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[2000] - Tempest Legion - Space Marines - Help! I am learning, is this a competative list?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Fresh-Faced New User




Hi all, I am returning to more regular gaming after something of a hiatus. Is this a good list? Can it beat imperial guard? Any and all suggestions are welcome.

TEMPEST LEGION – Combined Arms Detachment (2000)

HQ
• Captain 165
- Jump Pack
- Artificer Armour
- Storm Shield
- Relic Blade

TROOPS

• Tactical Squad 155
- Five Additional Marines
- Flamer
 Veteran Sergeant
- Chainsword & Bolt Pistol
• Rhino 45
- Extra Armour


• Tactical Squad 155
- Five Additional Marines
- Flamer
 Veteran Segeant
- Chainsword & Bolt Pistol
• Rhino 45
- Extra Armour

• Tactical Squad 90
- Meltagun
 Veteran Sergeant
- Chainsword & Bolt Pistol


FAST ATTACK

• Assault Squad 220
- Five Additional Marines
- Jump Packs
- 2x Flamer
 Veteran Sergeant
- Lightning Claw
- Plasma Pistol

• Drop Pod 50
- Deathwind Launcher
- NB: Centurion Devastators


ELITES

• Ironclad Dreadnought 175
- Chainfist with Meltagun
- Heavy Flamer
- 2x Hunter Killer Missiles
- Ironclad Assault Launchers
• Drop Pod 50
- Deathwind Launcher

• Sternguard Squad 275
- Five Additional Veterans
- Combi-plasma
- 2x Meltagun
 Veteran Sergeant
- Power Sword
- Combi-melta
• Drop Pod 50
- Deathwind Launcher


HEAVY SUPPORT

• Centurion Devastator Squad 290
- NB: Drop Pop
- 3x Grav Cannon and Grav Amp
- 3x Missile Launcher
 Veteran Sergeant:
- Omniscope

• Stormraven Gunship 235
- Twin Linked Multi-melta
- Twin Linked Lascannons
- Hurricane Bolters
- 4x Stormstrike Missiles
- Ceramite Plating
- Extra Armour


Thanks for reading

This message was edited 1 time. Last update was at 2016/10/01 02:28:16


 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

Which Chapter Tactics are you using? That will often help steer a list's makeup, especially since there are so many specialized formations now. Any preference?
   
Made in us
Nasty Nob on a Boar






Inside of a CRASSUS ARMOURED ASSAULT TRANSPORT

This list looks like it would work as a battle demi-company, which is a pretty good formation. Personally I would switch around some points to make it a Gladius Strike Force with a BDC and a Stormwing. Maybe drop the centurions/pod for Lascannon Devastators (190 points shaved), change the extra armor on the rhinos to dozer blades (10 points shaved), drop the Deathwind launchers (30 points shaved), and add in two Stormtalons w/ Skyhammers (230 points added). If you can find extra points to give them Typhoons over Skyhammers go for it

 angel of ecstasy wrote:

You take a dump, you flip through the Dark Eldar codex, the concept art for Lelith Hesperax shows up and you pee on the floor.


2000  
   
Made in au
Fresh-Faced New User




Thinking of using Ultramarines Chapter Tactics, but not set in stone.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Looks like it should do OK in most friendly games.

If you can find the points, the Teeth of Terra is a nice upgrade from a stock relic blade. It’s also worth noting that bikes are significantly better the JPs this edition. I still field jump guys though, they are fun and iconic.

I think your sarges would benefit more from a combi weapon then the vet statline. The Codex-adherent Ultramarine in me would also like to see heavies in full 10 man squads, but I can understand why they get left out of lists.

A single melta gun is not reliable. And when you take your one pot-shot at a tank, you waste the fire of the rest of the squad. I do take full melta tac squads (MM/M, c-melta) as they can get enough shots to mater. Clicking off a doctrine to help hit is also a big boost. But generally you need 4ish melta shots to reliably pop a tank.

Plasma pistols are comically overpriced. Also, if you are going to take one, pair it with a non-specilaist weapon. For your vet sarge in the assault squad, I’d just go bolt pistol/power axe. He’s got the captain there to take the hits, so should be safe to swing at I1. The captain has got the relic blade to chew through anything MEQ or softer, having a little AP2 in the squad will help vs. crunchier targets. But you don’t want to sink too many points into a 1W model.

The ironclad has a lot of upgrades on him, but they should work. I prefer a more minimalist load, but that’s just me.

Sternguard could use a little tuning. I’d not take full meltaguns. IMHO the only thing worth removing the special ammo for is a heavy flamer. With that in mind, and my previous point about how many melta shots you need, I’d go with a 10 man squad, 5 c-melta, 2 HFs. Combat squad out of the pod, pop a tank and roast the contents (if a transport) or something nearby. If you are going to give the sarge a CC toy (I wouldn’t) might as well take a specilaist weapon, as he shouldn’t be giving up his bolter. Lightning claw is probably your go-to.

Cents are fine, although I might just keep the hurricane bolters to save points.

Raven I like naked as a gunboat. MM/AsC. The TLLC is fine though.

Overall I think you spent a lot on upgrades. Not that they are useless ones, but I’m a believer in "boys before toys", where I’d rather have more boots on the ground, then a few tricked out ones. This is by no means a universal opinion though, so roll on with what you got!

   
Made in gb
Long-Range Land Speeder Pilot




UK

As others have said, this is very close to a gladius, with minor changes you would benefit from more obsec and doctrines.

For more competitive play, there are some weaknesses that you can address without changing the list drastically:
1. Sergeants. Don't bother with the vet upgrade other than in a melee unit, and the sword/pistol combo will spend most of the game doing nothing in ranged combat units. Either stick with a boltgun or spend the points saved not upgrading to a veteran on a matching combi weapon to the squads specialist.
2. Transports. You have a footslogging meltagun squad, unless an enemy vehicle deepstrikes next to them and you somehow survive to make the lucky one-shot these guys will do nothing. Either buy a transport (or were these in the raven?) or swap out the melta for a long range heavy weapon and sit them on a backfield objective.
3. Weapon matching. Most of your units are alright, but the sternguard and raven are a bit of a mixed bag. With the raven I would either drop the hurricane bolters completely or swap the turret lascannon to assault cannons - in its current form with potms you would only be firing one sponson at a separate unit so don't expect much from it. Nevelon's comment on the sternguard squad is on the money, but if you do switch over to a gladius and don't take a sternguard auxillary, you can use the slightly cheaper command squad as a means of getting lots of meltaguns in a pod.

You mentioned beating imperial guard, some general tips here would be that you are a little short on antitank, and guard can often have enough bodies to bubble wrap tanks against the meltaguns short range - leaving only the centurians and raven to take on a wall of armour. Be wary of multiple large blast weapons, anything not in a transport needs to be spaced out to maximum coherency (or make foot units smaller so they can hide behind other transports and terrain more effectively). I find guard tend to favour either gunlines or mech infantry, with very little outflanking or deepstriking - vehicles with tough front armour (predators, vindicators, imperial knights) will draw a lot of fire away from the rest of your army, giving you more time to manoeuvre.
   
 
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