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Made in us
Fresh-Faced New User



Oregon

Hey everyone, I'm pretty new at this and looking for some feed back on this 1000 point space marine army. Ive only bought one tactical so far but I think its nice to have a plan so I can set some money aside. I really love the idea of a large, flexible, hard to kill gun line and I defiantly want to make this army as non elite, as in no deathstars, and shooty as a space marine army can be. I'm open to absolutely anything that anyone has to say, as long as I can roll a lot of dice and not get slammed, I am happy.

HQ
Librarian, level 2
Auspex

*for support

Troops
3x 10 man tactical
plasma cannon, flamer
sarge has melta bombs and a combi flamer

*for the enemy infantry

Heavy support
Devastator squad with three lascannons

*for enemy mech and MCs

Fast attack
2x Stormtalon gunships with skyhammer missile launchers

*For enemy mech, MCs and infantry

My plan, as seen in my newby brain, is to use my footsloggers to counter what my opponent throws at me and then use my stormtalons(reserved) to concentrate fire on whatever the guys on foot are having issues with, or for clearing objectives. However, I am thinking that my cc potential is pretty low and my troop choice is slow moving for objectives. So id love some advice on how to resolve that. In addition, I have questions:

1. Is not having a sarge with a power weapon suicide?
2. What powers should I equip my librarian with for this army?
3. Are the stormtalons worth it? or should I put the points into more tactical and devastator squads. Or perhaps an assault squad, to sit back and wait for the enemy's cc units?
4. White Scars or Imperial Fists, for this army? I was thinking white scars for running away from cc, and imperial fists because well, that's a lot of bolts.

So I realize that I just posted a giant mesh of stuff, but I'm really just aiming for anything. Answer all or one, I'd just like some feedback on the stuff going through my brain. Thank you.

   
Made in au
Araqiel





Sunshine coast

While this might not cover all your needs I will anwser the best I can:

1) A Sargent with a power weapon is one of those fun things you add in last,after melta-bombs preferable because trust me you'd much rather have them and not use them then not have them but need them. And to the actual question, no it doesn't really make a difference as the seargen is not a cc machine but most likely used for extra ld etc.

2)You can't pick powers for your librarian, but generally go for divination powers and snag prescience for whatever needs it at the time and hopefully the ignores cover power

3) While I'm not sure of this, you don't seem to have any AA, I'm not sure if storm talons are any good against other planes. Consider getting AT weapons(if possible) on the storm talons to kill any hungry held rake. Otherwise consider other AA units.

4) I'm not too sure on the white scars chapter tactic, but the bolter addition may help. Iron hands could get you feel no pain on your troops and IWND on your vehicles and Hq.


Anyway good luck, have fun and welcome to dakka

3000 4500

 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

First, Welcome to Dakka!

1. I’m not a fan of gearing tactical sergeants for close combat. Against any dedicated CC unit, they are just going to get eaten, regardless of gear. A solid choice is a combi weapon matching the squads, which you have done. Admittedly, there have been times where my tactical squads get bogged down into length slap-fights with other units and I wished for a power sword. But not often enough for me to justify the points on gearing them all up.

I hand out melta bombs with spare points at the end of list building. Many tanks have AV10 on the rear, so the standard issue krack grenades work fine. They are nice to have though.

2. To be honest, I haven’t fielded my librarian since they took away our ability to choose powers with the new codex. C:SM librarians don’t have access to divination, which is widely regarded as the best choice.

3. Stormtalons make fine air cover. They are not the best flyer in the sky, but are a solid,middle of the pack. A pair of them will cover you for most games. I like the skyhammers myself, they are a nice balance between firepower and points.

4. The list you have is much more an Imperial Fist list then a White Scars. While you can run a Scars list without bikes, you’d be kinda crazy to do so. They are one of the more powerful units in our codex, and the Scars make them very nasty.

If you are planning on moving the tacs up, PCs are not the weapon for you. If you go with the Fists, the HB would be a better choice, but the others work as well. For mobility, you have two choices, drop pods or rhinos/razors. Pods are high risk/high reward. Rhinos are slower, more vulnerable to getting shot before they get the job done, but let to change your mind and keep mobility for as long as they live. Or you can go with a hybrid list and take a little of both. Different list types and play styles, both valid. Other options for getting scoring units to objectives is scouts in a land speeder storm, or taking a bike captain and 5 man bike squads.

