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Made in us
Bounding Assault Marine



Providence, RI

I tried to build a viable army with as many wounds as possible. It came out an ironstorm.

80 Captain
90 Gravis Captain, the flesh is weak
85 Techmarine, target augury web
55 Techmarine
80 Intercessors
100 Heavy intecessors
75 Assault intercessors
75 Assault intercessors
70 Scout Squad
80 Incursor Squad
110 Hellblasters
110 Hellblasters
100 Aggressors
60 Invader ATV (Multimelta)
60 Invader ATV (Multimelta)
60 Invader ATV (Multimelta)
125 Storm speeder hammerstrike
125 Storm speeder hammerstrike
80 Impulsor (CP regen option)
80 Impulsor (CP regen option)
80 Impulsor (not sure)
220 Land raider

Heavy intercessors come out and take an objective, forcing an opponent to commit real force. This list has a ton of screening and skirmishing. The big damage pieces are the land raider, which can deliver aggressors but likely wants to hang back in the early turns, and the impulsors full of hellblasters. Whichever unit needs it (Land raider or impulsor) gets 5+ sustained-lethal. Then if an opponent blasts the impulsor, the hellblasters get out behind cover, hop in another repulsor the next turn, and repeat. The idea is to exchange punches until my opponent runs out of stuff to trade, and then if going first flood the objectives around turn 4 with more stuff than he can kill in a turn or two. Not sure about the aggressors, but I wanted a melee threat and they work well with the hammerstrikes.

This is 208 wounds, or about 9.6 points per wound, and made almost entirely of units that can provide reasonable damage output for their points.

Stupid or scary?

This message was edited 1 time. Last update was at 2025/11/12 17:59:39


10,000+ points
3000+ points 
   
Made in ca
Longtime Dakkanaut




Celerior wrote:
I tried to build a viable army with as many wounds as possible. It came out an ironstorm.

80 Captain
90 Gravis Captain, the flesh is weak
85 Techmarine, target augury web
55 Techmarine
80 Intercessors
100 Heavy intecessors
75 Assault intercessors
75 Assault intercessors
70 Scout Squad
80 Incursor Squad
110 Hellblasters
110 Hellblasters
100 Aggressors
60 Invader ATV (Multimelta)
60 Invader ATV (Multimelta)
60 Invader ATV (Multimelta)
125 Storm speeder hammerstrike
125 Storm speeder hammerstrike
80 Impulsor (CP regen option)
80 Impulsor (CP regen option)
80 Impulsor (not sure)
220 Land raider

Heavy intercessors come out and take an objective, forcing an opponent to commit real force. This list has a ton of screening and skirmishing. The big damage pieces are the land raider, which can deliver aggressors but likely wants to hang back in the early turns, and the impulsors full of hellblasters. Whichever unit needs it (Land raider or impulsor) gets 5+ sustained-lethal. Then if an opponent blasts the impulsor, the hellblasters get out behind cover, hop in another repulsor the next turn, and repeat. The idea is to exchange punches until my opponent runs out of stuff to trade, and then if going first flood the objectives around turn 4 with more stuff than he can kill in a turn or two. Not sure about the aggressors, but I wanted a melee threat and they work well with the hammerstrikes.

This is 208 wounds, or about 9.6 points per wound, and made almost entirely of units that can provide reasonable damage output for their points.

Stupid or scary?


It sounds like a fairly good list to me, but it doesn't appear to be completely oppressive.
   
 
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