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![[Post New]](/s/i/i.gif) 2013/04/18 19:14:51
Subject: 1000 point Codex: Space Marines
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Death-Dealing Devastator
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My local gaming club is having a small 1000 point 40k tournament this weekend, and I thought I might go and give the Brotherhood of the Rook their first games. Here is what I'm considering bringing:
HQ: Librarian (Power Armor) 100
TROOP 1: Tactical Squad 220
10 mans, flamer, ML, combiflamer,
Rhino, Dozerblade
TROOP 2: Tactical Squad 270
10 mans, melta, combimelta, Lascannon,
Razorback, TL Lascannon
TROOP 3: Scout Squad 180
10 mans, camo cloaks, missile launcher
ELITE 1: Terminator Squad 230
Cyclone Missile Launcher
TOTAL: 1,000 points on the dot.
Any advice? Thanks!
EDIT: Formatting
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This message was edited 3 times. Last update was at 2013/04/18 19:19:04
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![[Post New]](/s/i/i.gif) 2013/04/18 19:23:24
Subject: 1000 point Codex: Space Marines
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Drone without a Controller
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Finding the points to up the libby to terminator armor to have him gate around with the termies may do you some good.
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![[Post New]](/s/i/i.gif) 2013/04/18 19:35:07
Subject: 1000 point Codex: Space Marines
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The Marine Standing Behind Marneus Calgar
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Looks pretty good.
You are a bit troop heavy. You could probably cut the scout squad in half, or drop it altogether.
You have no AA fire. This may be in issue, depending on your local meta.
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![[Post New]](/s/i/i.gif) 2013/04/18 19:48:44
Subject: 1000 point Codex: Space Marines
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Yellin' Yoof
UK
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XLIMil wrote:Finding the points to up the libby to terminator armor to have him gate around with the termies may do you some good.
This would be a good Idea as he'll be more protected by being with the terminators, for 25 points he'll have a 2+ and a 5++ save, so if you cut down your scout squad to five it'll save you 55 points if you take the terminator armour.
but it's really what you have planned.
are you keeping your terminators in reserve? or shooting from turn one? you could take a teleport homer on your scouts, for the terminators?
Also Neverlon is right about the fliers.
I do like the list though
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This message was edited 2 times. Last update was at 2013/04/18 19:51:09
WarlordRob117 wrote:To live as an Ork is to look at a galaxy set upon all sides by innumerable horrors...and have a good hearty larf.
Og Waaagh! Dagzhamma skar-gor.
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![[Post New]](/s/i/i.gif) 2013/04/18 20:48:55
Subject: 1000 point Codex: Space Marines
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Xeno-Hating Inquisitorial Excruciator
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Why upgrade him to terminator armor? Just attach him to the termies in power armor, he should still be pretty safe there, and you save a lot of points? He loses his ability to follow up on fleeing troops, but he would lose that anyway wearing TDA.
Or am I missing something obvious?
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For the greater glory of the Zoat Empire!
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![[Post New]](/s/i/i.gif) 2013/04/18 21:09:02
Subject: 1000 point Codex: Space Marines
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The Marine Standing Behind Marneus Calgar
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Verthane wrote:Why upgrade him to terminator armor? Just attach him to the termies in power armor, he should still be pretty safe there, and you save a lot of points? He loses his ability to follow up on fleeing troops, but he would lose that anyway wearing TDA.
Or am I missing something obvious? 
While look out sir! rolls are 2+ for IC, you get a lot of ones at the worst possible times... Precision shots, challenges, etc can put wounds on him. As you warlord, it's nice to have him protected in his own armor.
Also, if you have him in TDA he can deep strike with the squad, if needed. Not a big deal if you plan on starting on the table, but an option. You never know what the table is going to look like, or who you are going to face.
You are right, it is a chunk of points. And points that I wouldn't normally consider spending. If you have other places to spend the points, a bare-bones lib is fine as a HQ. But if you do have the points, it can be nice to suit up in the good armor.
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![[Post New]](/s/i/i.gif) 2013/04/18 21:14:07
Subject: 1000 point Codex: Space Marines
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Xeno-Hating Inquisitorial Excruciator
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The deep strike aspect is a big one, excellent point!
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For the greater glory of the Zoat Empire!
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![[Post New]](/s/i/i.gif) 2013/04/18 23:35:35
Subject: 1000 point Codex: Space Marines
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Death-Dealing Devastator
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Nevelon wrote:Looks pretty good.
