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1750pt Space Marine: Drop pods and Pedro Kantor  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in it
Adolescent Youth with Potential




Hello Dakka, first the list, then the comments


Pedro Kantor (175pt)


10 Tactical Squad (205pt)
Flamer
Missile launcher
Drop pod

10 Tactical squad (210pt)
Flamer
Plascannon
Rhino


10 Sternguard veterans (315pt)
4 Combimelta
2 Meltagun
Drop pod

10 Stenguard veterans (325pt)
4 combiplasma
2 plasmagun
Drop pod


2 Land speeder (160pt)
2 double multimelta


1 Thunderfire cannon (100pt)

10 Devastator squad (260pt)
2 Missile launcher
1 plascannon
1 lascannon


The tactic is surely not innovative and there's not much to explain, but i love how it's played!

Some comment about the choices:
I hate (a little) Pedro for the loss of Combat Tactics, but having all this people scoring is so good.
I'm dubious about the Rhino, that might be a little useless, but can protect the squad that surely stands behind.
The balance of the sternguard's combiweapons might change.
Nothing to say about the melta land speeders, they do their work pretty well.
TFC cannon is lovely, i'd play two of them, but it's asyngergic with the tactica.
Devastators are to be tested, i'd like to remain almost only infantry, but if it means a loss of efficacy i'd surely swap them for other things. With that equip i think they can face a good variety of threats.

After this little comments i'll add that in our tournaments fortifications are banned, that means that my tactica against flyers is manuveur around them or ignore them. I've tested the Dreddy and i don't like it :(

The word is yours now, cheers
   
Made in us
Crushing Black Templar Crusader Pilot






Good shootty list, but 0 counter-assault units, a dedicated CC unit will chew through your marines easily.

A 5-man squad of assault-termies with TH/SS joining Pedro is very brutal and will add that assault element you're lacking.

As far as the rhino is concerned I would keep it: move 18" turn 1, pop smoke, move 6" turn 2, drop off half the squad on an objective, and keep moving with the rest of the squad inside to support forward elements.

Hope this helps.
   
Made in it
Adolescent Youth with Potential




 phoenix darkus wrote:
Good shooty list, but 0 counter-assault units, a dedicated CC unit will chew through your marines easily.

A 5-man squad of assault-termies with TH/SS joining Pedro is very brutal and will add that assault element you're lacking.




Thanks for the reply, that's an interesting idea! It's pretty expensive, but i'll test it somehow. In a 2000pt match might be an easy include.
The main problem is that i roll an insane quantity of 1s, so i fear they might be a waste of points! lol :S

This message was edited 1 time. Last update was at 2012/12/24 14:51:30


 
   
Made in us
Secretive Dark Angels Veteran






How about flyer/anti flyer?

I would drop the tact with the plasma (as you cant move and shot it cause it can not snapfire) and it makes the flamer alittle less useful

I would add sniper scouts and maybe an aline for some anti air. You can use the sniper rules to help since you have no counter assualt units (i.e. you can shoot their power weapon guys from the units etc)

Also you can fire a missile and/or quad gun to help destroy transports and enemy flyers.


Automatically Appended Next Post:
Also why devastators? Especially a 10 man...

They are alittle over priced at what they do and the rest of the 10 man unit is sorta useless. Basically 75 points of models that dont get to do anything but be extra wounds.

I would drop them and add a second thunderfire.

If you want heavy weapons I would take 5 man stern guard with 2 lascannons (yes they can take 2 of them and in 5 man units!)

They are scoring an still pretty efficient.

This message was edited 1 time. Last update was at 2012/12/24 14:50:56


~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech 
   
Made in fi
Warp-Screaming Noise Marine






At the moment its just poor tournament organisation to ban forts and allow flyers IMO. ofc pretty much all armies can take IG as allies and take a vendetta squadron ofc. But still banning forts will boost flyer spam too much.

White Scars Space marines
Daemons 
   
Made in it
Adolescent Youth with Potential




 Icelord wrote:
How about flyer/anti flyer?

I would drop the tact with the plasma (as you cant move and shot it cause it can not snapfire) and it makes the flamer alittle less useful

I would add sniper scouts and maybe an aline for some anti air. You can use the sniper rules to help since you have no counter assualt units (i.e. you can shoot their power weapon guys from the units etc)

Also you can fire a missile and/or quad gun to help destroy transports and enemy flyers.

Also why devastators? Especially a 10 man...

They are alittle over priced at what they do and the rest of the 10 man unit is sorta useless. Basically 75 points of models that dont get to do anything but be extra wounds.

I would drop them and add a second thunderfire.

If you want heavy weapons I would take 5 man stern guard with 2 lascannons (yes they can take 2 of them and in 5 man units!)

They are scoring an still pretty efficient.


The problem with flyers is that i can't use fortifications, they are banned in my local shop.

I never tested scouts, they have interesting abilities, but their BS3 scares me, how many of them are usually fielded?
They are also synergic with the TFC (bolster defences)

I agree with your idea about sternguard being more efficient than devs, thanks!

This message was edited 1 time. Last update was at 2012/12/24 15:08:58


 
   
Made in it
Adolescent Youth with Potential




What about something like this?

Pedro Kantor 175

10 Tactical Squad 205
Flamer
Missile launcher
Drop pod

10 Sniper Scouts 200
Sgt. Telion
Heavy bolter/Missile launcher


10 Sternguard veterans 320
5 Combimelta
2 Meltagun
Drop pod

10 Stenguard veterans 330
5 Combiplasma
2 Plasmagun
Drop pod

5 Sternguard veterans 140
1 Missile launcher
1 Plascannon


2 Land speeder 160
2 double multimelta

2 Land speeder 120
2 Double heavy bolter


1 Thunderfire cannon 100


With "bolster defences" and "stealth" the scouts have a 2+ cover save in a ruin within my deplyment zone, but in this case i don't get the advantages of "Infiltrate", should i give them their camo cloacks? Maybe only five and combat squad them?
I also added the HB Land speeder for 12 shots S5 VP4 seems good in most cases

Here i think i can cut some scout or combiweapon if necessary
   
Made in us
Fresh-Faced New User




NH

You seem to be heading in a fairly concrete direction, but I'll add my own two cents. If you give the Thunderfire Cannon a Drop Pod, then you can deep strike the two Sternguard units in first turn. Hope your anti-armor does its job, then shoot the sh*t out of said high priority unit.
   
 
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