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Made in us
Death-Dealing Devastator




Sacramento, CA

So I`m just getting back into the game, "I havent played since 3rd edition", but I was just wondering how competetive my Army looks.

HQ
Librarian-95
Storm Bolter
Force Axe
Terminator Armour

Techmarine-90
Servators x4

Troops
Tactical Squad-99
+1 Marine
Plasma Cannon

Tactical Squad-84
+1 Marine

Tactical Squad-84
+1 Marine

Tactical Squad-84
+1 Marine

Elites
Terminator Squad-200

Fast Attack
Bike Squad-126
+3 Bikes

Bike Squad-105
+2 Bikes

Stormtalon Gunship-125
Skyhammer Missile Launcher

Heavy Support
Stormraven Gunship-200
Twin-Linked Plasma Cannon
Heavy Bolter
Stormstrike Missiles

Stormraven Gunship-200
Twin-Linked Plasma Cannon
Heavy Bolter
Stormstrike Missiles

Point Total:1492

Any comments or suggestions would be appriciated.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

ghilliemarine wrote:
So I`m just getting back into the game, "I havent played since 3rd edition", but I was just wondering how competetive my Army looks.

HQ
Librarian-95
Storm Bolter
Force Axe
Terminator Armour

Techmarine-90
Servators x4

Troops
Tactical Squad-99
+1 Marine
Plasma Cannon

Tactical Squad-84
+1 Marine

Tactical Squad-84
+1 Marine

Tactical Squad-84
+1 Marine

Elites
Terminator Squad-200

Fast Attack
Bike Squad-126
+3 Bikes

Bike Squad-105
+2 Bikes

Stormtalon Gunship-125
Skyhammer Missile Launcher

Heavy Support
Stormraven Gunship-200
Twin-Linked Plasma Cannon
Heavy Bolter
Stormstrike Missiles

Stormraven Gunship-200
Twin-Linked Plasma Cannon
Heavy Bolter
Stormstrike Missiles

Point Total:1492

Any comments or suggestions would be appriciated.


First, welcome to Dakka, and back to the hobby.

Second, your list needs a bit of work. You are kind of all over the place, so it’s hard to tell what kind of army you want to field. I don’t know what your “must haves” are, or what’s on the chopping block.

Most of the missions are about taking and holding objectives, so your troops are important. You have 4 bite-sized, foot-slogging, underequiped, tactical squads. In most of my 1,500 point lists I run two full 10 man tac squads in rhinos and a 5 man sniper scout squad. Now you have some bikes in your list, which could be turned into troops by adding a captain/chapter master on a bike. Fun fact: Iron Hands CMs with the shield eternal are probably the meanest, toughest, non-named characters in the codex. Even if you don’t want to go all-in with a tricked out chapter master, adding a captain with a bike,artificer armor, and some flavor of power weapon would make a very good HQ if you are running with bikes.

Not that the Librarian is bad. But he’s not really what your list needs. They do make for a good general purpose HQ.

The techmarine and servitors seem out of place. I’m guessing that you plan on putting them in one of the ravens to try to repair it in flight. Not the best use of 90 points IMHO. I’d cut them for the points.

One thing I’m noticing throughout your list is the lack of upgrades. Now I’m a firm believer in “boys before toys” and run bare-bones myself. But I give all my squads their special and heavy weapons. Back in 3rd you could dish out a lot of pain with a well ordered bolter drill. These days there are so many wacky things out there you are going to want that plasma/melta/flamer/etc.

When my tactical terminators take the field, it is normally with a single chainfist and an assault cannon. Some people like the CML better, but you should grab one.

The bikes should be at least 5 man for troop status (assuming you grab a new HQ) and have some special weapons. They are THE place to deploy the new grav guns, but barring that, melta and plasma remain viable choices.

I fly my talon with the skyhammers, good call.

I’m not a fan of the HBs or PCs on the ravens though. In my opinion, their primary job is air superiority. The HBs don’t help with that and the PCs can’t target flyers due to being blasts. If you want to strafe ground targets, pick up the hurricane bolters. But I’d swap for the MM on the nose and either the LCs or AsCs up top.

   
Made in us
Death-Dealing Devastator




Sacramento, CA

Thanks for your response and I've taken some of what you've said and tried to give it more of a direction.

