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Made in us
Moustache-twirling Princeps





PDX

Skyhammer Annihilation Force (Ultramarines)

(10) Assault Squad
2x Flamers, Eviscerator (Sergeant), Jump Packs

(10) Assault Squad
2x Flamers, Eviscerator (Sergeant), Jump Packs

(10) Devestator Squad
4x Grav Cannons
Drop Pod

(10) Devestator Squad
4x Grav Cannons
Drop Pod

HQ:
Tigurius

Troops:
(5) Tactical Squad
Flamer, Combi-Flamer
Drop Pod

(5) Tactical Squad
Flamer, Combi-Flamer
Drop Pod

Fast Attack:
Drop Pod

Stormtalon
Skyhammer

Heavy:
(3) Centurions
Grav-Cannons, Omniscope

[1845]

55 Grav shots on turn 1? Yup. 5 Pods land, plus 20 Assault Marines. That is a lot to take to the dome on the first turn. Stormtalon for AA. 4 ObjSec units to hold stuff. Tiggy because duh, with Cents, again... duh.

Kinda uninspired and spammy, but if I wanted to get frisky and attend a tourney, I would think this might be a good direction to go? Thoughts?

This message was edited 2 times. Last update was at 2015/06/16 21:31:10


   
Made in gb
Ultramarine Chaplain with Hate to Spare





How is that 55 Grav shots? I make it 35. Otherwise solid enough.

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
Moustache-twirling Princeps





PDX

Updated it. Sorry, posted the wrong version originally.

This message was edited 1 time. Last update was at 2015/06/16 21:31:32


   
Made in ca
Scuttling Genestealer




Waterloo

Its 55 grav shots because the devs are relentless when they come in. 11 models with grav cannons, 11x5=55.
   
Made in ca
Dakka Veteran





Tau with intercepter will give you hell, other then that you should walk tru most army's
   
Made in us
Moustache-twirling Princeps





PDX

 Zavvy wrote:
Its 55 grav shots because the devs are relentless when they come in. 11 models with grav cannons, 11x5=55.


To be fair, he was right. I posted the wrong.list originally. lol

@dman - I believe it. Always an issue for Pod armies. Any way to maybe mitigate it? Maybe Pod deployment order/placing?


   
Made in gb
Ultramarine Chaplain with Hate to Spare





You've got the bodybags and the saturation to get through Tau interceptor in my opinion. Unlike most armies the ASMs are just as much a threat as the Devs to Tau... That's still 45 MEQs plus the Cents which is a lot to deal with.

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 ca
Boosting Space Marine Biker





Quebec, Canada

I agree with FlingitNow, even more so if you combat squad your Skyhammer elements. And then, when all the dust settles, your squads will enjoy two turns (your 1 and 2) of shooting and assaults without retaliation from the cowmen!

The only thing that might mitigate that would be to use infiltrators to mess with your opponent's choices : shoot the hammer or keep some to tackle the second wave. Scouts are a no brainer here, but if you use FW you could also use Lias Issodon and Infiltrate up to three units, including the Centurions, AND they would get Shrouded turn one thanks to the new Strike from the Shadows CT rule. Not too shabby either!

Praise the emperor, bless your weapon and pass the ammo!

Armies played:  
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




I would give the eviscerator to a standard marine, not the sgt. That way you can hide it from challenges
   
Made in us
Stubborn Dark Angels Veteran Sergeant





What happens vs footguard or green tide? Or armies with lots of 5/6+ armor save units? Or the space marine battle company with free razorbacks?

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Moustache-twirling Princeps





PDX

spartiatis wrote:I would give the eviscerator to a standard marine, not the sgt. That way you can hide it from challenges


It is on his for the extra attack vs vehicles.

raiden wrote:What happens vs footguard or green tide? Or armies with lots of 5/6+ armor save units? Or the space marine battle company with free razorbacks?


Bolter shots galore? All my units have at least one type to back up their grav. And what about free Razorbacks? Against Grav w/ re-rolls? Should smoke their transports pretty fast. I can combat squad too, just to spread my shots out at more targets.

FlingitNow wrote:You've got the bodybags and the saturation to get through Tau interceptor in my opinion. Unlike most armies the ASMs are just as much a threat as the Devs to Tau... That's still 45 MEQs plus the Cents which is a lot to deal with.


Good to hear. I don't play competitively, so it is unknown territory to me.

jpwyrm wrote:I agree with FlingitNow, even more so if you combat squad your Skyhammer elements. And then, when all the dust settles, your squads will enjoy two turns (your 1 and 2) of shooting and assaults without retaliation from the cowmen!

The only thing that might mitigate that would be to use infiltrators to mess with your opponent's choices : shoot the hammer or keep some to tackle the second wave. Scouts are a no brainer here, but if you use FW you could also use Lias Issodon and Infiltrate up to three units, including the Centurions, AND they would get Shrouded turn one thanks to the new Strike from the Shadows CT rule. Not too shabby either!


