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Made in us
Stalwart Space Marine





I thinking about starting a Space Marine Army for fun I'm thinking about starting with a list like this. Just trying to poke around, any input would suffice.

SM Captain | Storm Bolter, Relic Blade, Artificer Armor 151
5x Command Squad | Apothecary, 3 Powerswords, Thunder Hammer 190
Drop Pod 35

10x Tactical Squad | Sgt: Powerfist) Plasma Gun 205
10x Tactical Squad | Sgt: Powersword) Missile Launcher 185

5x Terminator Assault Squad | 3 Thunder Hammer Storm Shields & 2 Lightning Claws 200
5x Sternguard Veteran Squad | Sgt: Powerfist) 2x Plasma Gun 160
Razorback | Twin-Linked Lascannon 75

5x Assault Squad | Sgt: Lightning Claw & Combat Shield) Flamer 130

5x Devastator Squad | 3 Missile Launcher & 1 Lascannon 170
Land Raider 250
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

Typically captains aren't the best HQ choice to get. Then with the command squad there's still a bit of points sunk into that. For example if you wanted power weapons and hammers, you could grab 5 TH/SS terminators for 200pts then a librarian or chaplain in terminator armour. Be a bit cheaper and those HQ's give buffs to the whole unit so they work better overall.

The fists and PW on the sergeants are costly and probably wont see a whole lot of use. Probably best to loose them and make sure that the squad is fully kitted out with specials and heavies.

Assault squads like what you have can be reasonable harassment unit so can leave those as is.

Devastators are quite an expensive way to get heavy weapons. Maybe look to sternguard for those or vehicles. My other main suggestion would be to try and get some transports for the tactical squads.

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

The easy way is always mined

 
   
Made in gb
Rogue Grot Kannon Gunna





You would need more basic troops, and don't give me the combat squad thing, a unit of 5 marines is too weak to seriously hold objectives. Plus they need to be quicker, rhinos or consider a unit of scouts to keep out of the main action and infiltrate to a quieter part of the board for support fire duties.

At the moment you have no anti-air; you need to address this either with a flyer or an ADL for the devastators to use.
If you stick with running the command sqaud in the drop pod you could do with something a little faster to link up with them in the first turn, the assault marines could do this or invest in some bikes.

The sternguard feel a bit out of place as do the assault squad. The assault squad could be tooled up for deep striking against armour - melta weapons. The sterngaurd will probably be best guarding the devastators and lending their fire power to them; although they could be the source of the points for an extra troop unit.

Overall quite good for a first punt at a list. rahxephon's comments all good and valid input for you to use.

The other things to consider are: starting with a smaller pts value list; bike's are good and if you are going very assaulty for a force (LR and Terminators suggest you are) then a captain on a bike will unlock bikes as troops - the attack bikes bring good mobile anti-tank to a force - then the drop pod could be gifted to a tactical unit.

 
   
Made in us
Storm Guard





Iowa

 Jasper wrote:

The sternguard feel a bit out of place as do the assault squad. The assault squad could be tooled up for deep striking against armour - melta weapons. The sterngaurd will probably be best guarding the devastators and lending their fire power to them; although they could be the source of the points for an extra troop unit.


Ahh.... these are Vanilla marines, no meltas in the Assault Squads, here's some personal experience, 5 Assault Marines are a waste of points, all they give is a turn of distraction, a 10 man squad on the other hand with a force multiplying HQ (like a Chaplain or even a libby) can win you the game, if used correctly. I personally love my Assault squad they have won me the game on at least twice if not another time or two. They are not good as a vangaurd unit. they are at peak efficiency after turn 3, the ability to hit hard in assault is invaluable if your try to get an opposing unit unstuck off of an objective, they are also one of best counter assault units that you have. Terminators can do something similar but are better used as a strike force do to their lack of speed.

also, never leave home with out 3 troops choices at over 1000 points, a good general rule is a unit for every 500 points, rounding up. There is a lot of Ap3 and 2 out there and Marines arn't as tough as the books make them out to be.

get another troops unit and some more heavy support, an this list will be playable.
   
Made in gb
Rogue Grot Kannon Gunna





Really no melta in assault marines.
I was wondering why my assault marine models had flamers the other day. I've not picked up the codex since I stopped playing them a few years ago!

 
   
Made in us
Storm Guard





Iowa

yeah no melta in vanilla marines
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





5-man squad gets shot down really quckly without cover. 10 guys would make the difference between a distraction and a quick tough strike. Other than that, seems good. Maybe love those CC weapons in Tac squads and add what they're really made for: special weapons

4000p
1500p

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