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Made in de
Grey Knight Psionic Stormraven Pilot





Army: Space Marines (Imperial Fists)
HQ:110
1xMaster of the Forge, Conversionbeamer - 110

Troops: 940
2x 10Tac-Marines, Melter, Multimelter - 320
2x 10Tac-Marines, Plasmagun, Plasmacannon - 340
2x 10 Tac-Marines - 280

Heavy Support: 450
3x 5Devastators, 4Lascannons 450


When upping to 1850pts:
+ 1xMaster of the Forge, Conversionbeamer - 110
+ 2xSternguard, 240


Marines! Marines everywhere!!!
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

The naked 2x10 Tacticals really need some special and/or heavy weapons. Bolters aren't that good.

I also see a rather large lack of anti-air. I would recommend giving at least one unit of Devastators Flakk Missiles instead of Lascannons. A second MotF won't do much for your army, nor will 2 units of naked Sternguard. I would use these points to further upgrade your existing force, making it able to deal with a wider variety of threats.

Have you considered Assault Marines? You are very close to simply fielding a Battle Company (which can be done at 1850) in it's entirety. A Captain, 6 full Tactical Squads, 2 full Assault Squads, and 2 full Devastator Squads would be a better "Marines Everywhere" list!

"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
Trustworthy Shas'vre






Well, you are putting 76 T4 3+ or better models on the table at 1500pts, that is pretty cool. Most of them reroll 1st to wound, and you have 12 Tank Hunting Lascannons. But, you have zero mobility, no AA, no CC element. Any highly mobile army will tear you up. Tau will be a nightmare. Daemons will be brutal in any remotely well made variety.

I'd drop one tac squad to add ablative wounds to your Devastators. They are your only real ranged threat and are easy to kill.

I see what you are trying to do, but don't think it will work well. You need some kind of AA. A dual Helldrake list would destroy half your army in a couple of turns.

40k is 100% Skill +/- 50% Luck

Zagman's 40k Balance Errata 
   
Made in gb
Been Around the Block





I do like to see Master of the Forge models used on the table, it's always a nice change. What I would do though, is utilize their ability to fortify a piece of terrain, giving it +1 cover save. Take some Camo Cloak/Sniper Scouts, if you stick them in the right place they can be enjoying 2+ cover saves.
   
Made in de
Grey Knight Psionic Stormraven Pilot





 Robbiedbee wrote:
I do like to see Master of the Forge models used on the table, it's always a nice change. What I would do though, is utilize their ability to fortify a piece of terrain, giving it +1 cover save. Take some Camo Cloak/Sniper Scouts, if you stick them in the right place they can be enjoying 2+ cover saves.


I wanted to use it for the devastor squads.
   
Made in ca
Judgemental Grey Knight Justicar





Oshawa, Ontario, Canada

Loving the 76 models on the table, but not so much loving the complete lack of mobility and AA.

If you never face air, the AA is less of a problem but the lack of mobility still can hurt.

I would definitely suggest dropping one unit to add in some transports at the very least (drop one unit of devs and tacs to put Rhinos on all your tacs and try to squeeze in an ADL for the devs to stand behind perhaps).
   
Made in de
Grey Knight Psionic Stormraven Pilot





At which point I would be back to a standard marine list, which I was kinda trying to avoid this time arround. xD

One thing I thought about was dropping the barebones squads to add a Legion of the Damned.


One question: How would you make use of Combat Squad? The Tac marines will all be fielded as 5man troops to limit the amount of damage weapons can do, and to bog down CC, but how would you divide up the weapons?

Either one melter/plasma per combat squad, or stick both into one squad? The first one would probably be more durable, but a lot of bolter shots would be wasted.
   
Made in gb
Imperial Recruit in Training



Leicestershire, England

http://www.youtube.com/watch?v=ZVinwOpllQk

TEN THOUSAND FISTS IN THE AIR!!

In all seriousness. This is a scary list. Nobody would expect THAT many space marines. BUT. You'd be very vulnerable to the might of the imperial guard. You'll get insta'gibbed by LRBTs and Basilisks. And you've got no delivery system to get to objectives. Except walking. Which is slow. Which i dont like.

This message was edited 1 time. Last update was at 2013/10/25 16:15:15


Look to the skies for your salvation. 
   
Made in us
Boosting Space Marine Biker






Athens, GA

I love the idea of so many Power Armored bodies on the field but agree with the above about the lack of mobility.

In another vein, if your not locked into the Imperial Fist CTs you could check out the update for the Red Scorpions, upgrading the Sgts in each squad would give your whole infantry army 5+ FNP and might make walking them a bit more practical, if slow.

10-15K (way too many to point up)
4K 
   
Made in us
Agile Revenant Titan






Austin, Texas.

 Gorgosaurusrex wrote:
The naked 2x10 Tacticals really need some special and/or heavy weapons. Bolters aren't that good.

I also see a rather large lack of anti-air. I would recommend giving at least one unit of Devastators Flakk Missiles instead of Lascannons. A second MotF won't do much for your army, nor will 2 units of naked Sternguard. I would use these points to further upgrade your existing force, making it able to deal with a wider variety of threats.

Have you considered Assault Marines? You are very close to simply fielding a Battle Company (which can be done at 1850) in it's entirety. A Captain, 6 full Tactical Squads, 2 full Assault Squads, and 2 full Devastator Squads would be a better "Marines Everywhere" list!


to give a whole devie squad flakk missiles is not smart. to expensive.

could get a hunter/stalker as a better anti air, but you would have to find points for that

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
 
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