I am holding off on any of those FW characters until they get an update. But that is interesting. I was going more for a "nothing on the table" approach.

   
Made in us
Stubborn Dark Angels Veteran Sergeant





The problem being that you pop 35-75pt transports, and then what was inside them smokes your dudes. (4 plasma shots will ruin your dev squad unless you run ten man squads.)

And even then, concentrated fire will bring them down. 10 marine bodies isn't especially hard to bring down a turn.
As for the bolter shots, how many orks or guardsman do you think you will kill a turn?

This message was edited 2 times. Last update was at 2015/06/17 19:55:00


 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Moustache-twirling Princeps





PDX

 raiden wrote:
The problem being that you pop 35-75pt transports, and then what was inside them smokes your dudes. (4 plasma shots will ruin your dev squad unless you run ten man squads.)

And even then, concentrated fire will bring them down. 10 marine bodies isn't especially hard to bring down a turn.
As for the bolter shots, how many orks or guardsman do you think you will kill a turn?


It isn't just 10 Marine bodies. It is 45 Marines and 3 Centurions and Tiggy. That is a lot on turn 1 to handle. And if I combat squad out the Devs, I can pop a transport and then use the bolter fire to help deny Overwatch shots. Plus, the Assault Marines can charge the turn they hit. Also, there are a load of Flamers in the army too, to help boost the Bolter fire.

   
Made in us
Dakka Veteran




As a tau, Necron and marine player I think Necrons or tau could give you some big issues.

Necron silver wave(stacked up decurion) would have a unit of lychgaurd or triarch Pretorians with massed warriors. I don't know how good your grav cannons are if you can get saves against them.

Tau with double fire support cadres could neutralize your drop. The assualt marines would kill stuff but with the broadsides on a skysheild or behind an ageis they would survive, at least some of them. I would wager that a gunline like that could stop it.

Those are kinda "hard counters" to your list but if you're asking what to look out for its armies with massed bodies and interceptor that I would watch out for.
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





Or Daemons. The Assault Marines would be somewhat troubling, but in any decent Daemon army there are sure to be a couple of hard hitting CC units that will dispatch them the turn after they assault. And it's no guarantee that those units are going to get to assault anything meaningful when you consider decent counter deployment and/or bad scatters. Assuming that every grav weapon you fire is twin linked when you drop, all those points you spent on grav do a whopping 15-16 wounds before saves. If you get first turn that means you might do meaningful damage to a unit or two. If not, then it's going to be a serious uphill battle for all those power armored dudes.

I'm not saying the list is bad, just that maybe its a little too unbalanced leaving you open to bad rock/paper.scissors matchups.

"Backfield? I have no backfield." 
   
Made in us
Dakka Veteran





California

To a green tide , the sky hammer is like fast food delivery......


Not much anti horde. Bolters and 4 flamers won't do much to 100+ models with fnp.

At most with what you have , it be around 20 - 30 wounds, doing rough math in my head.

Then you have 70 + orks with in 12 inches of your army....

This message was edited 2 times. Last update was at 2015/06/17 23:08:20


- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in us
Freaky Flayed One




Wilton, CT

Maybe I'm missing something but ...

... isn't the Formation limited to 2 Assault squads and 2 Devastator squads, and NOT Centurion nor Terminator nor Siege Assault / Devastators?
... aren't Grav-Cannons unavailable to vanilla Devastators?
... Centurion Devastators precluded from DropOds as Dedicated Transports?
... Centurion Devastators limited to 6 men to a sqaud?
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

TomWilton wrote:
Maybe I'm missing something but ...

... isn't the Formation limited to 2 Assault squads and 2 Devastator squads, and NOT Centurion nor Terminator nor Siege Assault / Devastators?
... aren't Grav-Cannons unavailable to vanilla Devastators?
... Centurion Devastators precluded from DropOds as Dedicated Transports?
... Centurion Devastators limited to 6 men to a sqaud?


1: Good thing he brought a CAD as well!
2, 3: Haven't you heard? There is a new codex out...
4: Good thing he only has 3.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Moustache-twirling Princeps





PDX

 Dakkafang Dreggrim wrote:
To a green tide , the sky hammer is like fast food delivery......


Not much anti horde. Bolters and 4 flamers won't do much to 100+ models with fnp.

At most with what you have , it be around 20 - 30 wounds, doing rough math in my head.

Then you have 70 + orks with in 12 inches of your army....


You know I don't actually have to drop 12" from you, right? lol

I can just drop on objectives and run down the clock as you move a billion models.

In all seriousness, I think with all the Bolter, Bolt Pistols, Flamers, Grav (even reduced as they are), Hurricane bolters and all that, I can make a solid dent in a horde. Plus, the Assault Squads charging in is a lot of attacks too.

   
Made in us
Judgemental Grey Knight Justicar






I think it's a really good list. Not broken by any means, despite what many interwebs aficionados will say, but a very good tourney list. That being said, I have a few critiques and suggestions:

1. I believe only 4 pods will come in turn 1, not all 5. 2 from the Skyhammer, and 2 of 3 from your CAD. So in that regard, it's just a touch less firepower than you were depending on.

