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Made in no
Tail-spinning Tomb Blade Pilot






Is it possible to outshoot your opponent with a Space Marine Army, taking 3 devastator squads and 20 Scouts with sniper rifles? Any ideas what such a list would need to work at 1500? I was thinking maybe a storm talon and a terminator unit to counter charge.

HQ
Librarian 65 pts

Troops

10 Scouts w/Sniper Rifles Melta bombs 125
10 Scouts w/Sniper Rifles Melta bombs 125

Heavy
10 Devastators with 4 Plasma Cannons 200pts
10 Devastators with 4 Laser Cannons 200pts
10 Devastators with 4 Missile Launchers 220pts

Dedicated Transports
3 Rhinos for Devastators 105 pts


Totals to 1060.

This message was edited 1 time. Last update was at 2014/12/17 00:30:19


Let the galaxy burn. 
   
Made in us
Lead-Footed Trukkboy Driver







Marines perform best when they can outmaneuver their opponents; So that they can bring their strength to bear on a small portion of the table and break out to new areas after having chewed up a good portion of the enemy force.

This is best done with transports...Stormravens or Pods and lots thereof. Some arguments can be made for Rhinos in the case of Chapters that give them a scout move.

In other words, no not really...
   
Made in no
Tail-spinning Tomb Blade Pilot






:( Back to the drawing table then

Let the galaxy burn. 
   
Made in gb
Battleship Captain




I don't see why not.

The right chapter tactics would help - Imperial Fists with Tank Hunter makes the missile launchers and lascannons pretty efficient at making metal boxes go away.

I might suggest that if taking fists, Bolters would be a better choice (to take advantage of bolter drill).

Much as it irks me to suggest it, Grav-cannon wielding Centurions do pack massive firepower and are pretty flexible target-wise (with hurricane bolters for crowd control).

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Omnipotent Necron Overlord






Give all your devs laz cannons. Take a bunch of landspeeders with TML and HB. Bare minimum HQ. Take a few dreds with Twin Autos and say...come get me bro.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Regular Dakkanaut




Drop the Rhinos for the Dev squads. They can only fire 2 weapons out of the Rhino and can only fire snap shots on the turn they deploy. Melta bombs on Scout snipers is kind of pointless since you don't want them getting that close to ANYTHING! Give them camo cloaks and give on Scout a Missile Launcher instead of a Rifle. Maybe get a Tactical or two with Special weapons and put them in Razorvbacks with TLLC or LC with TL PG. Maybe swap the Plasma Cannons on your Devs for Heavy Bolters so you avoid the whole scatter issue of template weapons.

This message was edited 2 times. Last update was at 2015/01/19 02:03:36


 
   
Made in au
Death-Dealing Devastator



Melbourne,Vic

I think it could work with clever deployment and planning.

I would probably ditch at least one of the Rhinos and replace it with a drop pod which you deploy empty. You're going to need to carefully control how your opponent approaches, so drop the pod somewhere to steer them how you want them. Maybe change one Rhino to a Razorback for some stable LC action.

Combat squad your Devs, leaving the HW guys at the back (and in cover) while the rest of the squad in each case acts to direct the opponent where you want them.

Agree that Melta bombs on the scouts is unneccessary.

I'd keep the Plasma cannons-scatter isn't so bad if you're not running in to your opponent, at worst you miss them completely.

You will need something to act as a safeguard for the dev HW crews-a dready tooled up for short range duties could do the trick. Keep him in cover and then run him out when something tries to threaten them in CC. Also, a couple of Landspeeders wouldn't hurt here, acting as mobile fire bases and cleanup. Mobility is an important marine tactic, but it doesn't have to be what you plan your entire force around. I'd use landspeeders (or bikes-see below) to help direct your opponent, and then lay down fire with the Devs/snipers.

Also, consider bikes for the 'mobility' aspect-Biker command squad with lots of grav. Plenty of fire, can sit in cover if you like, and can help direct your opponent where you want them to approach.

   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

I think you could make it work if you used the Sentinels of Terra rules (So IF CTs with close range bolter drill). I'd take 2 dev squads all with lascannons, some AA, a squad of devastator centurions (elite slot) and a bunch of outflanking/deepstriking scouts squads in land speeder storms with bolters... and a little gem that's won me lots of games: Lysander's command squad (see below).

That should allow you to open lots of transports and handle knights (if you can cross your fire to get around their shields), and you have some of the most effective troops in the game at 100 points for twin-linked scouts in a transport that has a ton of special rules and cool weapons (I recommend the heavy flamer for free).

This is what I'd run with your theme in mind:

HQ
Lysander
Command Squad - pod, apothecary, melta x4 (Lysander joins here)

Elites
Centurion Dev Squad (3) - lascannon x3, missile x3, omni-scope

Troops
Scouts (5) - bolters, land speeder storm w/heavy flamer
Scouts (5) - bolters, land speeder storm w/heavy flamer
Scouts (5) - bolters, land speeder storm w/heavy flamer
Scouts (5) - bolters

Heavy
Dev Squad (7) - lascannon x4
Dev Squad (7) - lascannon x4
Stalker


Enjoy!
   
Made in no
Tail-spinning Tomb Blade Pilot






Thanks for the tips! I am at the drawing board!

Let the galaxy burn. 
   
 
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