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Made in us
Psychic Prisoner aboard a Black Ship



United States

We are starting an escalation league at 250pts. I have to have one list for 3 games. Winning sets me up with bonuses in later rounds. Missions are not known yet. I'm considering...

Imperial Fists

SM Captain with Burning Blade or Eye of Hypnoth. Hand of Dorn trait.
5 Vet Intercessors with Fist on Sgt
3 Eliminators with Bolt Snipers.

I'm entirely flexible on everything. I suspect Ad Mech and Guard players will be running battalions or min a patrol to bring something nasty.

This message was edited 1 time. Last update was at 2020/01/29 15:44:05


 
   
Made in gb
Storm Trooper with Maglight





Leicester

Do you have a larger existing collection?

I ask because your list looks decent... except you mentioned Guard and Ad Mech in your local meta... a meta in which this list suffers.

To play space marines in low, low-ass point games at the beginning of escalation leagues, you really have to play into their strengths.

Their Main strengths in low point games, in my experience are:

-Bolter Discipline
&
-Shock Assault
and a just a hint of
-Chapter Gimmicks

Now full disclosure, if you're new to the game please don't instantly invest hobby budget on the units I mention, for their efficiency will drop in larger games, but in such a low point fight I would run something attune to:

Patrol -Imperial Fists-

HQ
Lieutenant, Chainsword & Bolt Pistol. Teeth of Terra Chainsword. Warlord trait: Hand of Dorn

TROOPS
7-Man Scout Squad, w Heavy Bolter

ELITES
Dreadnought w Combat Weapon (storm bolter) & Twin-Autocannon.
-------------------------------------------------------------------------

And here's why...

You have but 3 precious command points playing a patrol detachment, so many of the force multiplying stratagems that space marines rely upon to perform successfully, are simply not going to be viable. The greatest force multipliers you have available affect your Boltguns, and infantry models in the assault phase.

hence, the scout squad. Do you need ap-1 if you know your targets are gonna be wearing flak armour? probably not. We see many competitive marine lists using their aura abilities to perform efficiently, so I've designed this suggestion around that strength.

Though Intercessors are tougher, their 5 rifles simply don't kick out as many shots as a bigger unit of infantry, and the heavy bolter gives you access to the Hellfire shell stratagem, a very affordable 1CP to inflict D3 Mortal wounds -Excellent anti-tank in a pinch, especially if facing a sneaky vehicle.

Speaking of dealing with light to armoured vehicles, the tw. in auto cannon dreadnought might seem an odd choice. but rest assured, a plan is afoot. By Spending 1 CP a turn you can give the dreadnought (on his big ass 25mm base) a Captain's Re-roll 1's aura, which pairs nicely with the Lieutenants re-roll 1's to wound.

More Shots, More Re-Rolls, More Force, Multiplied.

A suggestion of Flavour in the loadout on the lieutenant, with the teeth of terra he is actually quite killy for his points, especially when the factor in the targets likely to present themselves against opposing forces of light infantry. a nice horde-assault deterrant.

speaking of assault deterants… That daemon prince the guy with 10 cultists and a kitted out Daemon monstrosity Brought will think twice about attacking your firebase when the well screened Dreadnought is gonna counter-punch his lights out... especially when you remind your opponent casually that you benefit from re-rolls of 1 to both hit and wound... of course you'll be wounding on 2's anyway at your titan demolishing strength 12....

jesting aside; you're worried about people dropping a russ on your ass game 1? -don't present him with targets, pack anti-tank. you can mortal wound it, pepper it with autocannon fire, and worst case scenario, you can ram you iconic "Fist" through his tanks armoured hull

hope this helps you our dawg, just my suggestion



   
Made in us
Longtime Dakkanaut





Second possible suggestion .. the indirect fire and scouts approch.

1 tech marine (grants a +1 to every mech in 6 inch)
1 whirlwind (an easy convert from a rhino) or 1 thunderfire xcannon (comes with its own tech marine as well!)
2 scout 5 man squads.

With really accuratge shooting, thunderfire or wyvern can do pretty well against even gaurd indirect fire, adn 10 scouts puts out a decent boltering, and has a bit of better board control than just 1 unit might.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
 
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