2. I'm with one of the other posters in that a regular Marine should get the Eviscerator; you want him free to swing and not possibly get hacked down in a challenge. This is an instance where a power weapon might be useful on your Sarge, since you can be pretty confident of actually getting him into assault.

3. While I said this is a really good list, I also agree with others that you should be aware of the hard counters to this list. Not that it's a huge deal, because every Army has a hard counter. Just be aware that Orks in cover or within a Void Shield care not about your Grav. Daemons will be happy to see you drop in, so they won't have to worry about crossing the table to get into assault with you. Tyranid swarms will give you grief as well. MSU armies in general will make you work, but not overly so.


 
   
Made in gb
Deadly Dire Avenger




London

For what it's worth you would absolutely annihilate my eldar with this list. That much grav is scary.
   
Made in us
Dakka Veteran




A little late to the party and I've been on hiatus before the new dex dropped but the list looks salty. Crazy good formation apparently. However I gotta ask how do you plan to deal with void shielded opponents like flyrant/wraith spam etc.and well anything that can flip the alpha strike whether through shields, reserves, forts or what not?
   
Made in gb
Dakka Veteran





jmeldar wrote:
For what it's worth you would absolutely annihilate my eldar with this list. That much grav is scary.


why? it can't even touch mechdar.. especially if you take hornets, or even 6 vypers... just take 30 rangers, they are as cheap as chips, just get 3 sets of stormies with flamers and power weapons for free, or banshees and plop them in wave serpents 55 shots is only 3 hull points if you jink.. also warp spiders near a building are kind of fun, because if you get targeted you can move round the building

grav is GREAT vs wraith units that's all.. so learn to live without them

or deep strike the wraithknight

This message was edited 3 times. Last update was at 2015/07/02 09:36:16


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Your maths is well off. With jinks 55 grav shots should be 3 dead Serpents and one Serpent that is at least immobilised if not dead (average 7.5 6s get through).


Automatically Appended Next Post:
That was all based on twinlinked which just requires Tiggy to prescience the Cents and does make a huge impact if he does (drops it to a flat 7 rather than 7.5).

This message was edited 1 time. Last update was at 2015/07/02 12:12:04


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
Ancient Venerable Dark Angels Dreadnought





I think ravenwing would be great vs this list. Lots of MSU bike sqds close to a darkshroud or two. Either 2+ or 3+ reroll jink. Hit and Run to not get locked in combat with assault sqds. Interceptor from the land speeder support sqdn (will probably take out or at least seriously damage 1 grav unit if combat sqds). Be interesting what you would go after with your grav, regular bikers I guess as a 3++ is the best chance you have to do some damage. Bolter sqds would have to target black knights so that they can be charged by assault sqds, but again, watch out for overwatch fire from the land speeder sqdn (Interceptor indicates that a weapon can't be fired in the next turn, doesn't say it can't be fired this turn so....). So maybe some grav targets the land speeders to force the jink to prevent overwatch, that's less targetable sqds that can be killed.
heck, even 1000pts of ravenwing can withstand this, not sure what I'd do with the other 850pts Depends what I'd want to use for mop up duties.
   
Made in us
Regular Dakkanaut




IMO, evis is biggest waste of points. 5 MB's for a powerfist with armorbane on a 1 attack model, with 2 handed. So 2 attacks on charge +shenanagans with pedro or standard or something. meh
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

It's solid. As with so many lists, who gets top turn is huge. If you get bottom turn against a psychic CC deathstar (Screamerstar, Jetseer, Wolfstar) they will laugh off your shooting with invis and/or endurance, witchslap your assault marines and then multiassault your entire army.

Conversely, if you get first turn, it's just as ugly for most of them.

At least so far as I've seen, there's no dominant list or book right now. We're in the age of RPS. Which to me, is great for the game.

Rule #1 is Look Cool.  
   
Made in us
Longtime Dakkanaut





Pasadena

The Assault squad sarge can't take an Eviscerator.

Las Vegas Open Head Judge
I'm sorry if it hurts your feelings or pride, but your credentials matter. Even on the internet.
"If you do not have the knowledge, you do not have the right to the opinion." -Plato

 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

 OverwatchCNC wrote:
The Assault squad sarge can't take an Eviscerator.

It says that one may be taken per five models, but it does not state who can/can't take it.

This message was edited 1 time. Last update was at 2015/07/02 18:07:29


 
   
Made in us
Longtime Dakkanaut





Pasadena

 Selym wrote:
 OverwatchCNC wrote:
The Assault squad sarge can't take an Eviscerator.

It says that one may be taken per five models, but it does not state who can/can't take it.


The codex clearly states what wargear the sarge may take. The eviscerator is not listed as an option.

Las Vegas Open Head Judge
I'm sorry if it hurts your feelings or pride, but your credentials matter. Even on the internet.
"If you do not have the knowledge, you do not have the right to the opinion." -Plato

 
   
 
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