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Made in ch
Yellin' Yoof on a Scooter





HQ

captian - artificer armour , bike , helfire rounds -160 pts

master of the forge - 100 pts

Elites
5 terminators - TH 's - 200pts.

dreadnought - 105 pts.

dreadnought - tl lascanon, missile - 150 pts.

Troops

10 tac marines - multi melta flamer - 170 pts - dedicated transport - razorback - tl lascannon, storm bolter - 85 pts

10 tact. marines - melta,plasma cannon, sarge plasma pistol,power fist - 220 pts - dedicated transport - rihno - hk missile , stormbolter - dozer blade - 60 pts

5 bikers - 2 plasma guns, plasma pistol - 185 pts

FA

2 attack bikes - 2 multi-meltas - 100

HS

predator anihalator - lascannon sponsons - 165 pts

predator destructor - heavy bolter sponsons - 85 pts.

ironclad dreadnought -2 hk missiles, assault launchers - 170 pts.

idea is my tac squads go and sit on objectives [combat squading] ,bikers with captian rock about killing as does ironclad, predoters and drednoughts kill vehicles , termies teleport in and either tear apart heavy weapon squads or whatever else needs taking out

This message was edited 3 times. Last update was at 2013/05/05 14:31:35



^my boyz^  
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Your captain is tough, but lacks offense. Steal the powersword from the MotF, he'll be standing back shooting anyway. You have a lot of points spent on upgrades on your tac squad/razor that would be better served spent here. A bike for the MotF might be fun as well.

I would not run a basic dread just walking around. Give him a gun with some range, or a drop pod. I like a assault cannon/DCCW(SB) for a walking around dread. The TLLC dread want to stand back and shoot, I'd think about a ML/TLAC rather then a HF. Or just stick with the SB. The ironclad would get a lot of milage out of a pod as well. With the HKs he might be fine walking though, so should be OK.

I like an assault cannon on my terminators, but the CML works. If you can shake 5 points free tossing a chainfist in here would be nice. Because sometimes hard targets need to be carved open.

You are very light on troops for this point level. 40k is an objective game, and these guys are not going to live long enough to claim any.

Scouts don't get dedicated transports. You can just move the razor over to the tac squad, not a big deal. Speaking of which, you are spending a huge amount on a "tank" with paper armor.

I'd switch one scout squad to snipers, and leave the other to infiltrate/harass.

You have a bike captain, you should have 5 man bike squads so they count as troops. I would re-congiure all your FA picks to get two squads that fit that. You can rig one for melta, and the other for killing troops.

Not a fan of the TLLC turret, use the points you spent buying it on more melta bikes, or drop pods to get your CC dreads into the fight turn one.

You have no good AA. If there are a lot of flyers in your area, this could be problematic.

   
Made in gb
Steady Space Marine Vet Sergeant





United Kingdom

Ninja'd^^^

Firstly, rethink the captain. They are the worst of the non-named character marine HQs. On a bike is probably one of the best ways to run him, but sporting no shooting or CC weapons, he is really just a fast, hard to kill guy.
To get the best of him, boost the 4 man bike squad to 5 men (which then makes troops). You may want to swap the PF on them to some sort of combi-weapon. Bikes are there for mobility, they dont want to be tied up in combat.
If you keep the captain and make the bikes troops, try hell-fire rounds and/or a combi-plasma on the captain and run him around with the bikers.

The MotF is really cool. I do like them. But with a conversion beamer, you're going to try and be as far away as possible to get maximum S on the shots. This eliminates the need for a CC weapon, so you can save yourself like 10 (or is it 15?) points.

Unfortunately, scouts cant take dedicated transports :( so you'll have to switch the RB to the tactical marines. When you do, take the SB, dozer blade and HK missile away. Your RB is likely to remain stationry shooting tanks, making the SB and dozer blade redundant, and with the relatively good reliability of the TLLC, HK missiles can be overlooked too.
CC weapons on the scouts are ok. You can scout and assault to tie up weaker units, but dont expect much. Like-wise with the bolter scouts, they are worse than tactical marines (lower save and lower BS).
I'd take the PF off of the tactical squad sarge too, with challanges now, your likely to get locked in a challange and, with I1 from the PF, your likely to get killed before he can strike.
I think your troops section is weak. Even if you made the bikes troops, you'd have 10 marines, 10 scouts and 5 bikes at 2000 points. That is no where near enough. I've heard people say here that SM should have a tactical squad for every 500 points. I'm not saying to do this, but it's something to think about. You could possibly get away with 2 tactical squads and a scout squad at 2k points - but it would mean a serious list re-design.

