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Made in us
Been Around the Block





Marneus Calgar

9 Tactical Squad, Bolt Pistol x9, Boltgun x7, Grav-gun, Multi-melta
1 Veteran Sergeant, Bolt Pistol, Melta Bombs, Chainsword
1 Rhino

9 Tactical Squad,Bolt Pistol x9, Boltgun x7, Grav-gun, Multi-melta
1 Veteran Sergeant, Bolt Pistol, Melta Bombs, Chainsword
1 Rhino

9 Tactical Squad, Bolt Pistol x9, Boltgun x7, Grav-gun, Multi-melta
1 Veteran Sergeant, Bolt Pistol, Chainsword
1 Rhino

4 Tactical Squad, Bolt Pistol x4, Boltgun x3, Missile Launcher
1 Sergeant, Bolt Pistol, Chainsword
1 Rhino

9 Terminator Assault Squad, Thunder Hammer & Storm Shield x9
1 Terminator Sergeant, Thunder Hammer & Storm Shield

4 Devastator Squad, Missile Launcher x4, Flakk Missiles x4
1 Sergeant

4 Devastator Squad, Missile Launcher x4, Flakk Missiles x4
1 Sergeant

4 Devastator Squad, Missile Launcher x4, Flakk Missiles x4
1 Sergeant


My idea is to push the three full tac squads forward and the 5 man tac squad to sit on the home field objective. The terminators and Marneus can shield the rhinos or deep strike as needed. The devs will sit back and spam missiles. Not a very exciting list,but the goal is to maximize the SM chapter tactics. Thoughts?

Thanks

   
Made in gb
Boosting Space Marine Biker





Stoke on trent

Looks alright although there is no heavy hitting units

Tactical marines really arnt hard to kill and the same goes for the rhinos

And the devastators should be replaced with something better suited to deal with flyers (flakk is useless) and armour
   
Made in gb
Lone Wolf Sentinel Pilot





UK

Chadius wrote:

Marneus Calgar

9 Tactical Squad, Bolt Pistol x9, Boltgun x7, Grav-gun, Multi-melta
1 Veteran Sergeant, Bolt Pistol, Melta Bombs, Chainsword
1 Rhino

9 Tactical Squad,Bolt Pistol x9, Boltgun x7, Grav-gun, Multi-melta
1 Veteran Sergeant, Bolt Pistol, Melta Bombs, Chainsword
1 Rhino

9 Tactical Squad, Bolt Pistol x9, Boltgun x7, Grav-gun, Multi-melta
1 Veteran Sergeant, Bolt Pistol, Chainsword
1 Rhino

Swap the Gravs out for plasmas because you'll be moving most of the time, and give the Sergeants combi-weapons after scrapping the Vet Sarge upgrades and BP/CCW.

4 Tactical Squad, Bolt Pistol x4, Boltgun x3, Missile Launcher
1 Sergeant, Bolt Pistol, Chainsword
1 Rhino

Replace the ML with a special weapon and give the Sergeant a combi-weapon.

9 Terminator Assault Squad, Thunder Hammer & Storm Shield x9
1 Terminator Sergeant, Thunder Hammer & Storm Shield

Meh. If they work you'll be in a good position but if they flop you'll have lost the game then and there because this unit takes up more than a quarter of your points with Calgar.

4 Devastator Squad, Missile Launcher x4, Flakk Missiles x4
1 Sergeant

4 Devastator Squad, Missile Launcher x4, Flakk Missiles x4
1 Sergeant

4 Devastator Squad, Missile Launcher x4, Flakk Missiles x4
1 Sergeant

Missile Launcher Devs suck. They're completely ineffective against the common Riptide, light vehicles are rarer, with the 6th Ed damage chart you're practically forced to kill vehicles by shaving off hull points which ML Devs suck at. Find 90 points and upgrade all 3 to Storm Ravens with TL AC's and TL MM's, then you have decent AA, good threats, and you can actually tackle Riptides.

My idea is to push the three full tac squads forward and the 5 man tac squad to sit on the home field objective. The terminators and Marneus can shield the rhinos or deep strike as needed. The devs will sit back and spam missiles. Not a very exciting list,but the goal is to maximize the SM chapter tactics. Thoughts?

Thanks



The problem is you're trying to make the most of the doctrines while making the misconception that because of the doctrines you need to spam Tactical and Devastator Squads. They're worth taking but definitely not worth spamming.

I would not run Mech Marines with the Ultras unless its just 2 minimalist squads standing back ready to take objectives in their boxes. Drop pods and Storm Raven insertions work far better with the Tactical doctrine as you reach the objectives far faster, safer and within the double tap sweet spot easier.

The Devastator Doctrine isn't good enough to justify spamming Devs. Relentless is good for two things ; repositioning for a better shot (which is probably not going to work if you're moving through cover coupled with the rarity of need) and moving onto the board against an alpha strike. Your Dev squads aren't going to get much use out of either unless they come up against a Helldrake with the latter, in which case their puny salvo of fire might actually come off.

There is no point in trying to stretch the uses of the Combat Doctrines if the rest of your list has to suffer and the backbone of it is broken as a direct result.

This message was edited 1 time. Last update was at 2013/11/02 13:45:49


 
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




Completely agree with the above post.
I see Chapter tactics as extra bonus rules and abilities, not something that should define your armies neither should you build them around it.
Before the new codex dropped, i run a gunline list with many vehicles behind a defence line. My reaction when i read the new codex:
Awesome, my list works as before, only now i have a 6+ FNP save and It will not Die on my vehicles!!!
   
 
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