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Made in us
Regular Dakkanaut



California

Hey all,

Working out my army list for Kublacon WAY in advance (well two months, so a slight exaggeration). I plan to take marines, and expect them to be vanilla. Why don't I want a strange cool army? Because I want to win. If I wanted to have loads of fun doing something different i'd play warmachine (which I do anway). Well, here's the list:

HQ:

Master with bp and power weapon =91

Elites:

8 veterans armed with bp and ccw plus a vet. One is armed with a melta. The sergeant is upgraded to a veteran sergeant and armed with a powefist. = 174

Troops:

6 marines, las plas = 115

6 marines, las plas = 115

6 marines, las plas = 115

6 marines, las plas = 115

6 marines, las plas = 115

Fast attack:

2 x land speeder tornados with hb and ac = 160

7 assault marines and veteran sergeant with power fist. They are armed with melta bombs. One marine carries a flamer. = 222

7 assault marines and veteran sergeant with power fist. They are armed with melta bombs. One marine carries a flamer. = 222

Heavy Support:

8 man dev squad armed with 4 missile launchers. = 200

8 man dev squad armed with 4 missile launchers. = 200

The grand total of points for this army comes out to 1844. Now, the only real unorthodox choice in this army is the assault marine squads. I chose these for a few reasons. One, I love the look of them, and I love converting them. Two, they are armed with melta bombs, if my 5 lascannons and 8 missile launchers can't take something out (heaven forbid).

They are pretty pricey. However, they're strong, fast, can take objectives, and can scare non close combat units.

The veterans are chosen for first turn heavy tank removal, or tying up expensive, not very good units (like necron destroyers, stealth suits, crisis suits etc). They are fairly cheap, and get the job done.

The rest of the choices are pretty simply. I took ass. marines over termies for some of the reasons i've already listed, and because I personally dislike terminators. Sure, the 4 assault cannons they add is great, but I like the speed, versatility and look of the assault marines much more.

Feel free to comment on the list. Practically nothing is painted, so everything is still available to change.

Chuck~

 

 


"I know what hearsay is, I do not know what a federal librarian is as I am not American and to me a librarian is a person who helps you find books and then returns them back to their shelves or stacks at night (so your credentials do not awe me, and do not impress me" -
IG fan 
   
Made in us
Been Around the Block





Looks pretty good to me. One question though, what veteran skill did you get your Veterans? Be sure to put that down.
   
Made in ca
Dakka Veteran




The Hammer

I'm a little hurt by your comment implying 40k is all about the win - I come from the "once and future collectable card game camp" and when you don't paint or have much of a story for any "list" designed to win, it's even more about beating the other guy, though even in that you can agree to bring a less-powerful deck, or play with several opponents (generally the munchkin finds himself out of the game first when everyone focuses on him) etc. If you went to a Warmachine-equivalent tournament - especially if it was no-holds-barred - wouldn't you focus on the win just as much? (switches back to voice of GW conformity)

I dunno about the melta bombs on the assault marines - only 28 points but still...they've got one fist each and there's nothing wrong with getting one of them up to eight strong with two flamers. Assault Marines aren't unorthodox for assault at all - Terminators actually kind of blow at assault unless you sink mad points into an LRC for them, and then they're up the river if a five or six gets rolled for mission level and their ride starts off the board. Termies are all about the deep strike 24" Assault 8 Rending, man.

Heavy Support Devs are something I'm not personally brave enough to try...not proper devastators with several heavy weapons, anyways. I'd be tempted to add a unit of five packing boltguns and power armour - clocking in at 75 points, there's nothing better to be the first thing on any battlefield...they can run (or die) like hares after they've achieved their purpose of forcing your opponent to deploy 12" further back than he would have otherwise, or keeping them from doing the same thing to you.

I wouldn't count on those Vets laying a first turn beating on anything. Foot-sloggers with 12" guns will take a while to close, even with Infiltrate. If you want a first turn tank buster, grab three Scout bikes with melta guns. Deploy 18 1/4 " from anything with an armour value, scout move 12", move 12", assault 6"...you can see from the math they should easily be able to zip around any obstacles in their path. As the tank would not yet have moved, that'd be three melta hits off the bat. They won't survive return fire, but there's a small chance the inert hull of the dead tank will block los from some enemies and provide cover from others...

48 points and Honour Your Wargear lets your Devastators become elites and pack Tank Hunters for S9 versus vehicles. They'll also deploy after all your tacticals so you should be able to see where most of your opponent's heavy support tanks are at. Blessed Be the Warriors - and another 3 points per Marine - could let an Assault Squad move up into the remaining Elite slot vacated by the Vets, whose purpose as stated by you would better fulfilled by Scout bikes (fast).

Otherwise, nice list - and if you want a fun game I'll kick your technomage @$$ all over the place with my House Obsidian Serpent Archers + Golem of "I take naps instead of dying"

When soldiers think, it's called routing. 
   
Made in us
Rampaging Carnifex





That list looks about as fun as watching grass grow, and if you win anything other than battle points with it I would be shocked.

Aside from that, here's hoping you don't run into a necron player. Your list simply has no answer for the phalanx+10 destroyers+scarabs list (with or without a monolith).

Shootie marines can beat Necrons with :
a) drop pods
b) Tigurius
c) terminators.

At least that's what I've seen - Lysander wing seems to be a pretty much universal answer to Necrons, and anything with 3 squads of termies tends to give them a tough game. Drop pods are hit or miss, but a good fear can separate enough of them from their orb to make a good game of it.
   
Made in us
Longtime Dakkanaut






Your list has way too much hth and not enough shooting.

"I've still got a job, so the rules must be good enough" - Design team motto.  
   
Made in ca
Commanding Orc Boss




SW, Ontario, Canada

So, then ditch an assault squad for a pred?
or ditch one for more speeders?

The OTZone - A More Wretched Hive of Scum and Villainy
doveryay, no proveryay - Russian Proverb - Trust, But Verify. 
   
Made in us
Rampaging Carnifex





Just check out one of Mauleed's shootie lists - his have what you need to win. Power fists and 2+ saves and fear to kill Necrons, move and shoot to win objectives and the maneuvering game, and enough variety to look friendly. You need to look at the big danger opponents out there and go, "How do I beat them?" Right now you've made a bunch of selections of fairly good units and lumped them together but there is no synergy and simply not enough flexibility. Simply not enough move and shoot long range firepower, which is what the game is about now in the shooting age.

You're gonna get punked by JSJ tau too, by the way. Ask Spooky or one of the other Tau players what kind of internal happy dance they do when they see a static marine army like yours with a few expensive easy to pick off mobile elements that can't really take advantage of cover.
   
 
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