HQ
Chapter Master-210pts
Terminator Armour
Thunder Hammer
Storm Shield
Digital Weapons

Troops
Tactical Squad-210pts
+5 Marines *10 total*
Flamer
Heavy Flamer
Power Weapon
Teleport Homer
Transport: Drop Pod

Tactical Squad-195pts
+5 Marines *10 total*
Melta-gun
Multi-melta
Transport: Drop Pod

Elites
Terminator Assault Squad-225pts
Thunder Hammer/Assault Shield

Ironclad Dreadnought-200
Heavy Flamer *Storm Bolter Replacement*
Ironclad Assault Launchers
x1 Hunter Killer Missile
Transport: Drop Pod

Fast Attack
Stormtalon Gunship-125pts
Skyhammer Missile Launcher

Stormtalon Gunship-125pts
Skyhammer Missile Launcher

Heavy Support
Stormraven Gunship-205
Twin-linked Assault Cannon
Twin-Linked Multi-Melta
Extra Armour

I was planning on attaching the CM to the TAS, and deep striking everything in with fire support from the gunships
   
Made in us
Implacable Black Templar Initiate




Palm Beach Gardens, FL

I don't have much input other than tactical marines can't take a heavy flamer in C:SM. Sternguard and Legion of the damned can though.
   
Made in ca
Judgemental Grey Knight Justicar





Oshawa, Ontario, Canada

ghilliemarine wrote:
Thanks for your response and I've taken some of what you've said and tried to give it more of a direction.

HQ
Chapter Master-210pts
Terminator Armour
Thunder Hammer
Storm Shield
Digital Weapons


Drop digital weapons .. it's just a points sink.


Troops
Tactical Squad-210pts
+5 Marines *10 total*
Flamer
Heavy Flamer
Power Weapon
Teleport Homer
Transport: Drop Pod


Drop the power weapon .. your sgt will be dead (or challenged out and killed) before he can use it at Initiative 1. Tac squads can't take Heavy Flamers.


Tactical Squad-195pts
+5 Marines *10 total*
Melta-gun
Multi-melta
Transport: Drop Pod


This squad is good.


Elites
Terminator Assault Squad-225pts
Thunder Hammer/Assault Shield

Ironclad Dreadnought-200
Heavy Flamer *Storm Bolter Replacement*
Ironclad Assault Launchers
x1 Hunter Killer Missile
Transport: Drop Pod


I'd drop the HK missile and Ironclad assault launchers. Go dual Heavy Flamer on the Ironclad .. massive horde killing on the drop.


Fast Attack
Stormtalon Gunship-125pts
Skyhammer Missile Launcher

Stormtalon Gunship-125pts
Skyhammer Missile Launcher

Heavy Support
Stormraven Gunship-205
Twin-linked Assault Cannon
Twin-Linked Multi-Melta
Extra Armour


Extra armour, like digital weapons, is just a points sink tbh. I'd drop it. Otherwise, looks ok for fast/heavy.


I was planning on attaching the CM to the TAS, and deep striking everything in with fire support from the gunships


^ this is the only reason to have the CM in terminator armour tbh. Otherwise, I would consider dropping the Terminator armour for Artificer, dropping one marine (maybe in the flamer squad) and putting him in their pod with them. And with the extra points you now have you can give your CM Eternal Warrior! (which also means you don't need to spend points on the Storm Shield for him as EW counts as a SS as well).

QUITE a lot different than your first list ...
   
Made in us
Death-Dealing Devastator




Sacramento, CA

First off, thank you for correcting me with that Heavy Flamer slip, I didn't notice that footnote. And also yeah my first list was based off a 3rd edition play style, WAY different gameplay apparently. Now ok here's the revised list.

HQ
Chapter Master-225pts
Artificer Armour
Relic Blade
The Shield Eternal

Troops
Tactical Squad-171pts
+4 Marines *9 total*
Multi-Melta
Teleport Homer
Transport: Drop Pod

Tactical Squad-195pts
+5 Marines *10 total*
Melta-gun
Multi-melta
Transport: Drop Pod

Elites
Terminator Assault Squad-265pts
Extra Terminator *6 Total*
Thunder Hammer/Assault Shield x5
2 Lightning Claws x1

Ironclad Dreadnought-180
Heavy Flamer *Storm Bolter Replacement*
Heavy Flamer *Multi-Melta Replacement*
Transport: Drop Pod

Fast Attack
Stormtalon Gunship-125pts
Skyhammer Missile Launcher

Stormtalon Gunship-125pts
Skyhammer Missile Launcher

Heavy Support
Stormraven Gunship-200
Twin-linked Assault Cannon
Twin-Linked Multi-Melta

Comes out to 1496 pts and with the suggestions you gave me I was able to squeeze in another Terminator to my squad and give the CM the shield eternal
   
Made in us
Slippery Scout Biker




^ this is the only reason to have the CM in terminator armour tbh. Otherwise, I would consider dropping the Terminator armour for Artificer, dropping one marine (maybe in the flamer squad) and putting him in their pod with them. And with the extra points you now have you can give your CM Eternal Warrior! (which also means you don't need to spend points on the Storm Shield for him as EW counts as a SS as well).