You are a bit troop heavy. You could probably cut the scout squad in half, or drop it altogether.
You have no AA fire. This may be in issue, depending on your local meta.
This tournament is specifically limiting fliers to one per list. At only 1,000 points, I doubt they'd be much of a problem anyway. The real issue is that I don't have any decent AA fire in my collection at this time. So I'm just not going to worry about it.
I do realize that I'm a bit troop heavy, and that the scouts would be the logical cut. However, I'm just putting finishing touches on my missile launcher scout. He'll be the last figure in a 10-man scout sniper squad that I'm really proud of. I want to show them off! (Check out my P&M Blog in my signature if you're interested [/shameless plug])
I appreciate your feedback!
XLIMil wrote:Finding the points to up the libby to terminator armor to have him gate around with the termies may do you some good.
A libby with terminator army was in my first draft of the list, actually. I would look like this:
- Librarian in power armor
- Tactical Squad in Razorback
+Librarian in TDA w/ Storm Shield (140)
+Tactical Squad with melta, combimelta, ML, Rhino (220)
It left me at 985 points. Then I remembered how much I liked the idea of the Lascannon tactical squad. When I saw that put me easily at 1,000 points, I went with that list.
Do you folks think the version with 2x Rhinos and the Terminator in TDA is better?
Dancingwolf91 wrote:are you keeping your terminators in reserve? or shooting from turn one? you could take a teleport homer on your scouts, for the terminators?
I was planning on Deep Striking the terminators. If I did that, a teleport homer on the scouts would solve the above-mentioned points gap in a list with a Terminator in TDA. I have very few games under my belt. Is a teleport homer worth the points?
Thanks for the comments everyone!
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This message was edited 3 times. Last update was at 2013/04/18 23:39:09
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![[Post New]](/s/i/i.gif) 2013/04/18 23:42:35
Subject: 1000 point Codex: Space Marines
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Locked in the Tower of Amareo
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I say drop 5 scouts to functionalize the list further.
If you give the tac sarges teleport homers, you can beam in the terminators with a heavy flamer instead of cycle for some source of "ignores cover" which you currently lack. Also, the libby can have terminator armor and gate/avenger and then you can double the template goodness!
At 1K, there can be all kinds of cover shenanigans. Automatically Appended Next Post: My general rule of thumb: deep strike without a drop pod where you have to roll dice sucks. But deep strike where you just place your guys is actually kinda nasty. The terminators can support whichever tactical squad finds themselves in need of help.
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This message was edited 1 time. Last update was at 2013/04/18 23:50:33
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![[Post New]](/s/i/i.gif) 2013/04/19 00:28:22
Subject: 1000 point Codex: Space Marines
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Yellin' Yoof
UK
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Raatcharch wrote:
Dancingwolf91 wrote:are you keeping your terminators in reserve? or shooting from turn one? you could take a teleport homer on your scouts, for the terminators?
I was planning on Deep Striking the terminators. If I did that, a teleport homer on the scouts would solve the above-mentioned points gap in a list with a Terminator in TDA. I have very few games under my belt. Is a teleport homer worth the points?
You can always infiltrate your scouts on a flank and they might be able to shoot at enemy vehicle's side armour, with a teleport homer the Terminators can come in and do the same with the cyclone launcher
Martel732 wrote:I say drop 5 scouts to functionalize the list further.
If you give the tac sarges teleport homers, you can beam in the terminators with a heavy flamer instead of cycle for some source of "ignores cover" which you currently lack. Also, the libby can have terminator armor and gate/avenger and then you can double the template goodness!
At 1K, there can be all kinds of cover shenanigans.
My general rule of thumb: deep strike without a drop pod where you have to roll dice sucks. But deep strike where you just place your guys is actually kinda nasty. The terminators can support whichever tactical squad finds themselves in need of help.
^ this is a good idea, I agree with Martels Rule of thumb, a bad dice roll could be the end of your Terminators
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WarlordRob117 wrote:To live as an Ork is to look at a galaxy set upon all sides by innumerable horrors...and have a good hearty larf.
Og Waaagh! Dagzhamma skar-gor.
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![[Post New]](/s/i/i.gif) 2013/04/19 00:53:08
Subject: 1000 point Codex: Space Marines
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Locked in the Tower of Amareo
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I can't understate how many casualties a properly placed heavy flamer can cause. I miss the days when attack bikes could have them
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