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![[Post New]](/s/i/i.gif) 2012/12/27 18:02:43
Subject: Space Marine 1500pts list (well 1495 to be exact :P)
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Slippery Ultramarine Scout Biker
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Captain
- Artificer Armour
- Relic Blade
- Melta Bombs
- Digital Weapons
Command Squad
- Company Champion
- Company Standard
- Power Sword
- Melta Bombs
- Meltagun
- Melta Bombs
- Power Fist
Razorback
Tactical Squad
- 10 Men
- Missile Launcher
- Flamer
- Power Sword
Rhino
Tactical Squad
- 10 Men
- Missile Launcher
- Flamer
- Power Sword
Rhino
Scout Squad
- 10 Men
- 10 Sniper Rifles
Stormtalon
Stormtalon
Devastator Squad
- 5 Missile Launchers
Aegis Defence Line
- Twin linked Quad Gun
I have 5 points remaining, any suggestions?
Tanks advance forward protecting passengers from fire, choice of combat squading Tactical Squads so Missile Launchers can fire at heavy targets or large infantry formations, Scout Squad and Devastators behind Defence Line (Devastator Sgt mans Quad Gun), Stormtalons come in turn 2 onwards and cause havoc
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This message was edited 2 times. Last update was at 2012/12/27 18:03:47
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![[Post New]](/s/i/i.gif) 2012/12/27 22:21:35
Subject: Re:Space Marine 1500pts list (well 1495 to be exact :P)
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Stalwart Tribune
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I think you've invested a lot of points into units that aren't very points efficient. Devastators, for example, are stupid expensive for what it is that you get out of them. I also think that you'll find that TH/SS terminators are going to be a better CC unit than most command squads. If you're not using a command squad anymore, then that captain can be replaced with something that, in this list, provides a little more utility. Probably a librarian, though if you want to tweak your list a little more, a special character could also prove useful to you
hope this helps
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PM me! Let's play a game!
(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
"GOTHIC MOTHAFETHA, DO YOU SPEAK IT?!" |
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![[Post New]](/s/i/i.gif) 2012/12/28 06:57:47
Subject: Space Marine 1500pts list (well 1495 to be exact :P)
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Slippery Ultramarine Scout Biker
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A friend of mine has a very effective Devastator squad and for 150pts i would say they are points efficient (well his are).
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This message was edited 1 time. Last update was at 2012/12/28 06:58:16
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![[Post New]](/s/i/i.gif) 2012/12/28 07:09:40
Subject: Space Marine 1500pts list (well 1495 to be exact :P)
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Resolute Ultramarine Honor Guard
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Devastators can only have 4 Missile Launchers.
Digital Weapons aren't really worth their points. 15pts to reroll one failed to wound roll, when you already have a S6 weapon is meh.
If you have the option to, switch the Power Fist to either a Power Axe (10 pts cheaper for the AP2) or a another Sword. Since your Captain has a Relic Blade, he doesn't really want to tango with Terminators.
I personally do not run upgrades on my sergeants, as all they are there for is to soak challenges for a turn so i can lose to the giant monstrous creature and run away. That, and close combat is not a Space Marines forte.
You might as well put a Missile Launcher in that Sniper Squad.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2012/12/28 07:44:07
Subject: Space Marine 1500pts list (well 1495 to be exact :P)
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Slippery Ultramarine Scout Biker
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Still, I have seen Devastators work really well so they are staying (last night my friends' unit made back their points 3 times).
Actually Digital weapons are 10pts and ive had them come in handy before.
EDIT:
Dropping the Captain, Command Squad and Razorback gives me enough points to buy both Stormtalons Typhoon Missile Launchers, Melta Bombs for the two Tactical Squad Sgts, Hunter Killer Missiles for both Rhinos and a Terminator Armour and Storm Bolter equipped Librarian leading a squad of Assault Terminators.
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This message was edited 2 times. Last update was at 2012/12/28 08:26:46
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![[Post New]](/s/i/i.gif) 2012/12/28 09:55:44
Subject: Space Marine 1500pts list (well 1495 to be exact :P)
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Stalwart Space Marine
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less upgrades, more units - that my first suggestion
i'd combat squad your tacticals and replace your rhino's with razorbacks
furthermore, a command squad is to me a waste of points, they are too expensive and are just some kind of bodyguard, no specialised offence unit - try perhaps sternguards/vanguards
also, as much as i like the way you deck out your captain, i would suggest a librarian( if possible terminator armour and SS) for more versatility - right now you only have a CC beast(and vanilla marines aren't good at CC)
if a libby doesn't work well, you could also try a chapter master w/ storm bolter and hellfire rounds.
but this said, I play shooty(unless i unleashmy first company, containing about 16 terminators)
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2500 pt of deathwatch
1250 pt nidz
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![[Post New]](/s/i/i.gif) 2012/12/28 11:30:29
Subject: Space Marine 1500pts list (well 1495 to be exact :P)
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Slippery Ultramarine Scout Biker
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Until Chapter Masters get more for their extra 25pts than a one shot stand still large blast, I'll never field one.
