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![[Post New]](/s/i/i.gif) 2014/03/18 15:21:48
Subject: 1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Fresh-Faced New User
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This is the old list, updated list is in a newer post below.
Captain 150Pts
Jump Pack, Relic Blade, Artificer Armour
Vanquard squad 250 points (joins captain)
Jump Pack, Melta Bombs
Relic blade, 5 additional marines
Vanguard Squad 140 Points
Jump Pack, Melta Bombs, Relic Blade
Vanguard Squad 140 Points
Jump Pack, Melta Bombs, Relic Blade
Tactical squad 95 points
Plasma gun, Vet sergeant
6X95=570 points
Devastator squad 200
5 additional marines 4 ML
3X200=600 points
Idea behind this is the vanguards storm forwards under cover fire of slower moving tactical squads and the rear is brought up by
the devastators who break down into combat squads to allow for 2 Missile launchers to be fired at a time.
This is my 3rd game. I'm hoping to scare the undivided hell out of my opponent when he sees 70+ space marines coming towards him.
However if this is just plane awful then please inform me of the error of my ways.
For changing stuff I have some more heavy weapons for the devastators, some heavy armour and half a company worth of terminators.
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This message was edited 4 times. Last update was at 2014/03/20 11:18:45
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![[Post New]](/s/i/i.gif) 2014/03/18 19:59:28
Subject: 1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Hurr! Ogryn Bone 'Ead!
WA, USA
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If you insist on running all of your marines on foot than I would encourage the use of Black Templars chapter tactics. This allows your Tactical Squads to be used as Crusader Squads, granting them access to both a special AND a heavy weapon!
I would also strongly recommend some anti-air, unless you are sure that your opponents will not be bringing any flyers.
I would do something like this:
Captain 150
-Relic Blade, Artificer Armor
4x5 Initiates 420
-Plasmagun, Lascannon
2x5 Initiates 180
-Lascannon
10 Vanguard Veterans 250
-Jump Pack, Relic Blade, Meltabombs
10 Vanguard Veterans 250
-Jump Pack, Relic Blade, Meltabombs
3x10 Devastators 600
-4 Missile Launchers
1,850
You have two scoring units that sit in your deployment zone with only Lascannons, and 4 scoring units that advance for the first turn and hold their position afterwards. The Vanguard Vets should be played very aggressively. You have plenty of firepower to destroy high priority threats on the first turn.
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"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." |
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![[Post New]](/s/i/i.gif) 2014/03/18 21:24:44
Subject: 1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Land Raider Pilot on Cruise Control
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P3rtur4bo wrote:Ok so here's the list:
Captain 150Pts
Jump Pack, Relic Blade, Artificer Armour
Vanquard squad 250 points (joins captain)
Jump Pack, Melta Bombs
Relic blade, 5 additional marines
Vanguard Squad 140 Points
Jump Pack, Melta Bombs, Relic Blade
Vanguard Squad 140 Points
Jump Pack, Melta Bombs, Relic Blade
Tactical squad 95 points
Plasma gun, Vet sergeant
6X95=570 points
Devastator squad 200
5 additional marines 4 ML
3X200=600 points
Idea behind this is the vanguards storm forwards under cover fire of slower moving tactical squads and the rear is brought up by
the devastators who break down into combat squads to allow for 2 Missile launchers to be fired at a time.
This is my 3rd game. I'm hoping to scare the undivided hell out of my opponent when he sees 70+ space marines coming towards him.
However if this is just plane awful then please inform me of the error of my ways.
For changing stuff I have some more heavy weapons for the devastators, some heavy armour and half a company worth of terminators.
This list looks very fun, but tbh Vanguard are pretty bad. If you wanna run this list, then I'd put 1 or 2 Thunder Hammers and no Relic Blade in each Vet squad.
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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. |
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![[Post New]](/s/i/i.gif) 2014/03/18 23:42:42
Subject: Re:1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Fresh-Faced New User
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Given your suggestions I've decided to make some changes:
Captain 155
Teeth of Terra, Storm Shield, Jump Pack
Vanguard veterans 225
Jump pack, Melta bombs
Combat squad
Vanguard veterans 250
Jump pack, 2x Power sword
Combat squad, power swords with captain
Devastator squad 220
+5 marines, 4x Las cannons
2x220=440
Devastator squad 210
+5 Marines 2x Las cannons 2x Plasma cannons
Tactical squad 95
Veteran sergeant, Plasma gun,
6 x 95= 570
=1850 points
1st turn devastator doctrine, move shoot and kill flyers.
