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Made in us
Fresh-Faced New User




This is a starter list for learning the game and has a few different options noted. I expect to be up against Tau and Eldar for my first games.

HQ
Captain, no upgrades, 90
or
Librarian, mastery level 2, 90

10 Tac marines
Plasma gun
Combiplas on sergeant
In a rhino
200

9 Tac marines
Plasma gun
Combiplas on sergeant
In a rhino
186
HQ goes here

8 man Devastator Squad (No upgrades on sergeant and three extra marines for meat shields)
Four upgraded to missile launchers
172
or
Four upgraded to lascannons
192
lascannon upgrade would mean taking a librarian for the hq but at mastery level 1 instead of 2.

Thunderfire cannon
100

These list options put it between 743-748. Min maxing isn't a thing I care about now. I'm just trying to make something usable to get a feel for the game and be able to put up a fight.
   
Made in us
Ultramarine Scout with Sniper Rifle




Kansas City

I'd use the lascannons. ML2 is worth it on the librarian even if you've got to drop some extra bodies out of the dev squad.

Just saw that you're considering either capt or librarian. I'd take the Libby. Especially if you're starting out. It's good to learn about psykers early.

This message was edited 1 time. Last update was at 2016/03/28 20:12:29


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Captains are not bad HQs, but need to be geared up. At low points you are much better off with the other options. Librarians are solid choices, and while not required, the second ML is highly recommended.

Lascannons are much better then MLs for almost every job. You will find yourself shooting the devs at tanks and hard targets more often then not, and +1S and AP over krack missiles is a big deal. The things you would be using the frag missiles on are going to be the job of the bolters and TFC.

While the warm bodies in the dev squad to eat wounds can be nice, they do raise the cost of the squad. I’d just keep them at 5 men. Put the sarge out front, he can die first. Also start them in some cover. The gunner from the TFC and fortify it to boost the save. This should make them fairly resilient.

I might swap one of the tac squads to melta. If you go with LCs, this is not quite as needed, but sometimes you run up against heavy armor and need something to take it out. Less and issue with Eldar/Tau, but something to keep in mind.

Do you have a chapter in mind? If not, I’d recommend Imperial Fists for your chapter tactics. Your devs will benefit from tank hunter, and bolter drill will make your tac squads a bit better. Other options would work, but that’s the vibe I’m getting from your list.

   
Made in it
Fresh-Faced New User



Milan

I suggest you to give the devastator plasma cannons: same points of missile launcher, more anti infantry and anti tank output.
Remove all the extra bodies and the rhinos, and add a cc command squad to be joined by the libby. The list should be:

HQ
Libby, ML2
90 points

Troops

Tac squad, grav cannon, combi grav
115 points

Tac squad, plasma gun, combi plasma
95 points

Elite
Command squad, 5 power weapons
165 points
Razorback, Heavy flamer 55 points

Heavy support
Devastator squad, 4 plasma cannons
130 points

Thunderfire cannon
100 points
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Lathain wrote:
I suggest you to give the devastator plasma cannons: same points of missile launcher, more anti infantry and anti tank output.
Remove all the extra bodies and the rhinos, and add a cc command squad to be joined by the libby. The list should be:

HQ
Libby, ML2
90 points

Troops

Tac squad, grav cannon, combi grav
115 points

Tac squad, plasma gun, combi plasma
95 points

Elite
Command squad, 5 power weapons
165 points
Razorback, Heavy flamer 55 points

Heavy support
Devastator squad, 4 plasma cannons
130 points

Thunderfire cannon
100 points


IMHO plasma cannons are not worth the points. Most people space their units so that the small template is not getting more then one anyway, and for every time you might get two, there is the time you scatter and hit none. I’ll take the reliability of the LC personally.

If you want a choppy squad, Vanguard Vets are going to do that job better in your list. Less points, more features. If you are going with a CC command, take the champion and the apothecary. HFs have trouble on non-fast transports as well due to the snap fire rules.

5 marines footslogging in the open are just targets. Can’t recommend doing that. Camp in cover or get a transport.

   
Made in it
Fresh-Faced New User



Milan

IMHO plasma cannons are not worth the points. Most people space their units so that the small template is not getting more then one anyway, and for every time you might get two, there is the time you scatter and hit none. I’ll take the reliability of the LC personally



Lascannons are better at killing vehicles, and good at killing infantry, but plasma cannons can potentially kill more infantry (also avoiding some covers putting the blast behind it) and always hit the side armour of vehicles. In a 750 points list I think that you need some flexibility, and I would suggest the plasma.



You are right about the vanguard veterans, they're cheaper and more effective. Would you take a transport or jump pack?


The tac squads obviously behind covers. I forgot to mention.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Lathain wrote:
IMHO plasma cannons are not worth the points. Most people space their units so that the small template is not getting more then one anyway, and for every time you might get two, there is the time you scatter and hit none. I’ll take the reliability of the LC personally



Lascannons are better at killing vehicles, and good at killing infantry, but plasma cannons can potentially kill more infantry (also avoiding some covers putting the blast behind it) and always hit the side armour of vehicles. In a 750 points list I think that you need some flexibility, and I would suggest the plasma.

You are right about the vanguard veterans, they're cheaper and more effective. Would you take a transport or jump pack?

The tac squads obviously behind covers. I forgot to mention.


Not all blast weapons are barrage weapons. PCs still check cover from the guy firing it, and hit the facing armor. The TFC, being a barrage weapon, can pull those tricks. If you can get shots at close packed infantry, the PC can potentially do a lot of damage. Obviously, opinions on them vary.

I like VV with jump packs. I also like assault marines. CC can be a little rough to pull off well in today’s 40k. I’m not sure I’d recommend either option to a new player.

Getting scoring units to objectives is a critical part of most games. You need to be able to get scoring units to objectives, and keep them there alive as long as needed. Full tac squads in rhinos do that job as well as can be expected. While part of your force can hang back and form a firebase, somebody has to go out and put some boots on the ground at the vital spots.

   
Made in us
Ultramarine Scout with Sniper Rifle




Kansas City

I agree that vets are the way to do choppy for the above reasons plus heroic intervention is good now.

Maybe I'm doing it wrong, but it's tough to run them in a razorback as its not an assault vehicle. You almost have to run them with jump packs or put them in a land raider.
   
 
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