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Made in us
Guardsman with Flashlight




Virginia Beach

Pedro Kantor 185

Tactical squad 200
Veteran Sergent
Flamer
multi melta
Rhino

Tactical squad 200
Veteran Sergent
Flamer
multi melta
Rhino

Tactical squad 200
Veteran Sergent
Flamer
multi melta
Rhino

Sternguard vets 380
10 vets
4 combi flamers
4 combi meltas
heavy bolter
power fist
Drop pod

Terminator squad 410
10 termies
Heavy flamer

Legion of the Damned 190
7 Legionares
Heavy Flamer

Predator destructor 95

Predator annihilator 140

With Imperial Fist chapter tactics
Total 1990



('');

A good soldier obeys without question. A good officier commands without doubt 
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

I'm afraid I can't help too much but in my experience Drop Pod Assaults only work when using Twin Ironclads as an annoyance or when going all out but YMMV.

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





drop the flamers on the sternguard and just grab combi metlas, combat squad right after you drop to pop 2 vehicles fairly easily. swap the terminators out for something, if you do take terminators I have to push, and I mean PUSH for you to use TH/SS terms. drop the heavy flamer from lotd for a plasma gun, your attacks already ignore cover. consider if you need the vet sgts in the tac squads. its fluffy, but points wise is expensive. can you use those points elsewhere?

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Agile Revenant Titan






Austin, Texas.

also drop either the flamer or mutli melta from tac squads, mixed roles wont work out well for you.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




And the powerfist on the Sternguard sgt., easily taken out in a challenge.
Since you are only taking a unit of sternguard, maybe Kantor is not the best choice
   
Made in nz
Implacable Black Templar Initiate




New Zealand

Remove Legion, add another squad of Sternguard.

Take the Combi Flamers from existing Sternguard and give them to the new squad.

Remove the heavy bolter from the Sternguard, the normal bolters are superior (special ammo FTW). Likewise, remove the Power Fist, they shouldn't be in CC. You want to wreck and/or break entire units with your Sternguard, not get slaughtered in CC. If you charge inferior troops in CC you will still win, you are marines after all (I'm talking weakling fish'eads and non-blob guard etc).

This takes advantage of Pedro's abilities and grants you far more flexibility with two scoring Sternguard units.

Take two squads of Devastators to take advantage of the IF tactics. Make one of the Dev squads Lascannons, the other Missiles (with Flakk). Consider combat squadding the Dev's for pseudo split fire; giving 2x 5man squads with 2x Lascannon, 2x 5man squads with 2x Missiles.

Add a TFC, this will give you your ignores LOS/cover where you need it (4x small blast templates sniping pesky JSJ Tau FTW, Pathfinders just ask for pain from these too.. don't forget about sniping weak characters like Ethereals to gain an extra VP).

Remove the Multi Melta's from the Tactical Squads because you are going to be snap firing if you move the Rhino's.

How do you pay for all this?

Remove one of the Tac squads (you shouldn't need it).

Remove both tanks.

Exchange Tac squads Rhino's with Drop Pods (possibly with Deathwind Launchers). Nothing more annoying than pie plate AV12 pill boxes sitting in your opponent's deployment zone.

Veteran Sergeants are a waste in a shooty army because you shouldn't be in combat, and you haven't given them any melee upgrades, remove them. Take combi Melta's on the vanilla Sergeants, and replace the Flamers with Melta's.

You don't need Flamers with Bolter Drill (preferably take the 3rd coy IF tactics Close Range Bolter Drill, it's vastly superior if you plan to operate in Flamer range imo, though you still need to contend with cover).

Alternately, consider Combi Plasma and Plasma Gun on your Tactical squads for the AP2 if you need it (pseudo split firing Devastator squads will hopefully ruin all of your opponents armour). Use Plasma on light transports at a pinch.

That's fluffy CF/IF that fully utilise chapter tactics and Pedro's abilities.

I can see where you're going, mechanised Marines. But that doesn't take any advantage of the best special rules you are trying to use here

Hope that helps a little.

Edit:
Have to agree with previous poster, Terminators should be used as a heavy melee obstacle of sorts. TH/SS FTW.. Teleport them back field and watch your opponent sweat. Cheese it further with a teleport homer attached to whatever can carry one (likely a Tac Sgt). They should be able to weather most of what is directed at them, and at the very least take a lof of heat off what is actually doing most of the killing.

This message was edited 3 times. Last update was at 2013/10/31 02:56:56


"Ours is not to reason why. Ours is but to do and die" - Alfred Lord Tennyson.

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Made in gb
Steadfast Grey Hunter





nice

 
   
Made in nz
Implacable Black Templar Initiate




New Zealand

I forgot to mention, place one of your Dev squads behind the ADL, and use the Dev sgt's ability to grant BS5 to a model in his squad (which consequently will be the model firing the Quad Gun).

I love Devastators now, they are a lot cheaper to field in 6th and are very flexible. I always field two squads. They are such a threat!

"Ours is not to reason why. Ours is but to do and die" - Alfred Lord Tennyson.

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