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Made in gb
Fresh-Faced New User




I've asked a couple of similar questions before, but as I'm new to the hobby I'm after as much help as possible to co-ordinate & synergise my Imperial Fists.

My army list as it stands:

Terminator Captain (HQ)

x2 Dreadnoughts

x30 Tactical Marines

x5 Terminators (w/ lightning claws)

x5 Terminators (w/ storm bolters & 1 assault cannon)

x10 Devastators

x5 Sternguard

x5 Scouts

x1 Chaplain

x3 Rhino

x1 Drop pod

My basic tactical plan (please critique) is to stick the three squads of tactical marines in the Rhinos & use them as objective grabbers/ jack of all trades. The scouts will serve a similar purpose but with a homing beacon to call the tac Termies out of deep strike reserve if the going gets tough.

The Devastators will stay back & saturate any advancing enemy with heavy fire.

The Terminator Captain will join the assault Termies and, in the company of a dreadnought armed with an assault cannon, aim to give any hoardes hell.

Sternguard (with combi weapons) w/ Chaplain in the drop pod to wade in and slap enemies around as required.

Second dreadnought (w/ melta & powerfist/ heavy bolter) to accompany any unit needing support.

I've made sure, as best I can, to mix up units with anti-infantry & anti-tank weapons choices.

How would you alter my basic tactics & what would you add to the army list? I was thinking a LS storm to deliver the scouts, and either a vindicator or some dev centurions?

Thanks.
   
Made in ca
Fighter Ace






Maybe swap out the second terminator squad for some dev cents with grav load out or a librarian conclave. You can save more points by shaving the fac squads to min with max weapon load outs. Have you checked out the imperial fist supplement or the gladius detachment? Might be worth considering.

Full disclosure, don't own any but I have been looking into them for my next army.
   
Made in us
Been Around the Block



Medford, OR

needs some anti-air, unless you're taking missile Devs w/ Flakk, which isn't really as good as some dedicated anti-air units like a Hunter or Stalker.

I personally don't like Grav Centurions, but that's primarily because I play gunline Imperial Fists and their short range isn't all that helpful in that regard. I think they could add some decent anti-heavy infantry/Monstrous Creature firepower.

Find a means to deliver the assault termies; without some storm shields they'll get shot off the board by dedicated AP 2 firepower before they can even get close to the enemy, and deep striking them stalls them for one turn while they still get shot at (speaking from personal experience; one of my early games saw my Terminators shot off the board without even so much as killing a single Tau suit). If you have the points, stick them in a Land Raider or Stormraven so they can get some protection before you prepare to charge.

From there, maybe some Librarians. You won't be able to do it in a CAD unless you drop the Captain or the Chaplain, but a Gladius or Sternhammer should give some room for a Conclave.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Marines love Drop Pods, or alternatively a host of free Rhinos.

Put the Dreads in Pods or cut them.

Consider a Skyhammer Assault. Minimum of 10 Devs and 10 Assault Marines that can charge out of Deep Strike and have Relentless to shoot their heavy weapons.

How many points are you currently at?

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in sg
Grovelin' Grot Rigger




As always, having some form of anti-air is always good. Depending on the amount of points you have already invested in your Devastators, you can change them our for either a couple of fliers of your own (Stormtalons/Stormhawks or any of the Forge-World fliers that are permitted in your local meta), or run dedicated anti-air vehicles if you're very sure that your opponents are bringing fliers.

I would say running fliers of your own is always a better option since they can shoot ground targets, while dedicated Skyfire units can't.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Skyhammer assault looks interesting considering Devs.
But Assault Marines are a mediocre cc unit. What should they engage? Guardsmen?

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

It looks like you are one fast pick away from a Gladius w/1st company TF.

Bikes are probably your strongest option there, but everything has some merit.

Once you have that slot filled, the next step is to either refine that list, or build more options.

Branching out should be just looking at the different formations and getting what you need to field them. More scouts so you can field the 10th co TF. Or just start another formation from scratch. Lots of to-taste here. The LSS for the scouts is a good idea.

IF Sternguard with bolter drill are very nice. You want more of them. And not for the suicide melta, but to bolter things.

I just packed a 1850/2k list to take down to the FLGS tomorrow. It’s obviously biased by my collection and preferences, but should make for a fun list to play. Not far off from what you have. 1st company is a bit different. (plus it’s Ultramarines)

Spoiler:

+++ New Roster (Warhammer 40,000 7th Edition v2017) (1998pts) +++
Formation: Battle Demi-Company (1205pts)

Chaplain Cassius

5 Man Devestator Squad, 4xLC

Dreadnought [MM, Powerfist w/HF], Drop Pod [Storm Bolter]

2x TML/HB Land Speeder

10 Man Tactical Squad [Rhino] GC/G, c-grav
10 Man Tactical Squad [Rhino] MM/M, c-melta
10 Man Tactical Squad [Rhino] ML/F, melta bomb

Formation: 1st Company Task Force (793pts)
9 Man Sterguard Veteran Squad: Drop Pod [Storm Bolter] HF, PFist sarge
10 Man Sterguard Veteran Squad: Drop Pod [Storm Bolter] 5xC-melta, 2xHF
5 Man Terminator Squad: AsC, 1xChainfist

For 1,850, remove melta bomb, dread. Swap Melta tac squad’s rhino for pod.

   
Made in gb
Stealthy Kroot Stalker





Se aware I don´t believe normal scouts can take the locator beacon only the bike scouts. Not 100% sure if the can take teleport homer which maybe what you are thinking. But I don´t think they can.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

rawne2510 wrote:
Se aware I don´t believe normal scouts can take the locator beacon only the bike scouts. Not 100% sure if the can take teleport homer which maybe what you are thinking. But I don´t think they can.


The scout sarge can take a teleport homer, which works for terminators.

   
 
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