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Made in us
Fresh-Faced New User




Hey guys, I've tried to make a list for a quick 1k points army of space marines. I considered iron hands since many of my friends played tau and I needed survivability, but I figured that I might be able to outshoot them via the use of our glorious cheese colored cheese marines. My opponents use a lot of infantry, with XV88 Broadsides being an average appearance on the field. In large combined games, the largest opponent I often find are a carnifex and KV128 stormsurge, which is what motivated me to bring grav guns. Heavy infantry like Crisis suits, or similar medium range vehicles are often left on the sideline.

Sternguard and Tac squads were given grav-guns in hopes of them being able to deal with any of the heavily armored threats I would run into, and give versatility of the list, not making me worry about making changes based on what I'm fighting. Heavy and special units were also given grav guns, as I seem to encounter lots of 2+ and 3+ armor saves.

I'm a big fan of infantry armies, and I have considered deepstriking units like terminators before, but couldn't find space for them in a 1k point list. In total, the current list is exactly 1k, if there are any obvious upgrades I missed that wouldn't have a real downside, just slide it into the comments. Please let me know what you guys would change or think would be some easy ways to expand this list into higher point values, thanks.

Special thanks to Nevelon for helping refine and the list and clarify a few misunderstood rules.


[b]EDITED LIST


HQ: (190)
Terminator Captain w/ Cataphractii Armor
Relics- The Primarch's Wrath + The Shield Eternal


Elites: (410)
2x Identical Sternguard Veterans

5x Combi-Grav
1x Rhino w/ Dozer + Pintle Storm Bolter


Troops: (400)
2x Identical tac squads (200) each

7x Bolters
1x Grav Cannon
1x Grav Gun
1x Combi-Grav on Sergeant


Expanded list added in attatchment
 Filename Spess List Edited.html [Disk] Download
 Description
 File size 74 Kbytes

This message was edited 1 time. Last update was at 2017/03/21 02:36:49


 
   
Made in us
Ultramarine Chaplain with Hate to Spare





Upstate, New York

First, welcome to Dakka.

Unfortunately, when things talk about attacks, they are generally referring to close combat attacks, not shooting ones. So Kantor and the banner will turn a choppy squad into a lethal little blender, but does nothing for shooting. Sorry.

Storm bolters are generally not worth the points. They are only marginally better then a regular bolter you can get for free. In general, command squads are good for spamming special weapons, and work best on bikes, or in a pod. Footslogging is not the best idea most of the time. It leaves you out in the open, vulnerable to fire, until you get where you need to be. You can run a CC command squad, but you should look at vanguard vets a/o honor guard as alternatives (there are pros/cons to each)

One thing that makes sternguard one of our better units is the special ammo. Which you can only use with a basic (or combi) bolter. So think hard before taking it away from them. IMHO the only thing worth that is a HF, as it does well in most of the situations where the ammo also works. If you are going to footslog, keep them light on gear. They are expensive as it is, and more gear will just make it harder for them to get their points back. For the sarge, I’d want to keep his bolter as well. If you do want to give him a CC toy, I’d go with a lightning claw or a power fist. Not a big fan of the special pistols, bit overpriced. If you do want to take a grav pistol, pair it with an axe. They have some nice synergy together. Not that mauls are bad.

Tac squads are not bad. I’d prefer to see them full grav, with a cannon instead of the missile launcher.

As I said earlier, footslogging is a rough path to tread. There is a lot of firepower out there, so getting in range to shoot before getting killed can be tough. Rhinos/pods are your friend. If you do play on terrain heavy tables, put some dozer blades on the rhinos and plow forward.

If you want to avoid vehicles altogether, I’d invest in some scouts. They have some mobility/deployment options that will let them get to grips with the enemy quicker. Hopefully they can distract your foe long enough for the main body of your army to get into range. I might also look into dev squads and TFCs. Some long range firepower will help your list.

Might be worth picking up some fortifications as well. They can shield your gunline, and you can get an escape hatch to slingshot your units down the field.


Ultramarines, 3rd Co. and friends, 10K+ Slowly growing 2Kish
Nevelon's Workbench: Ultramarines, Saim-Hann and other assorted oddities
 
   
Made in us
Fresh-Faced New User




Thanks Nevelon, you're right about the attacks, I was slightly suspicious myself since I hadn't seen anyone else take Pedro when making a shooty army.

I've decided to replace Pedro for the time being with a Terminator Captain, replacing the command squad with another group of sternguards, and giving the sternguards all Combi-Gravs. The freed up points from no longer having a command squad allows for two rhinos that have dozers and the extra storm bolter to get to exactly 1k points. I've also replaced each missile in the tac squad to have Grav-cannons instead.
   
 
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