2nd turn Tactical doctrine
3rd/4th turn assault doctrine when needed.
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![[Post New]](/s/i/i.gif) 2014/03/19 00:07:36
Subject: 1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Ultramarine Chaplain with Hate to Spare
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Relic blade is a woeful weapon for twice the cost of a Power Maul it is statistically worse than the Maul against everything except 3+ armour. Power sword is the only weapon worse. Mauls axes and thunder hammers are the power weapons of choice.
Your Captain is cheap but very under whelming. Tool him for combat with Shield Eternal and thunder hammer or get a different HQ.
Massed Vanguards could work though Honourguard are the go to combat unit in the codex.
Veteran sergeants aren't worth it even on a 10 man certainly shoukd go near them on 5 man squads. Taking a combi plasma instead or combi-grav gives you 2-3 extra AP2 in that crucial turn you need them to kill something.
Devs are very mediocre.
You have absolutely no AA so any army running 2-4 Helldrakes will rub their hands in glee at your list. You also gave very little AT and nothing that can hurt and AV14 buildibg. What do you do if you're staring across the board at 5 Imperial Knights? Wave Serpent spam likewise takes you off. Tau gun you down. Your list has 1 trick and that is spaming marines and in the meta of 6th that trick does not get you very far and I've not even started mentioning all the top competitive builds...
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![[Post New]](/s/i/i.gif) 2014/03/19 10:08:33
Subject: Re:1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Fresh-Faced New User
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Ok so new list where I've added a whiff of armour and do a deep strike.
master of the forge. 100 points
Combi-melta
(Cheap and cheerful? Servo arm attacks S8 Ap1. Flamer, plasma cutter, combi-melta, bolt pistol)
Terminator assault squad 225
Thunder hammers
(the above mentioned deep strikes together)
Terminator assault squad 225
Thunder hammers
Landraider 260
extra armour, dedicated transport
Tactical marines 85
Plasma gun
6x = 510
Predator annihilator 150
Extra Armour,
Devastator squad 190
5 extra marines 2x Plasma cannons 2 Las cannons
Devastator squad 190
5 extra marines 2x Plasma cannons 2x Las cannons
Tanks, terminators and marines go forward, devastators hold the rear.
I could change the terminators into normal ones and go shooty shooty.
The guy I'm going up against has one flyer but I don't think he'll use it. If he does I do a devastator doctrine and reroll snapshots to try and kill it.
Those dark angel bikes with melta's are a real pest and he likes to spam melta's.
I intend to let him come to me and fire at him along the way but drop the terminators near his devastators which he leaves in the back with nought but tactical marines.
The land raider is for driving towards his dropping elites and the termies are for charging what's left over and keeping them away from my devastator squads who
can move and shoot as they'll get relentless from devastator doctrine.
Any gaps in my reasoning?
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This message was edited 2 times. Last update was at 2014/03/19 13:09:51
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![[Post New]](/s/i/i.gif) 2014/03/19 14:46:10
Subject: 1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Long-Range Ultramarine Land Speeder Pilot
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Ha, FlingitNow he's not writing a tourney list mate.
Not a bad list (the last one) but deep striking assault units can't do anything until at least turn 3, I'd think it a waste of points tbh  As is extra armour.
Swap that second squad for a couple of stormtalons for AA, maybe.
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![[Post New]](/s/i/i.gif) 2014/03/19 16:26:50
Subject: 1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Apprehensive Inquisitorial Apprentice
High in the Rocky Mts.
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Am I missing your second Troop choice? Vanguard makes some sense as "bodyguard" unit for jump pack Cpt, but maybe think about (way!)cheaper "Flamer" Assault squads in first list? Throw a couple Flakk Missiles in the Dev squads if you're worried about AA... not the most effective, but at least its an option? I think a dolled up Jump Pack Librarian would be more of a threat, or just throw down on Cpt Shrike? (i just can't stand Ultrasmurfs, sorry... Rather have Scout any day, aaand infiltrating that Vanguard might actually accomplish something!) Personally don't get MotF without any dreads in last list, but...meh? Bring the Raider/Termies in to the first list and you'll be getting a little more balance maybe?
