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2000point White Scars Sucessor List. (High Guard, Masters of Airborne assualt)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Adolescent Youth on Ultramar




Hi guys ive just recently written a 2000pt space marines list.. the chapter im doing are successors of White Scars.. they are called the High Guard and specialize in airborne assault.
I'd like peoples opinions of this list and would appreciate any feedback. thanks.

- Mastery Level 2 Librarian,
5 Sternguard Veterans:- Heavy Bolter, Heavy Flamer. Veteran with Power Fist and Bolt Pistol.
Drop Pod .
=290pts

-10 Tactical Marines:- Grav Gun, Missile Launcher.
Drop Pod + Locator Beacon.
=215pts

-10 Tactical Marines:- Missile Launcher.
Drop Pod.
=190pts

-10 Tactical Marines.
=140pts

-Stormtalon Gunship:- Skyhammer Missile Launcher
=135pts

-Stormtalon Gunship:- Typhoon Missile Launcher
=145pts

-Stormtalon Gunship:- Twinlinked Lascannons
=140pts

-Terminator Assault Squad:- 2x Thunder Hammer + Storm Shields.
=220pts

-Stormraven Gunship:- Twinlinked Lascannons, Twinlinked Multi-Melta.
=200pts

-Stormraven Gunship:- Twinlinked Lascannons, Twinlinked Multi-Melta.
=200pts

-Stormraven Gunship:- Twinlinked Assualt Cannons, Typhoon Missile Launcher.
=225pts

Total= 2000 points.

This message was edited 1 time. Last update was at 2013/10/12 20:23:36


 
   
Made in us
Fireknife Shas'el





United States

For as much fun as six flyers sounds, that won't work to well, and not even from a game standpoint. It's the same reason necrons can't feasibly have six flyers either, there simply isn't enough space to maneuver then.

As for the rest of the list, it isn't bad. However, you have well over half of your army in reserve. You need a comm relay or tigirus. Also, I don't see how the white scars chapter tactics would benefit your army, I would think either iron hands or salamanders would be better.
   
Made in gb
Adolescent Youth on Ultramar




 McNinja wrote:
For as much fun as six flyers sounds, that won't work to well, and not even from a game standpoint. It's the same reason necrons can't feasibly have six flyers either, there simply isn't enough space to maneuver then.

As for the rest of the list, it isn't bad. However, you have well over half of your army in reserve. You need a comm relay or tigirus. Also, I don't see how the white scars chapter tactics would benefit your army, I would think either iron hands or salamanders would be better.


This army list is mainly for fluff purposes which is why i have so many flyers.. and i thought white scars because if the enemy get into combat with any tac marines then the flyers can't shoot at them.
Thanks for the reply!
   
Made in us
Stealthy Warhound Titan Princeps







Good name! But I think 4 fliers and some landspeeders would be more fun.
   
Made in us
Fireknife Shas'el





United States

I'm not sure about landspeeders. The only reason to have those would be to have more models on the field at the start. I do like the concept, a flyer heavy army is great and fluffy like a necron flyer army. And I forgot about the hit and run bit of the white scars, that's will help... If they get in combat.
   
Made in gb
Lone Wolf Sentinel Pilot





UK

Well, if you wanted this to be competitive or even tournament capable I'd do the following things:

A) Scrap the Level 2 Libby. He's too random in his effectiveness and doesn't compliment any unit much at all. If you want to have a support character I'm a firm believer in the MoTF with maybe a combi-weapon.

Why? Well first of all he comes by default with a servo-harness, which can be used to either repair your Storm Ravens in flight or add another flamer and a TLPP (or even a combi-flamer if you get one) to your Sternguard unit. By the way, never take the heavy bolter with Sternguard. It adds so little to the unit and messes with its role so much it is almost never worth it, as they come with special issue ammunition which half the time is better anyway and doesn't snapfire on the move. Just take another heavy flamer.

Second of all, any objective you leave in the backfield and leave some men to hold can be put in a ruin where you can buff the cover save of the men you put inside it. Thirdly and fourthly, he has a pair of power fist attacks and a 2+ save for absorbing wounds in a pinch.

B) The ML's in the tac squads are pretty pointless, just take multi-meltas if any heavy weapon at all, because they're anti-Riptide, twice as good at anti-tank (and you'll probably be in 2D6 range with your DS) and they're cheaper to boot. Yeah, you lose a S4 AP5 small blast, but its pretty naff anyway, and your flyers handle light infantry fine.

C) I'd add maybe one more TH/SS Termie to the assault squad. The defensive capability of the SS can't be understated, and with only two if bad luck strikes you'll lose your immunity to being easily AP2 wiped very quickly.

D) The weird mix-match weapon combo's on the flyers really isn't that great, honestly the go-to load out for many people has always been Storm Talons with Skyhammers, and Storm Ravens with MM's and TLAC's for flexibility, cheapness and devastation.

