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2450 Point Space Marine Army (Featuring super charged Chapter Master) is this list actually good?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in je
Fresh-Faced New User




Hi All!

I'm playing someone this Saturday for 2451 points and I wanted to make use of Pedro Kantor which a friend of moine gifted me!
Never posted on here before but will try and seperate thing out to give everyone an idea of how I see things panning out.
My friend has told me he will play either Tyranids or Salamanders so I have to plan to be semi flexible!

Now on to the juciy stuff!




Primary Detachment - Iron Hands

Chapter Master - Warlord
Bike
Burning Blade
Shield Eternal
Artificer Armour All 275 pnts

Command Squad (From having Libby)
All Bikes
4 Gravs
Apocthecary All 210 pnts

Librarian - Second HQ
Mastery 2
Armour Indomitus All 150 pnts

Honour Guard x 10 (From having the Chapter Master)
Chapter Banner All 275 pnts

Techmarine (Cause we can have loads of these guys! )
Servo harness
Power Axe All 90 pnts

Scout x 5
4xSniper
1xMissile Launcher
5xCamo Cloaks All 84 Pnts

Tacticalx5
Combi Weapon
Melta All 95 Pnts

IronClad (with hurricane bolter, seismic hammer with underslung heavy flamer)
Drop pod+Deathwind All for 185 pnts

Land Raider Redeemer
Multi Melta
Extra Armour
2xHunter Killer All for 280 pnts


Idea with this detachment is to pile the Techmarine, Libby and HG all into the Land Raider and slowly move it up.
The Land Raiders durability will be in over drive as the techmarine can repair it from inside and the IWND rule will hopefully keep it in the game longer.
When enemy lines are eventually reached all of the units can disembark, fire then make a glorious charge FOR THE EMPRAH
*ahem* If all goes to plan then the land raider can demolish things with it's flamestorm cannons as well hopefully lessening any counter charges.

This eventual penetration into enemy lines will be helped by having a Iron Clad Drop pod somewhere in enemy lines to either pick off or thin out priority targets or maybe provide just a huge distraction.
Also having a beefed up Chapter Master with a biker command squad whill hopefully be durable and mobile enough to kite around and make the Land Raiders advance more deadly.

Scouts are there to infiltrate into cover early on and provide pot shots and potential pinning. The Small tactical Squad is just a filler but will hopefully be able to hold some points or make use of the melta somewhere.



Secondary dettachment
- Imperial Fists

Pedro Kantor for 185 pnts

Tactial x8
Combi
Melta all for 137 pnts

Sternguard x 10
Combi x 10
Drop pod
+Deathwind All for 370 pnts

Devastator Squad
3xMissile
Plasma Canon all for 115 pnts

Now these guys hopefully going to provide some more dakka for an army largely based on closing the gap.
Pedro will join the tactical Squad and move up behind the Land Raider sticking to cover and holding contesting objectives.
The point of this combo is purely to get more shots out on the field and maybe pick off some infantry.

The Sternguard are a massive over costed distraction which will hopefully pick off a monstrous creature and survive a charge. Plan is to have 5 combi meltas and 5 combi flamers.
That gives me versatility to drop wherever and put a dent in things.

The Devastator Squad I just wanted to include as I have never used one before and the verstility of the missile launchers
I felt would serve me no matter the opponent and the plasma cannon for a dedicated Space Marine Killer



Right Thanks for reading all that!

Any thought on this list and it's weaknesses and any improvements I can make while still sticking to this point threshold?
I'm not very rich model wise but my club is okay with proxying if things aren't too far off
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

If he's smart he'll kill your 13 Marines and 5 Scouts to leave you troopless and unable to win most missions.

 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 gb
Fresh-Faced New User




Pedro makes the Sternguard scoring aswell which will help mitigate that slightly.

I can imagine the way to avoid that is give him too much to worry about with my scarier units?
   
Made in us
Legendary Master of the Chapter






DWA launchers and HK missiles are weak sauce

remove to add more marine bodies if possible or at least get em a rhino to keep em safe.

Probably best to keep them in reserves

you have no anti air though and with nids he will probably have some FMCs.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Fresh-Faced New User




Would it be a good move to remove the Deathwind and give the missiles flakk?

Although I thought if he did go Nids I can use the pie plate to thin his ranks of gaunts?

Should I prioritise a full squad of ten and a smaller squad or try make both squads equal size?
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

I forgot about Sternguard making them scoring but it still doesn't discount the fact. Obviously Pedro and the few sternguard will get nuked after one round. Which still leaves only 13 MEQ and 5 Scouts. Against most competent players that won't work. No amount of scary things will stop him from doing the obvious thing to win most games, kill 18 models....

 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 je
Fresh-Faced New User




I can see that potentially happening if I set up very close to him but if I try and maintain distanc on the first turn, especially if he goes first hopefully I can again mitigate that.

How would you play this army if you were saddled with it?
   
 
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