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Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

Well, this list is based on the models I have, reconfigured and converted to be characterful over necessarily fitting any plan! I don't own the Rhinos and Razorbacks yet, but plan on scratch-building custom-STC variants. ;-) With the dedicated transports included it rocks in at a nice round 2,998 points.

So... getting to the reason I'm posting this... I have some bitz inbound from an eBay auction, I spy another heavy Bolter and a Plasma Cannon at least amongst the odds and sods. How could I modify the list below to best make use of them... split the Devs into 2 x seaparet 5-man squads and tool them up with 8 HW total? Assume no more Marine model-buying, just weapon swaps and tweaking of existing bodycount, except maybe building a Drop Pod for the Dreadnought, as he's the only slow thing in an otherwise speedy/infiltratey/teleporty army. Also quite happy to leave as-is and flog and spare bitz on, so fire away with any thoughts.

HQ

Brother-Captain Lucius Titus
Combi-Melta
Power Sword
Big-ass scenic dead Carnifex base

+Command Squad 'Dominus'
4 Storm Bolters (1 for 'Serg', 2 for Vets +1 for Apothecary) - not necessarily competitive I know, but it looks cool!
Flamer (for final Vet)
Storm Shield (for the 'Sergeant')

+RAZORBACK
Twin-Linked Assault Cannon
Dozer Blade
Extra Armour

Librarian Gaius Caelestus
+Terminator Armour +Storm Shield
(Leads the Terminator Assault Squad)


ELITES

Terminator Squad 'Malleolus' - 10 Terminators
2 x Assault cannon
2 x Chainfist

Terminator Assault Squad 'Lacerus' - 6 Terminators
Lightning Claws
Sergeant: Thunder Hammer + Storm Shield

Dreadnought 'Brother Vetus'
Assault cannon
Dreadnought CCW + Storm Bolter
Smoke Launchers
Searchlight


TROOPS

Tactical Squad 'Ultius' - 10 Marines
Plasma Gun
Plasma Cannon
Sergeant: Plasma Pistol
+RHINO

Scout Squad 'Lateus' - 10 Scouts
Heavy Bolter
Teleport Homer

Scout Squad 'Cognoscus' - 10 Scouts
Heavy Bolter
Teleport Homer

Scout Squad 'Subtilis' - 6 Scouts
Sniper Rifles
Camo Cloaks


FAST ATTACK

Bike Squad 'Infernus' - 4 Bikes + Attack Bike (Multi Melta)
2 x Meltagun

Bike Squad 'Impulsus' - 5 Bikes
2 x Plasma Gun
Plasma Pistol

Vanguard Veteran Squad 'Dissilius' - 10 Veterans
Sergeant: Powerfist + Plasma Pistol
Power Sword
Twin Lightning Claws
Plasma pistol
+RHINO


HEAVY SUPPORT

Devastator Squad 'Excindus' - 10 Marines
Multi-Melta
Heavy Bolter
2 x Missile Launcher
Sergeant: Boltgun, Signum - no CCW-specilaised kit, keeping him shooty & cheap
+ RHINO

This message was edited 3 times. Last update was at 2012/12/17 14:39:56


 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

If you are footslogging the dreadnought, dont give it a CCW. I'd get the drop pod and switch the storm bolter for a heavy flamer. Or I'd drop the smoke launchers for a TL autocannon. Actually Id drop the smoke regardless.

For your devastators dont mix up heavy weapons like that. The heavy bolter doesn't fit with the rest so just make it solely anti tank. As they're in a rhino another multi melta maybe. You could split them into two 5s, with one specific to infantry and another tanks. However its probably best to dedicate them both to tanks as you've got a reasonable amount that can handle infantry, but only a few who can deal with tanks at range.

It seems two of your scout units are solely for teleporting terminators in. They will be up close then I imagine and will probably die. This would only leave you with 2 scoring units, may want to invest in another tactical squad.

You have three rhinos and a razorback at 3000pts. Ones got devastators so will stay far away, but two have melee units in them... I think these will get shot down fast. Drop pods are probably the only reliable way to get them there, you just have to weather a turn of shooting first.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

Thanks for the feedback, appreciate it.

How do people generally run Devs these days? Squad of 5 seems very fragile, as every death is a heavy weapon gone. The weapon mix was modelling with what I had at the time, but I think you're right, range mix is wrong. I'll make a 'short range' squad with HBs and MMs, and a 'long range' one with the MLs and PCs. Should I lose the transport entirely? It seemed 'fluffy' as everyone else was uber-mobile

Dreadnought - I thought they all had smoke launchers and searchlight as per Codex? Think I'll build him a drop pod, cheers.

Scouts - Teleport homers are for an element of fear, and again seems fluffy... they scout ahead, and the Terminators zero in on their position.

Transports - based on your last note, are you suggesting dropping the Rhinos/RAzorbacks and going all Drop Pod? I don't have either yet so can adapt this element easily...


 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in gb
Blood Angel Neophyte Undergoing Surgeries





HBs and MMs won't work together, you'll waste bolter shots on land raiders or melta shots on guardsmen.

I'm not a blood angel i'm an angels vermillion

 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

Good point, well made! :-)

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Agree with angelsvermillion. My mistake about smoke on the dreads, just though you'd added it but checked and yeah it comes default.
Mixing MLs and PCs probably isnt the best, missiles have template for light infantry and krak for vehicles. With the ap2 template of the PCs the missiles would probably struggle to do anything to their targets.
With the transports, probably best to trial it and see how it works out, its easy to hide vehicles now.
Also terminator squad malleolus is large, could split into two?
If you are deep striking the dread, could give it a CCW, heavy flamer and multi-melta for a pretty reasonable first turn tank kill.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

Seems my modelling keen-ness has not meshed with likely success rate! Will pick up some new models next year and will implement some of your suggestions. Thanks guys!

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

If you are fielding 5 man dev squads, keep them cheap. I prefer full 10 man squads myself. Usually with a pair of MLs and then either a pair of HBs or PCs. Both focus on infantry targets, but can try for vehicles if needs must. A pair of plasma shots and krack missiles should do a number on all the but strongest armor.

I like the dread. AsC/DCCW(SB) is a good all around build. I stick mine in the center of my army to shore up my lines as a troubleshooter. He lacks the first turn punch of a dropped melta dread, but is still worth fielding.

If you are fielding a full SB command squad, walk them. One of the perks of the SB is putting out a load of shots as you move. You loose that if boxed up in a ride. I might replace the flamer with a plasma gun if you are going to have one odd man out.

Not fond of vanguard vets. You have a lot of points sunk in them, and I don't think they will be worth it. I'd say the same thing for your command squad. It's fine having one sub-par unit, because it's fluffy, or you like the paint job, but I try to limit myself to one per list.

If I field a full plasma tac squad, it's my 3rd one, without a rhino, adding fire support. MM/M or ML/F are my first two choices (both in rhinos) For a 3k list, you should have more tac marines. Scouts are fine, and having a squad or two is OK, but they should not be the backbone of your army.

I like the bikes and terminators. I think your army might be well served with a bike captain to make both the bike units troops.

   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

Any suggested armament for the Bike Captain? I'm converting a chopper-style bike just now so he can be 'it'. I gave him a plasma pistol as a placeholder but have a Combi-Melta lying around and more bitz inbound...

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
 
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