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Made in us
Courageous Silver Helm





Master of the Forge (90) ((110))
- Primarchs Wrath (20)

Dreadnought (100) ((120))
-TL Autocannon (15)
-TL Autocannon (5)

2 Stormtalons (280)
- TL Lascannon (30)

2 tactical squads (340)
- Grav-Guns
- Missile Launcher

Devestator squad (150)
- 4 lascannons


I'll be taking either Imperial Fist or Iron Hands chapter Tactics
The posted image is what my color scheme is except I'll be painting the shoulder pad trims red

What do y'all think??
[Thumb - image.jpg]
Color Scheme

   
Made in us
Legendary Master of the Chapter






1) Should remove points cost for upgrades on your vehicle and motf

2) its ok except the major lack of mobility for your boots on the ground

3) Scheme looks good.

 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
Ultramarine Chaplain with Hate to Spare





Scheme looks cool the list is a bit of a mess and your points are all over the place (also read the forum rules you can't put individual upgrade points costs on the list).

MotF is a weird choice here. He's not relentless but has a Salvo weapon, he's not as fighty as a Captain for the same points and is not being used to spam dreads. Dump him and get a Librarian or Captain. I think a Librarian rolling on Telepathy would help this list. Or even Malefic to get more mobility into the list.

Dread is pointed incorrectly and needs a buddy. A single Dread as your only piece of armour on the board will just die without achieving much. Drop him or get a 2nd.

Stormtalons likewise work best in pairs and taking 2 is good. However the Skyhammer is a better gun than the Lascannon, you are more likely to Hull point a vehicle to death than explode it so 3 S7 shots will do more damage than 1 S9 vs the AV10-12 that the Stormtalon wants to shoot at (AV10= 0.89 vs 1.33: AV11= 0.74 vs 1 : AV12= 0.59 vs 0.67) so for 15 points LESS you get more damage output. Always take the Skyhammer with Stormtalons.

Tac marines need mobility and need a purpose. You've spent over a 3rd of your points on 2 units that simply aren't a threat to anything. Again you've taken a Salvo weapon on a none relentless platform. When they move the grav gun gets 2 shots at only 9" range for a unit that needs to keep moving to get into short range and the grab objectives that is poor compared to the Plasmagun with 2 shots to 12" and the ability to have a 30" threat range with a 24" range after a 6" move (compared to max 18" for the grav weapon and mostly a 15" threat). My advice is to look at Rhinos for them and gear them for a specific role, always take a combi onthe Sergeant matched in role to the special weapon. In general special weapons are most important for 1 turn in a game and the combi doubles your effectiveness for that crucial turn. Here's some examples:

Gunline AI: 10 marines, Plasma Cannon, Plasmagun, Combi-grav 180
Gunline AT: 5 marines, lascannon, Razorback las-plas 165
Mobile Scoring AI: 5 marines, plasmagun, combi plasma, Rhino 130
Mobile Scoring AT: 5 marines, melta, combimelta Rhino 125
Mobile Scoring Horde Control: 5 marines, flamer, combiflamer Rhino 120
Objective Clearing: 10 Marines, flamer, combiflamer,Heavy Bolter, Vet Sergeant Power Maul, Rhino 225

My advice at this point level keep to one of the mobile scoring builds (you can nearly get 3 units for the price of your 2 and each will be more effective than your build). If you don't want mechanisation you have two choices. Either go all bike (VERY effective) or if you want boots on the ground scouts are necessary so you can get at far away objectives.

Devastators are only worth it if you go IF Chapter Tactics. The build you have is good. However like the dreads the Devastators work better in pairs. I'd pick which one you orefer between them and the dreads and go with that. Dreads would be better in a mech list Devs in a boots on the ground. Something like this for Mech:

IRONHANDS

Librarian: lvl2 combimelta 100

Tac Squad: melta, combimelta, Rhino 125
Tac Squad: melta, combimelta, Rhino 125
Tac Squad: plasma, combiplasma, Razorback AssCan 170

Dread: 2 x Autocannon 115
Dread: 2 x Autocannon 115

Stormtalon: Skyhammer 125
Stormtalon: Skyhammer 125

That gives you 7 Vehicles with 19 Hull Points, 3 twin linked Assault cannons, 5 meltas, 2 plasma and 14 S7 Ap4 shots a turn. Plus a Psychic Shriek and whatever goodies the libby rolls up. Or if you want to go boots on the ground something like this could work:

IMPERIAL FISTS

Librarian: lvl2 90

Tac Squad: 10 marines, plasma cannon, Plasmagun, Combi-grav 180
Scouts: 10 guys, shotguns, Vet Sergeant Power Maul, combiflamer 145
Scouts: 10 guys, shotguns, Vet Sergeant Power Maul, combiflamer 145

Devastators: 10 marines, 4 lascannons 220
Devastators: 10 marines, 4 lascannons 220

That list has 8 lascannons with a Plasma cannon for lots of Ap2 and 51 boots on the ground with infiltrating units dedigned to clear out objectives. Again the Libby can through out useful stuff like invisibility.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Courageous Silver Helm





I really like your second list but I hate scouts really badly!!

So how about this list??

Captain (150)
-Artificer Armour
-Power Fist
-Storm Shield

10 tacticals (200)
-melta gun


This puts me at 997 total points

I really don't like librarians so that's why I choose the captain

This message was edited 2 times. Last update was at 2014/07/10 16:41:10


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





That's looking better but you really want combi weapons on the tactical Sergeants always. I would drop the 3 extra marines from the devs and the multimelta from the tac marines and 1 marine. Due to short range and being heavy you're basically always snap shooting it. Where as a combimelta doubles your chance of killing a tank on the turn you arrive. Also dropping the extra marine allows the Captain to get in the pod with them.

What I'd get with the 69 points is combis on both Sarges and on the Captain a then a drop pod for the Devastators. That means the melta squad puts 3 meltas into a tank when it arrives giving a very good chance to explode. The Devs deploy as normal their DP remains empty which means both other pods come down turn 1 so the plasma squad arrives too pumping out 4 Ap2 shots. You then have almost your whole army in his face turn 1 plus a DP you can land on an objective later in the game (they are scoring remember).

Otherwise as is your CC Captain is stuck at the back with Devastators and you drop in 1 squad of marines unsupported who fire 1 special weapon and then most likely die. With Drop Pods you always want an odd number.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Are you open to using forge world units? If so, and using Iron Hands CTs, I would recommend the Fire Raptor instead of the dual Stormtalons possibly.. It's basically a Stormraven-type flyer that puts out a lot of damage for 225 points... And gets even scarier with IWND.

Other than that, the above feedback has been spot-on , no reason to repeat any of it.
   
 
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