You don’t need a CC element in your army. This edition of the rules favors shooting, so you might just be better of focusing on atomizing everything before it gets to you. It can be fun to have some choppy death in your army though. I’d keep it small if you want one. A jump pack chaplain leading a small squad of assault marines can be an effective countercharge or backfield harassment unit.

If you are just getting into the game, I’d look into learning to magnetize. It’s much easier to do at the start, rather then retrofitting stuff later. And is a good way to stretch your hobby dollar and give you a lot of flexibility in list building.

   
Made in us
Fresh-Faced New User



Oregon

Thank you for your advice! I'd love any additional feed back.
   
Made in ca
Secretive Dark Angels Veteran




Canada

swap the auspex for infravision. add him to the devestators. if your lucky you get ignores cover as your second power. now they are immune to night fighting, their twin linked, and potentially ignores cover as well. thats a nasty ass combo and you spent nothing to get it

your tactical marines are very schizo. you have a short range flamer with a long ranged plasma cannon. thats so positively screwy. for the price of a flamer and combi flamer id get instead a plasma gun on each team and have that be that.

that should free up 15 points collectively.

as an alternative build, take out one tactical team, strip off the melta bombs and sub in two scout teams. one with all sniper rifles and cloaks (6x1 = 82) and then another team with a h. bolter and bolters (68pts). this frees up a few points for upgrades that would be more meaningful.
this would give you four scoring units and more long range presence. if you play it as an imperial fists are you get all that extra dakka.



Automatically Appended Next Post:
 Nevelon wrote:
First, Welcome to Dakka!

1. I’m not a fan of gearing tactical sergeants for close combat. Against any dedicated CC unit, they are just going to get eaten, regardless of gear. A solid choice is a combi weapon matching the squads, which you have done. Admittedly, there have been times where my tactical squads get bogged down into length slap-fights with other units and I wished for a power sword. But not often enough for me to justify the points on gearing them all up.

I hand out melta bombs with spare points at the end of list building. Many tanks have AV10 on the rear, so the standard issue krack grenades work fine. They are nice to have though.

2. To be honest, I haven’t fielded my librarian since they took away our ability to choose powers with the new codex. C:SM librarians don’t have access to divination, which is widely regarded as the best choice.

3. Stormtalons make fine air cover. They are not the best flyer in the sky, but are a solid,middle of the pack. A pair of them will cover you for most games. I like the skyhammers myself, they are a nice balance between firepower and points.

4. The list you have is much more an Imperial Fist list then a White Scars. While you can run a Scars list without bikes, you’d be kinda crazy to do so. They are one of the more powerful units in our codex, and the Scars make them very nasty.

If you are planning on moving the tacs up, PCs are not the weapon for you. If you go with the Fists, the HB would be a better choice, but the others work as well. For mobility, you have two choices, drop pods or rhinos/razors. Pods are high risk/high reward. Rhinos are slower, more vulnerable to getting shot before they get the job done, but let to change your mind and keep mobility for as long as they live. Or you can go with a hybrid list and take a little of both. Different list types and play styles, both valid. Other options for getting scoring units to objectives is scouts in a land speeder storm, or taking a bike captain and 5 man bike squads.

You don’t need a CC element in your army. This edition of the rules favors shooting, so you might just be better of focusing on atomizing everything before it gets to you. It can be fun to have some choppy death in your army though. I’d keep it small if you want one. A jump pack chaplain leading a small squad of assault marines can be an effective countercharge or backfield harassment unit.

If you are just getting into the game, I’d look into learning to magnetize. It’s much easier to do at the start, rather then retrofitting stuff later. And is a good way to stretch your hobby dollar and give you a lot of flexibility in list building.
if you play da's ezekiel gets mind wurm as one spell and he gets to pick two more (must be from the same list). However this comes at the cost of throwing away your warlord trait

This message was edited 1 time. Last update was at 2014/04/08 13:30:12


DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
 
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