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Made in us
Fresh-Faced New User




So I'm going to be starting a Space marine army list, creating my own chapter using the color scheme I used in Dawn of War.

Right now all I have is the assault on black reach set, and I'm looking to build from there.

I like shooty infantry armies with characters and models that can melee and that I think look cool. I'd like to be able to play based on fluff and cinematic actions more than powergaming. I'd like to be able to charge heroes into combat and have infantry interact with the cool terrain pieces we'll be scratch building. Vehicles are okay but don't excite me, although the stormtalon gunship seems pretty cool. I'd rather take mostly infantry w/ drop pods and 1 or 2 vehicles that are particularly cool than a line of mediocre boxy tanks.

I'm also going to be mainly playing against friends not official tournament. However, I do have a couple friends who build their lists based on powergaming and would like to be able to still be competitive against them. I'll be facing Imperial Guard & Necron mainly.

For now, we're playing at 750-1000 points but would like to eventually play at 1500

So I have from the AoBR set:

Captain Sicarius

10 Tactical marines w/ flamer, rocket launcher, sergeant

1 Dreadnaught with close combat weapon and melta

4 terminators + 1 terminator sergeant

+++

I'm thinking for HQ I'd like to grab a named Chapter Master in terminator armor. Is this possible if I'm making my own chapter? Will I have to mod the figurine? Do they all have Ultramarine symbols as what-not? Is it possible not to glue them on?

For my next purchases, I was thinking of a model to represent a chapter master, another as a librarian, another tactical squad, a shooty veteran squad, a sniper scout squad with a beacon for drop pods, a landraider, and stormtalon gunship.

But since I'm new I'm looking for feedback.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Unless it is a specific named character, there shouldn't be chapter symbols on most models, just basic imperial ones.

First, you going with plain codex marines or another chapter? They all have their pros and cons.

What you have outlined looks like a good road map. I might hold off on the chapter master for later. From a game play standpoint, they aren't the best. From a fluff standpoint, what are they doing in a small point battle? From a practical standpoint, he's going to be the centerpiece of your army, and you should have a bit of practice painting before you do him up.

You want flavorful close combat? Your first and last stop is to get a chaplain. Either a terminator one with assault terminators in a land raider, or a jump chaplain in an assault squad.

Speaking of assault squads. If you just want something cool, awesome, full of flavor, and totally not worth the points on the tabletop, get some vanguard veterans. Thematically, they sound right up your ally, but mechanically, they are sub-par.

You say you don't like vehicles, but 40k is primarily an objective based game, so you need a way to get your troops to objectives. The easiest way is your basic rhino box. Sexy it is not. Drop pods work, but have other issues. 5 man scout squads in land speeder storms, is a flashy, fast, cinematic, and fragile way to get the job done as well. But they are not as good holding objectives as a 10 man tac squad.

And two general points: Get magnets, and use them. $10 worth of supplies can let you field all the options for a kit without having to buy multiples. Second, buy a devastator box, probably sometime after your second tac squad. This will let you field stuff other then missile launchers, even if they never take the field as an actual HS pick.

   
Made in us
Fresh-Faced New User




Thanks for the advise. I was going to use the sm codex, although the black Templar models look really cool. I don't know much about their tactics.@
   
Made in gb
Longtime Dakkanaut




I think drop pods and stormtalons make a strong list.

Assault isn't good for marines. There are only a few units that I would trust in cc:
Honour guard, but these are too pricey and need a land raider to work.
vanguard veterans, these are over priced but I would trust them in a straight fist fight.

more serious options:
command squad on bikes. These guys can work with most lists, though they are huge point sink.
assault termies but only in a land raider. You'll want a mech list to make this work.

Otherwise look at other codices. I feel space wolves can do shoot but with melee very well.
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

So you want a predominantly shooty list with limited vehicles....
Sounds to me like Sternguard, Devastators and I would get at least 1 flyer.

I would recommend going with making your 1500/1850 list on paper and then use the elements you don't need to make a lesser army.

1 Chapter Master - 125
1 Librarian -100

Plan on 3 troop choices to make your force... @ 600

Lets plan on 2 Storm Talons with Lascannon upgrades 300

If you want to avoid vehicles, I would suggest an Aegis Defense Line with a Quad Gun - 100

So 1225 already assigned.

Now a counterattack unit would be good, since you have a chapter master, a small honor guard would be good. They all have relic armor and power weapons. As is, they are good for countering anything but terminators... I think it comes with 3 so I would increase it by adding 2.

Now comes the choices... If you are going firepower, sternguard or devastators... Lets do one squad of 10 sternguard for 250 - no extras this is a great anti-personnel unit.
I would recomment a "fake" devastator squad combat squaded. 2 devs with 5 marines and two missile launchers. This - I believe - costs you 260 points but alllows you to have the sergeant assist one with BS 5 in each squad.

Some considerations, a techmarine with a thunderfire cannon provides cheap support for an on-foot army. In addition, it allows you to build up one ruins to +1 on cover saves. This is good for a shooty army.

Finally scout snipers with camo cloaks. They are an annoyance and can forward deploy with scout move and are great in conjunction with the techmarine. As a 4+ cover save, will turn into 2+ with the techmarine and cloaks.

If you want to disrupt the enemy, a drop pod for the dreadnought can be a good investment.

Please plan out your list to 1850 though and then we can comment on it and hopefully improve it. That will give you an idea of how to build it out and what you want to add to it.

For example, to reduce my proposed list down to 1500, I would probably drop the 2 storm talons. At 1000 I would drop a tactical squad and the sternguard.

2000
2000
WIP
3000
8000 
   
Made in us
Fresh-Faced New User




After looking over the Black Templar, I think they might actually be closer what I'm trying to do with vanilla space marines. Did they get a huge nerf in 6th with the changes to close combat or are they still viable?
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Well the BT still work. The problem with a CC army is just made worse by the affecting of power weapons only affecting AC3 and the effects of snap fire. I think you are at a good point being not too far along so you are able to purpose build a BT force that looks cool and the outfitting works.

2000
2000
WIP
3000
8000 
   
Made in us
Fresh-Faced New User




Well if they have to be a shooting army it seems like it negates their special abilities?
   
Made in gb
Longtime Dakkanaut




Black templars would not be able to bring that librarian you are planning or the scouts.

To make an assault list with them is tricky.

It is quite easy to make a very reasonable drop pod list or a gunline with them.
   
 
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