E) The home objective Tac Squad could do with either a heavy weapon or a grav-gun and maybe a combi-grav.

Here, have shameless self advertisement:

SM Tactical Squad, 5 men, with Grav Gun and Combi Grav - 95 points

Since the unit is going to be stationary often you're usually getting the full 3 shots of the GG's, and at 18'' range this means the unit is going to be able to fire quite often against aggressive armies that like to reach you and smash you off your objectives. For 95 points having 3 (6 on one occassion) AP2 shots that will be wounding on good rolls quite often in addition to 3-4 bolters and scoring, I think that's a neat purchase that will work well with some lists. For reference, against TEQ with the full firepower of both GG's you get 2.667 wounds on average. It suffers from two disadvantages in that A) a Flakk Missile combat squad costs the same and B) Its pretty useless if your opponent is something like Tau.


http://www.dakkadakka.com/dakkaforum/posts/list/554935.page
   
Made in gb
Adolescent Youth on Ultramar




Thanks for the feedback! im still new to list writing and i can see i have a few areas i need to work on..
   
Made in gb
Adolescent Youth on Ultramar




 Mr.Omega wrote:
Well, if you wanted this to be competitive or even tournament capable I'd do the following things:

A) Scrap the Level 2 Libby. He's too random in his effectiveness and doesn't compliment any unit much at all. If you want to have a support character I'm a firm believer in the MoTF with maybe a combi-weapon.

Why? Well first of all he comes by default with a servo-harness, which can be used to either repair your Storm Ravens in flight or add another flamer and a TLPP (or even a combi-flamer if you get one) to your Sternguard unit. By the way, never take the heavy bolter with Sternguard. It adds so little to the unit and messes with its role so much it is almost never worth it, as they come with special issue ammunition which half the time is better anyway and doesn't snapfire on the move. Just take another heavy flamer.

Second of all, any objective you leave in the backfield and leave some men to hold can be put in a ruin where you can buff the cover save of the men you put inside it. Thirdly and fourthly, he has a pair of power fist attacks and a 2+ save for absorbing wounds in a pinch.

B) The ML's in the tac squads are pretty pointless, just take multi-meltas if any heavy weapon at all, because they're anti-Riptide, twice as good at anti-tank (and you'll probably be in 2D6 range with your DS) and they're cheaper to boot. Yeah, you lose a S4 AP5 small blast, but its pretty naff anyway, and your flyers handle light infantry fine.

C) I'd add maybe one more TH/SS Termie to the assault squad. The defensive capability of the SS can't be understated, and with only two if bad luck strikes you'll lose your immunity to being easily AP2 wiped very quickly.

D) The weird mix-match weapon combo's on the flyers really isn't that great, honestly the go-to load out for many people has always been Storm Talons with Skyhammers, and Storm Ravens with MM's and TLAC's for flexibility, cheapness and devastation.

E) The home objective Tac Squad could do with either a heavy weapon or a grav-gun and maybe a combi-grav.

Here, have shameless self advertisement:

SM Tactical Squad, 5 men, with Grav Gun and Combi Grav - 95 points

Since the unit is going to be stationary often you're usually getting the full 3 shots of the GG's, and at 18'' range this means the unit is going to be able to fire quite often against aggressive armies that like to reach you and smash you off your objectives. For 95 points having 3 (6 on one occassion) AP2 shots that will be wounding on good rolls quite often in addition to 3-4 bolters and scoring, I think that's a neat purchase that will work well with some lists. For reference, against TEQ with the full firepower of both GG's you get 2.667 wounds on average. It suffers from two disadvantages in that A) a Flakk Missile combat squad costs the same and B) Its pretty useless if your opponent is something like Tau.


http://www.dakkadakka.com/dakkaforum/posts/list/554935.page


how is this?

-Master Of The Forge.
9 Sternguard Veterans:- 2 Heavy Flamers, Melta Bombs.
Drop Pod.
358pts

-10 Tac Marines:- Missile Launcher, Grav Gun, Veteran Sergeant.
Drop Pod
215pts

-10 Tac Marines:- Missile Launcher, Melta Gun, Veteran Sergeant.
Drop Pod
215pts

-10 Tac Marines:- Missile Launcher, Grav Gun, Veteran Sergeant.
180pts

-5 Scouts:- Sniper Rifles, Camo Cloaks, Missile Launcher.
Land Speeder Storm:- Assault Cannon.
135pts.

-Stormtalon Gunship:- Skyhammer Missile Launcher.
125pts

-Stormtalon Gunship:- Skyhammer Missile Launcher.
125pts

-Stormtalon Gunship:- Typhoon Missile Launcher.
145pts

-Thunderfire Cannon
100pts

-Stormraven Gunship:- Twinlinked Lascannons, Twinlinked Multi-Meltas
200pts

-Stormraven Gunship:- Twinlinked Lascannons, Twinlinked Multi-Meltas
200pts

TOTAL: 1998points.
   
 
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