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]=[DAGGER> |
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![[Post New]](/s/i/i.gif) 2014/03/19 20:49:13
Subject: 1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Land Raider Pilot on Cruise Control
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Dagger wrote:Am I missing your second Troop choice? Vanguard makes some sense as "bodyguard" unit for jump pack Cpt, but maybe think about (way!)cheaper "Flamer" Assault squads in first list? Throw a couple Flakk Missiles in the Dev squads if you're worried about AA... not the most effective, but at least its an option? I think a dolled up Jump Pack Librarian would be more of a threat, or just throw down on Cpt Shrike? (i just can't stand Ultrasmurfs, sorry... Rather have Scout any day, aaand infiltrating that Vanguard might actually accomplish something!) Personally don't get MotF without any dreads in last list, but...meh? Bring the Raider/Termies in to the first list and you'll be getting a little more balance maybe?
He wrote..
Tactical marines 85
Plasma gun
6x = 510
so no, he has many troop choices.
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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. |
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![[Post New]](/s/i/i.gif) 2014/03/20 11:07:05
Subject: 1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Fresh-Faced New User
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The game is tonight so I guess these changes are final:
2x Devastator squads 380 points
5 extra marines 2 Las 2 Plasma cannons (each)
6x Tactical squad 510 points
Plasma gun (each)
Terminator squad 220 points
Assault cannon
Land raider 260 points
Hunter killer missile
(dedicated transport)
Chapter master 145 points
Power axe
Honour guard 185 points
Power axes, 4 extra marines
Predator annihilator 150
Hunter killer missile
The land raider carries the honour guard forward, they assault out of it into something that needs to die.
3 tac squads move forwards with the annihilator and the terminators.
3 Tac squads and the 4 devastator combat squads bring up the rear.
On the assault those power axes will get a lot of hits. and the Chapter master already has an iron halo 3+ so I guess the 2+ invul wasn't worth losing 1 honour guard over and getting 1 less attack.
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This message was edited 1 time. Last update was at 2014/03/20 11:09:27
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![[Post New]](/s/i/i.gif) 2014/03/20 11:33:49
Subject: 1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Ultramarine Chaplain with Hate to Spare
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You want better equipment on your CM. Shield Eternal and Thunder hammer are auto includes always as is at least artificier armour. However if he's not on a bike or with centurions he needs terminator armour to get relentless for that orbital bombardment.
You want a 6-4 ratio of power mauls to axes on the honour guard. You'll rarely need them all to be ap2 so getting a load of wounds in first is very useful.
The lascannon Landraider is by far the worst variant. You need it to get forward to deliver your honour guard but tge lascannons want to sit back and shoot. Not to mention that the Assault Cannon and multimelta on the other two variants actually make them better AT as well as having massively better AI fire and gund that actually want to be close to the enemy.
Drop the Predator to pay for this. Or drop both devastator squads and get another Pred and another Landraider then you're providing an armoured front.
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![[Post New]](/s/i/i.gif) 2014/03/20 12:20:50
Subject: Re:1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Steadfast Grey Hunter
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I thought you were gonna run raven guard with van guard vets that's what I do, it's very cool, 7 man 2 power lances one thunder hammer storm shield, then a chapter master with a jetpacks and burning blade!
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![[Post New]](/s/i/i.gif) 2014/03/21 18:20:42
Subject: 1850 Points Space marines. Criticism / advice appreciated. (I'm a noob)
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Fresh-Faced New User
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So after the battle:
6-4 loss against Dark Angels.
He had slay the warlord and first blood so not that bad.
Notable things that happened to this list against dark angels:
6 bikes with Melta's take out land raiders and Predators in turn 1 and 2. ( there was only 1 left by turn 2 but that didn't matter.)
Beasts of this list:
Tactical doctrine was very effective. Rerolling failed to hits with plasma guns after all your tanks just got blown up is very nice. Re-rolling ones on plasma weapons was also very practical.
My plasma devastators were the absolute gods of the game. Sitting in ruins with cover saves surrounded by tactical squads they killed over double their cost, the las cannons sniped a few enemy devastators but didn't really have armour to shoot at so resorted to sniping infantry and elite units.
The tactical marines were cheap and effective soaking up incoming fire and forming a nice meat shield around my devastators
Lessons: Although one game is not enough to judge a list it performed reasonably well considering only 1 tank actually got to shoot and even then it only killed 1 bike. This list needs more diversions as those las and plasma cannons in cover really wreak havoc amongst enemy hitters. I'll post an updated list in a few minutes.
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This message was edited 1 time. Last update was at 2014/03/21 18:22:06
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