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Made in us
Fresh-Faced New User




Here is an updated competetive list (new SM player so advice is very helpful)

HQ
Marneus Calgar-265pts

Elites
Dreadnaught MM w/ drop pod-135pts

Sternguard veteran squad (6 marines) 2 combi flamer and 2 combi melta-182pts

Troops
Scout squad w/ landspeeder storm w/ heavyflamer rhino-100pts

Tac squad 1 w/ flamer and ML rhino-195pts
Tac squad 2 w/ flamer and ML rhino-195pts
Tac squad 3 w/ flamer and ML- 195pts

Fast attack
Stormtalon w/ skyhammer-125pts
stormtalon w/ skyhammer-125pts

Heavy support
Centurion devastator squad w/ grav cannons-250pts
Devastator squad w/ 2 lascannons and 2 ML-126pts
Thunderfire cannon-100pts

1. I am thinking with the centurions can fight off heavy infantry units.
2. Devastator marines can pop tanks and blast infantry with ML.
3. Stormtalons can provide support and aide in light armor pens.
4. Landspeeder storm deep striking and just attempting to gain its points in infantry kills.
5. Dreadnaught podding in for a quick tank pop or CC victory.
6. Sternguard rhino moving up to pop armor or use special ammo to poison hard to kill medium to heavy infantry units.
7. Rhino tacs sitting on objectives or pushing a flank.
8. Footslogging marine squad holding fast or supporting.

Any advice is much appreciated. How is my logic with unit missions?

   
Made in us
Sinewy Scourge




Boulder, Colorado

ok. So I NEVER play competitive 40K, but even in a casual environment, I don't think this list is all that good IMHO.

What does calgar do? Does he go with the cents? If so, then you are sticking a almost 300 point HQ choice with only one purpose, and that purpose is to kill stuff. And you stick said HQ with a super shooty unit that cant do CQC for the life of them (pun intended). I would recommend a librarian with ML2.

The veterans are flawed with their weapon choices. You can fire the 2 melta at a tank turn one, and then all of them die so you cant use the 20 points in combi-flamers that you have invested in. The same thing happens the other way around.

I have very little knowledge about the competitive ways to use tactical marines, but the loadout is still kinda flawed. Unless you combat squad, the flamer wants to toast some gaunts or stuff, and the missile wants to shoot the giant flyrant charging you, and you cant 1- spit fire them 2- they both serve different purposes, one stays back and takes pot shots at MCs and vehicles, and the flamers destroys hordes. I would recommend units of 10 with a single melta and combi-melta in a pod, they can pop a LR, or shoot hordes or MCs from basically anywhere on the board, PLUS, you don't have to get the melta in range by trying to run up the board edge. Also, I don't know if you forgot the rhino on the 3rd tactical squad (because they are the same points cost), but if you didn't, get one. The flamer will never be in range if you don't, and they will be shot and killed.

The devastator squad suffers from a similar problem that the sternguard do. The mixed loadout never works. I might add versatility, the missiles cant do much against 2+ saves or heavy armour, and the lascannons can't do much against horse (unlike the ML's frag missile). I would recommend all LC or all ML.

The scouts are an interesting option, but why not just take a regular LS? The Objective secured does very little with your strategy, and the LS has more survivability (lack of open topped) and a better BS. For the price of the scouts and the LSS, you could get 2 LS with HF IIRC.

The dreadnought won't do much to get his points back. They are not the best, although fun. I would just remove him in general. A single MM shot wont really help much I believe, and with my general luck, it would miss lol. His back armour would probably be shot by bolters of the same sort of thing and die before he can get into the assault. And very few attacks to back that up (only 2, 3 on the charge!). If you are dead set on an armour popping dread, try an ironclad in a FW lucius patter dread pop (sometimes FW isn't allowed in tournaments tho, so check that one before you change your list) he can assault with a few more attacks and S10 AP1 armourbane is nothing to laugh at. But if you don't like that idea, then use all of the points saved to hopefully purchase another TFC.

leading to my next point, I like the TFC, but I like 2 even more. They are one of the best anti-infantry options that the space marines have IMHO. I think they are best taken in pairs, so they are not singled out like I see most of my opponents do. But lots of barrage blasts don't hurt.

I also like the stormtalons. Very good when taken in pairs IMHO, they are best used as A) amazing anti-infantry, with BS5 against normal infantry (strafing run) B) can be cheap anti-flyer. Although BS3 is not the best (again, strafing run) but S7 and rending on the assault cannon is nothing to ignore by most flyers (most are low armour value, basically nothing above A12, and most A10 A11).

The centurions speak for themselves. Very good, although lack of an invuln. + short range means you need to keep them safe. But when they shoot at a MC its dead. Keep in mind, it will toast a WK (even though its gargantuan, it is still wounded on 3+ with AP2).

Good luck at the tourney, may the dice gods be forever in your favor,

-Mikey.

   
Made in us
Land Raider Pilot on Cruise Control





Maryland

Sternguard are gonna have a hard time w/o a transport. Marneus seems misplaced.

 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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