Switch Theme:

[750] - Space Marines (8th edition) - Beginner Army  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Fresh-Faced New User




Hi Folks,

Just got into 40k after not having played since 4th edition! A local hobby store will be running an escalation campaign 3 weeks after 8th officially releases, starting at 750 then working up to 2000 points. Since I haven't played in a long time, I thought I would get some feedback on my list

After looking over the 8th stuff, I realised vehicles have changed, a lot! No more one shot death, which is nice! I decided to build Storm Wardens as I like their fluff, and the colour scheme is one I have never used. Trying to build a slightly fluffy list I made the followig build

Storm Wardens Third Company Advanced Guard - 750pts

H.Q.

Captain Jimmy Broadfoot - 78pts
Captain
-Power Sword
-Bolt pistol

Elites

Ancient Brother William McNeil - 136
Dreadnought
Twin Autocannon
Twin Autocannon

Troops
Tactical Squad III 'Fen Guard'- 168
10 Marines
Missile Launcher
Plasmagun

Tactical Squad IV 'Moor Guard'- 168
10 Marines
Missile Launcher
Plasmagun

Transports
Ionróir - 100 (Invader is the gaelic translation)
Razorback
Twin Assault Cannon

Tuar - 100 (harbinger is the gaelic translation)
Razorback
Twin Assault Cannon

In a turn of shooting this can put out

24 Str 6, -1AP shots
8 Str 7, -1AP 2 Damage shots

16 Bolter rounds, 2 missiles and 2 palsmashots

The plan will be to combat squad the tacticals, putting 5 with plasma in each razorback (and a captain in one) to push forward while the Rifleman dread and Missile Tacticasl sit back trying to focus down transports. Razorbacks will just pepper rounds where they need. Even with only Str 6, 24 rounds should do a lot vs other transports at this level...I hope

I would love some feedback though!!
   
Made in us
Longtime Dakkanaut





Arashen, Segmentum Pacificus

Looks pragmatic and efficient. I like the assault cannons especially.

I saw with eyes then young, and this is my testament.
 
   
Made in gb
Neophyte Undergoing Surgeries




United Kingdom

Hey there

I am also getting back into the hobby. What a great time for it!

I drafted a 1000 point almost identical to yours and after a couple of test games here are my thoughts:
- Razorbacks w/ twin assault cannons are pretty amazing! Especially when positioned within the 6" Rites of Battle bubble from the Captain. The only issue is range, as first turn you are most likely beyond 24" unless you move the tank, which reduces BS.
- Captain's (I ran Vulkan because i play salamanders) stand out feature was Rites of Battle. I made sure most of my units where within 6" to get the rerolls (I'm pretty sure it applies to himself as well but don't quote me on this . He's not bad in combat as well.

In my list i ran 5 sniper scouts to snipe buffing characters like commissars and painboyz. First game they did diddly squat but second game took out an ork painboy first turn.

My suggestions:
I find Tacticals to be a bit lacklustre so i would swap out the 10 man squads for 5 man combat squads. load out with plasma gun, combi-plasma, chainsword (may just bring it over 750 points). I would definitely consider not embarking based on the scenario to increase ranged firepower and benefit from the Captain.
Use the points gained for a 5 man devastator squad w/ 4x missile launchers and armourium cherub giving versatile anti-tank and horde control. these guys can be vulnerable to deep striking and outflanking units.
Dreadnought looks solid, venerable upgrade looks good points permitting

All in all very solid list you posted, let me know how it fares!
   
Made in gb
Member of a Lodge? I Can't Say



UK

If you can find the points for another cheap troop choice you can get another 3 command points for re-rolls and going first in combat and stuff.

Maybe if like what ghost689 said, you loose a few marines and squeeze in a scout squad or something.


"That's how a Luna Wolf fights."
"If you can't keep up, go and join the Death Guard"
"It had often been said that Space Marines knew no fear, but when Angron charged, he ran" 
   
Made in au
Fresh-Faced New User




How does this look?

H.Q.
Captain Jimmy Broadfoot - 79pts
Captain
Power Axe
Bolt pistol

Elites
Ancient Brother William McNeil - 136pts
Dreadnought
Twin Autocannon
Twin Autocannon

Troops
Tactical Squad III 'Fen Guard' - 90pts
5 Marines
Missile Launcher

Tactical Squad IV 'Moor Guard' 90pts
5 Marines
Missile Launcher

Scout Squad I 'Young Blood" 75pts
5 Scouts
4 Sniper Rifles

Scout Squad VII 'Autumn Blood' 80pts
5 Scouts
5 Sniper Rifles

Transports
Ionróir - 100 (Invader)
Razorback
Twin Assault Cannon

Tuar - 100 (harbinger)
Razorback
Twin Assault Cannon
   
Made in gb
Neophyte Undergoing Surgeries




United Kingdom

Yeah looks good.

May not need two squads of scouts but play it and see, it could work really well
   
 
Forum Index » 40K Army Lists
Go to: