own one rhino, so advocating fielding more isn't going to help. Same thing with drop pods (which are a MM dread's best friend). If you let us know what you have to work with, we can help YOU field an army, rather then just 1,500 points of netlist. If you are willing to proxy, we can help with some try before you buy advice.
The army you have now is light on mobility and anti tank fire. Against a infantry army that comes to you, you will do fine. Against a mech heavy army, you will struggle.
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![[Post New]](/s/i/i.gif) 2012/08/03 22:09:04
Subject: 1500 pt - Space Marine Army
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Fresh-Faced New User
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well i currently own...
2 dreadnoughts(venerable) with interchangeable multi-melta, assault cannnon, plasma cannon and lascannons ( i cannot make 2 of the same weapons)
a hell 'o' alot of marines
4 scouts with sniper rifles,
1 scout with missile launcher
7 scouts with combat blades
a 5 man assault squad with all chainswords
land raider
rhino
specialist weapons:
plasma cannon
plasma gun
2 lascannons
6 missile launchers
heavy bolter
3 flamers
librarian in trerminator armour, soon to be fitted with a storm sheild
master of the forge with conversion beamer
captain cato sicarius
chaplain in terminator armour with stormbolter
a random apothacary
10 terminators(4 chainfists, heavy flamer and assault cannon)
techmarine with servo harness and power axe
4 servitors 2 heavy bolter and 2 servo arm
Automatically Appended Next Post: so what would you recommend to use in this case?
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This message was edited 1 time. Last update was at 2012/08/03 22:10:29
Mark macey
long live the imperium |
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![[Post New]](/s/i/i.gif) 2012/08/04 15:51:33
Subject: 1500 pt - Space Marine Army
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The Marine Standing Behind Marneus Calgar
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Oof, the only melta you have is the dread cannon? AV14 is going to be rough.
Bring the MM dread back, replacing the assault squad. Advance him with the terminators, behind them to get some cover.
I normally field a ML/F and a MM/M in rhinos in most lists for my aggressive tactical squads. I might got plasma gun/missile launcher in the rhino, and lascannon/flamer on the backfield shooter.
Seeing the Land Raider in your collection is tempting. Field the chaplain with a 5 man terminator squad, with the sarge, HF, and 3 chainfists. "We're not assault terminators, but we have what it takes to kill you..."
changing that requires a bit of a re-write of the list.
If you want to go this route, you have the LR and rhino advance aggressively, and everything else sit back and shoot. CC scouts still outflank looking to snatch an objective late game.
I'd probably replace the librarian with the MotF. I've never used servitors, but with the new look out sir rules, they are tempting.
Keep the dread on backfield overwatch protection, in case someone comes over to mess with you. I like the assault cannon DCCW w/stormbolter for that role. The TLLC is also a good choice for this, depending on what worries you.
For the rhino tacs, I'd go with HB/F, move the plasma back to the shooting squad, and give them a PC for double plasma fun.
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