I have to disagree with the suggestion of attaching him to tactical marines. Your tacts will be holding objectives, and the ability to combat squad them is a huge way to increase your scoring capabilities. He'll never be maximized sitting in tactical marines. Either throw him in TDA and toss him in with the terminators, or find a way to fit in a land raider to deliver the termis and artificer armored CM.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

j0hnnyllama wrote:
^ this is the only reason to have the CM in terminator armour tbh. Otherwise, I would consider dropping the Terminator armour for Artificer, dropping one marine (maybe in the flamer squad) and putting him in their pod with them. And with the extra points you now have you can give your CM Eternal Warrior! (which also means you don't need to spend points on the Storm Shield for him as EW counts as a SS as well).


I have to disagree with the suggestion of attaching him to tactical marines. Your tacts will be holding objectives, and the ability to combat squad them is a huge way to increase your scoring capabilities. He'll never be maximized sitting in tactical marines. Either throw him in TDA and toss him in with the terminators, or find a way to fit in a land raider to deliver the termis and artificer armored CM.


I agree with this. Tac squads get a lot of perks at 10 men, you should keep them full.

A lot of the little difference will depend on your playstyle and common opponents. I like to keep the melta on the ironclad for flexibility. But if you play in a horde heavy environment, going extra crispy might be the better option.

   
Made in ca
Judgemental Grey Knight Justicar





Oshawa, Ontario, Canada

 Nevelon wrote:
j0hnnyllama wrote:
^ this is the only reason to have the CM in terminator armour tbh. Otherwise, I would consider dropping the Terminator armour for Artificer, dropping one marine (maybe in the flamer squad) and putting him in their pod with them. And with the extra points you now have you can give your CM Eternal Warrior! (which also means you don't need to spend points on the Storm Shield for him as EW counts as a SS as well).


I have to disagree with the suggestion of attaching him to tactical marines. Your tacts will be holding objectives, and the ability to combat squad them is a huge way to increase your scoring capabilities. He'll never be maximized sitting in tactical marines. Either throw him in TDA and toss him in with the terminators, or find a way to fit in a land raider to deliver the termis and artificer armored CM.


I agree with this. Tac squads get a lot of perks at 10 men, you should keep them full.

A lot of the little difference will depend on your playstyle and common opponents. I like to keep the melta on the ironclad for flexibility. But if you play in a horde heavy environment, going extra crispy might be the better option.


Good points. My group play a lot of Purge the Alien, so objectives are moot for us. And I also play a lot of horde opponents, so my opinion is somewhat skewed in that direction.
   
Made in au
Utilizing Careful Highlighting





Australia

ghilliemarine wrote:
First off, thank you for correcting me with that Heavy Flamer slip, I didn't notice that footnote. And also yeah my first list was based off a 3rd edition play style, WAY different gameplay apparently. Now ok here's the revised list.

HQ
Chapter Master-225pts
Artificer Armour
Relic Blade
The Shield Eternal

Troops
Tactical Squad-171pts
+4 Marines *9 total*
Multi-Melta
Teleport Homer
Transport: Drop Pod

Tactical Squad-195pts
+5 Marines *10 total*
Melta-gun
Multi-melta
Transport: Drop Pod

Elites
Terminator Assault Squad-265pts
Extra Terminator *6 Total*
Thunder Hammer/Assault Shield x5
2 Lightning Claws x1

Ironclad Dreadnought-180
Heavy Flamer *Storm Bolter Replacement*
Heavy Flamer *Multi-Melta Replacement*
Transport: Drop Pod

Fast Attack
Stormtalon Gunship-125pts
Skyhammer Missile Launcher

Stormtalon Gunship-125pts
Skyhammer Missile Launcher

Heavy Support
Stormraven Gunship-200
Twin-linked Assault Cannon
Twin-Linked Multi-Melta

Comes out to 1496 pts and with the suggestions you gave me I was able to squeeze in another Terminator to my squad and give the CM the shield eternal


Pretty close as we get to a 'I'm here come get some' list

Welcome back to the hobby


Automatically Appended Next Post:
Also check out the forge world iron hands marines.

So so good!

This message was edited 1 time. Last update was at 2014/02/20 06:58:21


Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)

1st in Lords of Terra Open (Sydney) 2012

Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
 
   
 
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