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Made in us
Slippery Scout Biker




So, here's a list I came up with after going to a tournament and observing an Eldar guy play. Originally it was meant to kill Eldar, but I kinda strayed from that to be an all-comers list. SO anyway, with the introduction of Hull Points (vehicles be damned) metal boxes became somewhat more vulnerable. I have less AT accordingly since I can glance the piss out of anything short of a Monolith. For this I used 2 Dakka Dreads (I'll sit them in cover) and a squad of missile devastators. In addition, there are missiles in each of my 2 tac squads and 5 plasma guns in my command squad. In short, most light armour will DIE quickly. (In theory) For infantry, I am fielding a Thunderfire Cannon and basically e'erthang in the above stated paragraph. For flyers I got the autocannon spam. (hitting on 6s but twin linked) The Captain/Command Squad combo is expensive as a Swedish ho, but I've used it before and it cuts down most targets pretty easily. I originally made it to cut down the Swarmlord. 5 plasma guns, 3++ saves, T5 and FNP make them durable as hell. The captain gets 2+/3++, Relic Blade, FNP and T5. The command squad usually just gun down the unit I'm about to assault and then the captain cuts it down in assault. I know I can't go into CC the same turn I assault, but with bikes I have a potential 24" threat range and 10 S7 AP2 puts the hurt on anything that I charge.
So yeah, I rambled a bit too much but... yeah... Any pro suggestions? It all seems very nice on paper, but I have never tested it.

Shadowbearers “Nighthammer” Assault Detatchment 1500P (6e)

HQ---Captain Alcaeus (100/205)
--Space Marine Bike (35p)
--Artificer Armour (15p)
--Eclipse of Abditon (Relic Blade, 30p)
--Storm Shield (15p)
--Hellfire Rounds (10p)
HQ---Command Squad “Wraiths of Arctos” (115/355)
--Space Marine Bikes (90p)
--4x Plasma Guns (60p)
--4x Storm Shields (60p)

--HQ TOTAL: 550--

Troops---Tactical Squad (90/220)
--10x Marines (80p)
--Missile Launcher (FREE)
--Flamer (FREE)
--Power Weapon (15p)
++Rhino (35p)++

Troops---Tactical Squad (90/220)
--10x Marines (80p)
--Missile Launcher (FREE)
--Flamer (FREE)
--Power Weapon (15p)
++Rhino (35p)++

--TROOPS TOTAL: 440--

Elites---Dreadnought (105/125)
--Twin-Linked Autocannon (10p)
--Twin-Linked Autocannon (10p)

Elites---Dreadnought (105/125)
--Twin-Linked Autocannon (10p)
--Twin-Linked Autocannon (10p)

--ELITES TOTAL: 250--

Heavy Support---Devastator Squad (90/150)
--4x Missile Launchers

Heavy Support---Thunderfire Cannon (100/100)
++[RECORDS DELETED BY ORDER OF THE INQUISTION]++

--HEAVY SUPPORT TOTAL: 250--

Total: 1485

This message was edited 3 times. Last update was at 2012/10/11 22:04:57


5 completed trades in the Swap Shop and counting

The IoM pretty much survives on human life, on the whole, being totally expendable. Which is ironic, seeing as it is to save humanity.  
   
Made in us
Regular Dakkanaut





Just a friendly reminder to not post individual point costs. Please list totals only.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

First off, Dakka frowns on posting individual upgrade costs. Just sum totals for units is fine.

With directional would allocation, do you still think you need all the storm shields? I might just take 2-3 and make sure they are closest to the enemy. Your command squad is a LOT of points, I'd trim what I could to get it a little more reasonable. If you are planning on shooting most of the time, do you need to invest in the relic blade? Is it worth the points to go from a 4++ to a 3++? On a points per model basis, you can field tanks for less then each member of that command squad! Also, I don't think you can gear up the apothecary.

Is there a reason you are not doing a bike army? You already have the captain? The tac squads do work fine. I'd switch one over to MM/M. While S7 spam works for a lot of things, you have 6 missiles to try to glance AV14 to death. This is not enough. Power weapons could be scrapped for points if needed.

Rifleman dreads are good at what they do. I might want to bump one or both to TLLC to help with heavy armor, which your list struggles with.

TFC is a good HS pick. Dev's aren't that bad. I might go 3xML, 1xLC.

I'm not a fan of spending 1/3 or your points on one unit. While they might seem tough, I don't think they will be able to weather the amount of fire they are going to draw. At 1,500 points I'd like to see a third troop pick, even if it's just a 100 point scout sniper team camping your home objective. And if you end up facing AV14, you are in for a world of hurt. That's the only major checkpoint your list lacks, you should do OK against everything else. Or at least give it a fighting chance.

   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

I second the 3x ML and 1x Lascannon on the Devs
   
Made in ie
Sniping Hexa




Dublin

small detail that can be quite important
The apothecary in the command squad cannot take any equipment
The squad is 4 Veterans + 1 Apoc
options are "Any veteran can ..."

I know it sucks ... I used an apoc with a PF for a long time ... until I found out it's illegal

 
   
Made in us
Slippery Scout Biker




Thanks so much for the feedback guys. As far as the Apothecary goes, you are correct. Thank you for pointing out that error! Good thing I haven't played this at a tournament yet lol. Anyway, the HQ unit was originally going to be for a bike army, but the idea was scrapped after seeing how much money that would cost. I was going to scratch a gak-ton of bikes, but ended up stopping at the captain and his squad after realizing how ridiculously long that was going to take.

As far as popping AV14 goes I am in total agreement. I DO need more AT power. It just seems that most 6th edition tournies I have played (only 4 or 5 so far, but still) everyone is disgusted with hull points and refuses to invest in vehicles expensive enough to permit AV14.

I'm not a fan of spending 1/3 or your points on one unit. While they might seem tough, I don't think they will be able to weather the amount of fire they are going to draw. At 1,500 points I'd like to see a third troop pick, even if it's just a 100 point scout sniper team camping your home objective. And if you end up facing AV14, you are in for a world of hurt. That's the only major checkpoint your list lacks, you should do OK against everything else. Or at least give it a fighting chance.


Nevelon, I would usually agree with you in this. I hate uber-expensive units that just seem to die despite their misleading points cost, but from my experience the captain and his stupidly expensive bros do fairly well. I usually run him in 1850, but it is like my favorite unit ever so I decided to include him in this list. The 3++ to 4++ doesn't really seem worth the points, and I'm aware that the command squad is also quite, quite point-heavy. However, he draws a TON of fire, and works very well as a psychological tool. Whenever someone hears "six (now five) storm shields" they usually go out of their way to kill or avoid it. This one unit has often helped me attain victory, sometimes without even engaging in any real combat.
The only real issue I have with HQs is that I never am able to get them where they need to be or do what they need to do. With my HQ on bikes they become significantly more mobile and durable, and with the command squad his overall prowess is also increased.

Also, what do you guys think of somehow getting a Vindicator in there? (maybe by taking out captain expensive and adding a libby instead) Since glances can't stun anymore, it might actually get to shoot!

This message was edited 1 time. Last update was at 2012/10/12 03:51:22


5 completed trades in the Swap Shop and counting

The IoM pretty much survives on human life, on the whole, being totally expendable. Which is ironic, seeing as it is to save humanity.  
   
 
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