Shooty terminators with a CML are ok. I personally prefer sternguard for strong shooting, but YMMV
The dreadnoughts are good - make use of that MotF! But running one blank isn't great. The MM is too short range to be reliable running across the ground. Your second dread is looking better. But instead of using 10 points for a flamer that will never be used (because you're going long range with a LC), why not get the ML instead, just to boost your anti-tank fire.

The attack bikes in your FA section are great. I've run MM attack bikes before with great success. They truely are awesome.
I'm not sure about your land speeder though. 60 points for 2 heavy bolters, i dont think it would work out well. AV10 is pretty weak, even if you are only going for infantry. Most infantry has S4 shooting, so would be able to destroy the LS within a turn or two.

Your heavy support looks alright. HK missiles on the Ironclad make sense, seeing as he is running across the board.
You could put both of your preds as destructors (auto/hbolter) if you go LC/ML on your dreads. The combined anti-tank fire from the 2 dreads, MotF, Ironclad, termies and bikes will deal with most things, meaning you can go for anti-infantry predators. 85 points give you 2 Hbolters, an autocannon and av13/11/10. Only 25 points more than your Land Speeder yet so much stronger and more survivable.

Also note that you have nothing to deal with fliers. At 2000 points and, given the current meta, you'll likely end up playing an enemy with 2 fliers.

Thats just my 2 cents^ Work some revisions out and post the new and improved list and we'll see where to go from there

This message was edited 1 time. Last update was at 2013/04/29 16:36:26


   
Made in us
Locked in the Tower of Amareo




I'd work in a thunderfire cannon. That thing is money against units relying on cover shenanigans.


Automatically Appended Next Post:
Also, I'd just use rifleman dreads in the elite slots. They are very, very TAC.

This message was edited 1 time. Last update was at 2013/04/29 17:04:58


 
   
Made in us
Bounding Assault Marine





Crowley, LA

Being fairly new to 40k, I can say I've used some of what you're attempting with bad results. The Captain on the bike should only be used if you're gonna use bikes as troops. The MOTF is awesome as a vehicle repair HQ if you can keep him out of the line of fire. Leave the servo harness on him and park him by your shooter dreads in case one of em loses a hull point or something like that. For 125 points total give him 2 servitors and you're repairing on a 2+. I've started using a counts-as Kantor to bring some Sterguard in as scoring units with great results.

I've used scouts in every kind of way imaginable and I've found that they're best with sniper rifles and camo cloaks. With your MOTF and his wonderful boster defense, then you're basically at a 3+ cover save for your snipers. Trying to capture an objective with basic scouts is not pretty. I've basically used stripped down scouts with a locator beacon to infiltrate and stay alive just long enough to deep strike in some termies. Razorbacks and rhinos are best for moving your scoring units forward as fast as possible to get you to objectives. However, they usually get popped by round 2, so if you insist on fielding one, you may wanna sport a stripped down rhino for 35 points to provide your tac marines some kind of way out of the line of fire. Termies are just sweet but definitely throw in a couple of chainfists for that extra AP roll. Sternguard have become a must take for me now with selectable ammo and an extra attack in close combat they're pretty tough and cause the enemy some problems with some good rolls.

For 125 points you can field a rifleman dread with 2 TL/ACs and even shooting at BS1, you have a better shot of downing a flyer with the 4 S7 TL shots. May be a good idea to field a couple of those. I've had nothing but problems with land speeders and I refuse to field em so you may wanna rethink that. As said above, maybe free up some points and buy a pod for your dread(s). You don't want to foot slog across a battle field. They basically become used as target practice.

These are just some thoughts and again I just started myself so I may be way off on some of this. Good luck with the tourney.

This message was edited 1 time. Last update was at 2013/04/29 21:47:00


"Nobody truly understands the value of a minute until they only have one left"

7800 Points Raven Guard - Always WIP
3000 Points Khorne
2000 Points Eldar 
   
Made in us
Boosting Space Marine Biker






Athens, GA

I would second all of the above comments, lots of good advice there.

The only thing that I would add is that if you wind up keeping the MOTF, see if you can stick him on a bike as this gives him relentless, T5, and lets him redeploy quickly to maximize the LOS and strength of the Conversion Beamer

10-15K (way too many to point up)
4K 
   
 
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