As per my previous post i've dropped the Captain, Command Squad and Razorback for the extra upgrades listed and Libby/Assault Termis.
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![[Post New]](/s/i/i.gif) 2012/12/28 13:04:44
Subject: Space Marine 1500pts list (well 1495 to be exact :P)
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The Marine Standing Behind Marneus Calgar
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I'd have to check my codex (not at hand atm) but IIRC the Dev sarge can only give someone BS5, not use it himself. If that is the case, you might want to add an extra marine, or only run 3xMLs.
I might run the termis as shooty ones, rather then assault.
HB on the scouts would be good.
Less upgrades is generally a better plan then loads of extras. Not a huge fan of swords on sarges, combi-weapons would be a better investment IMHO.
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![[Post New]](/s/i/i.gif) 2012/12/28 14:37:03
Subject: Space Marine 1500pts list (well 1495 to be exact :P)
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Slippery Ultramarine Scout Biker
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No point taking a Devastator Squad if you don't take 4 (similar to not taking 5 heavy weapons with long fangs) weapons and i dont get your issue with the Signum.
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![[Post New]](/s/i/i.gif) 2012/12/28 16:09:59
Subject: Space Marine 1500pts list (well 1495 to be exact :P)
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Stalwart Space Marine
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If you'd swap some dargeant upgrades for razorbacks instead of rhinos, i'd say its a nice list!
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2500 pt of deathwatch
1250 pt nidz
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![[Post New]](/s/i/i.gif) 2012/12/28 17:40:02
Subject: Space Marine 1500pts list (well 1495 to be exact :P)
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Stalwart Tribune
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RGilbert26 wrote:Still, I have seen Devastators work really well so they are staying (last night my friends' unit made back their points 3 times).
yeah... on second(third(fourth(fifth))) thought I can see them working for you here, 4 small blast templates, as anyone who's used/seen t-fires can attest to, is nothing to laugh at, though at S 4, less impressive. BUT unlike the t-fire, these guys also are pretty good at popping light/medium tanks from a distance (at least compared to any single unit in the heavy support slot). They run, i think, exactly the same odds of popping vehicles up to av 13, after which the missile launcher boys come out ahead i believe as the pred.... ahhhh  it, this requires a more in depth comparison.
Pros:
cheaper than 2 landspeeders
gets cover more easily
takes at least 5 single shots to remove the unit entirely (whereas a single lucky shot can kill a pred, dread, and two for a squadron of 2 landspeeders)
versatile, they're better vs tanks, but aren't a total waste against infantry.
Uniformity, they can deal with vehicles, hordes, and other models with a 3+ or worse save (the pred has 2 shots at ap2, and two at ap 4)
I think they are actually more survivable vs s 4 than 2 landspeeders are, though if someone wants to run the odds on that and slap me with some mathammer, that'd be great
Cons:
Static: Once these guys have been deployed, any turn that you move means, in all likelyhood, that you've just lost a turn of shooting with these guys ( the pred isn't much better tbh, but at least you can get 1 shot in, and dreads and speeders can move around a lot more) Plus, the static nature of this unit means it is slightly easier to deal with, makes it easier to orient their vehicles to have the front armor take the worst beating. Finally, they can't stay away from danger and remain effective the way that speeders and dreads can
25 points more expensive than a rifle dread or a predator
vulnerable to small arms fire in a way that the predator and the dread really aren't ( i know i know, rear armor 10 but still)
So there yah go.
The more I look at this list though, the less and less i think that the CC command squad and captain are going to work for you though.. even if you stick with the command squad, (which i don't really think yah should), a razorback is not a great delivery method for such a big chunk of your points. Maybe drop both the captain and the command squad to get some sternguard in a razorback/rhino? And then maybe upgrade the storm tallons to have missiles of some kind.
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This message was edited 1 time. Last update was at 2012/12/28 18:13:10
PM me! Let's play a game!
(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.
"GOTHIC MOTHAFETHA, DO YOU SPEAK IT?!" |
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![[Post New]](/s/i/i.gif) 2012/12/28 22:36:15
Subject: Space Marine 1500pts list (well 1495 to be exact :P)
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Slippery Ultramarine Scout Biker
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*facepalms*
Ive already said i have adjusted the list so that im taking a Librarian in Terminators armour and a Terminator Assault Squad, plus extra upgrades for most of the remaining units.
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This message was edited 1 time. Last update was at 2012/12/28 22:36:41
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