Switch Theme:

Space Marine 1000 Point Tourney list - Opinions wanted  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Fresh-Faced New User




So I'm entering a local for fun tournament, and I'm running an SM list. It's a Gunline list, but I think it's good for what it's meant to do. All opinions wanted

Imperial Fists tactics

Chapter Master (225)
Terminator Armour
Primarch's Wrath
Teeth of Terra

Tact Squad (170)
5 more marines
Vet Sargent
Heavy Bolter
Flamer
Melta Bombs

Tact Squad (175)
5 more Marines
Vet Sargent
Heavy Bolter
Plasma Gun

Devastator Squad (130)
4 Missile Launchers

Devastator Squad (130)
4 Plasma Cannons

Whirlwind (70)
Storm Bolter

Dreadnaught (100)

(Changed Wargear cost)

So let me know what I could do to improve it

This message was edited 1 time. Last update was at 2014/04/30 05:16:50


 
   
Made in us
Death-Dealing Devastator




Washington

You'll want to edit out the individual points costs for the wargear upgrades since posting those are against the rules. You can list the total cost of individual squads though.

For example:

Tact Squad (175)
10 Marines
Vet Sergeant
Heavy Bolter
Plasma Gun

Anyway, it looks like a pretty solid and shooty list to me. One thing I would consider is maybe trading out the Dreadnought for an ADL with a Quad Gun so you can have something to stick your troops behind and also gun down fliers. The multi-melta could be useful for popping some armor, but I imagine at 1000 points your 4 Missile Launchers and 4 Plasma Cannons will suffice. If you're worried about losing that Melta, then maybe you could trade out your Tac Squads special weapons for some Meltaguns and if need be, combat squad them so one half can go harass some armor.

These are just my thoughts though. I'm not a very seasoned gamer and I haven't been playing 6th ed too long, but I do have a fair bit of experience with Space Marines.
   
Made in gb
Fresh-Faced New User




 Sir Bubbles wrote:
You'll want to edit out the individual points costs for the wargear upgrades since posting those are against the rules. You can list the total cost of individual squads though.

For example:

Tact Squad (175)
10 Marines
Vet Sergeant
Heavy Bolter
Plasma Gun

Anyway, it looks like a pretty solid and shooty list to me. One thing I would consider is maybe trading out the Dreadnought for an ADL with a Quad Gun so you can have something to stick your troops behind and also gun down fliers. The multi-melta could be useful for popping some armor, but I imagine at 1000 points your 4 Missile Launchers and 4 Plasma Cannons will suffice. If you're worried about losing that Melta, then maybe you could trade out your Tac Squads special weapons for some Meltaguns and if need be, combat squad them so one half can go harass some armor.

These are just my thoughts though. I'm not a very seasoned gamer and I haven't been playing 6th ed too long, but I do have a fair bit of experience with Space Marines.


I forgot to mention the other rules were no fliers and no special characters... But that's some good advice I would consider the ADL if I actually had one :/
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

While I know you said you wanted to run a gunline, you have zero mobility. I might try to fit in a unit of scouts outflanking, or in a LSS (or both) to try to grab an objective.

I’m not sure you are going to get your points worth out of your HQ. He’s a quarter of your points for a lot of CC potential that can be avoided. For a 1k list I might go with a minimal librarian or MotF, and spend the points saved to bring more guns. You should also check with the TO for his opinion on how many relics a single model can have. I’ve seen it argued that it’s one per model, so it’s worth checking. And while I am a fan of the Teeth of Terra, you might be better served with a powerfist.

What’s the dread packing? Basic MM? I might go with something with a bit more range if you are just walking him across the table. I like the AsC for that job personally. MM dreads really want to ride to battle in drop pods.

Instead of MLs and PCs for the dev squads, I might go with HBs and LCs. You don’t have much melta, so at least one of these guys needs to be able to crack open hard targets. While tank hunter might let you get by with mid range strength, sometimes you need a big gun.

What you have should do OK. I think you are a little light on AV fire, but the Devs might be up for the job as-is. But if someone puts down a LR or other AV14 threat, there is not a lot you can do to it.

   
Made in us
Irked Blood Angel Scout with Combat Knife






I suggest a lascannon in there somewhere, mayhaps replace the whirlwind with a pred with twin linked las cannon for anti-armor and heavy bolter(or flamer) for anti infantry. If you are fighting a swarm the 4 frag missiles should cover that with the plasma cannons covering heavy infantry and light AV units.

1200 pt Blood Angels
2000 pt Mech Guard/ Blood Angels combined unit 
   
Made in gb
Brigadier General





The new Sick Man of Europe

OP, are you wanting your shiny 225 point model to be easily killed with 1 guardsman's meltagun?

DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 sing your life wrote:
OP, are you wanting your shiny 225 point model to be easily killed with 1 guardsman's meltagun?


I’m assuming he’s going to be advancing up with a tac squad, so he can always LOS a stray melta hit. And while not the shield eternal, he’s got his iron halo for a 4++.

   
Made in us
Irked Blood Angel Scout with Combat Knife






 sing your life wrote:
OP, are you wanting your shiny 225 point model to be easily killed with 1 guardsman's meltagun?

Principle is denying enemy armor. The heavy bolter/flamer is for point defense.
I've ran with a full out pred destroyer against a chimelta and an exterimanator with plasma sponsons and las cannon hull and knocked 'em out at max range. As long as the meltas are pinned or prevented from engaging, the 225 pt model will knock enemy armor, alowing battlefield domanance.

1200 pt Blood Angels
2000 pt Mech Guard/ Blood Angels combined unit 
   
Made in us
Judgemental Grey Knight Justicar




Northern Texas, USA

I am not a fan of dreadnoughts just standing alone, or being dropped in alone... and for 100 points I think you may benefit more from a Thunderfire Cannon. The Techmarine can also 'bolster defenses' which may allow you to put a long-range dev squad in some nice 3+ cover depending on available terrain and placement rules.

I would keep the missile launcher devs, but would actually swap out the plasma cannon devs for a Stormtalon with skyhammer missiles. That will allow you to reach out and hit things that your immobile troops cannot.

For the Tactical Squads, I am a big fan of Rhinos to help them advance, but at a low-points game mass-bodies might be ok? Either way, I'd keep their load-out to match their purpose. One squad in a rhino with flamer + combi-flamer to advance on an objective would be nice, and you can buy the Rhino by dropping both vet. sgt. upgrades, the storm bolter on the whirlwind, and the dev squad for a talon, etc. maybe some other stuff to trim...

As for the HQ, I would suggest a Librarian with Biomancy in the advancing rhino with the flamer tac squad. I'd spend the left-over points on a land speeder storm w/heavy flamer + 5 bolter scouts (benefiting from your Chapter Tactics) for 100 points. Also, you may want to consider the supplement for Sentinels of Terra for close-range bolter drill and also the Bones of Asrak (something like that?) a relic for the librarian.

Hope that helps!

This message was edited 1 time. Last update was at 2014/04/30 16:34:07


 
   
Made in us
Death-Dealing Devastator




Sacramento, CA

AdeptusConstruct wrote:
So I'm entering a local for fun tournament, and I'm running an SM list. It's a Gunline list, but I think it's good for what it's meant to do. All opinions wanted

Imperial Fists tactics

Chapter Master (225)
Terminator Armour
Primarch's Wrath
Teeth of Terra

Tact Squad (170)
5 more marines
Vet Sargent
Heavy Bolter
Flamer
Melta Bombs

Tact Squad (175)
5 more Marines
Vet Sargent
Heavy Bolter
Plasma Gun

Devastator Squad (130)
4 Missile Launchers

Devastator Squad (130)
4 Plasma Cannons

Whirlwind (70)
Storm Bolter

Dreadnaught (100)

(Changed Wargear cost)

So let me know what I could do to improve it


I would alter your list to look more like this
+ HQ +

* Chapter Master
Artificer Armor, The Shield Eternal, Thunder Hammer


+ Troops +

* Tactical Squad
Plasma Gun, 9x Space Marine
* Space Marine Sergeant
Chainsword, Combi-weapon plasma


* Tactical Squad
Flamer, 9x Space Marine
* Space Marine Sergeant
Chainsword, bolt pistol


+ Fast Attack +

* Assault Squad
2x Flamer, 4x Space Marine
* Drop Pod
Storm Bolter
* Space Marine Sergeant
Bolt Pistol, Chainsword, Combat Shield


+ Heavy Support +

* Devastator Squad
4x Lascannon, 4x Space Marine
* Space Marine Sergeant
Bolt pistol, Chainsword


* Devastator Squad
4x Heavy Bolter, 4x Space Marine
* Space Marine Sergeant
Bolt pistol, Chainsword

* Thunderfire Cannon


So what i would do if i were you since your already decking out your CM go all the way. Artificer armour and a shield eternal so he cant die as easily. Then drop your dread in lieu of an assault squad in a drop pod to give you a first strike capability and to cover your Chapter master while he gets into CC. I took out the heavy weapons in the tac squads to make them more mobile and flexible. For your dev squads, lascannons over missiles, and heavy bolters over meltas. And finally, take the thunderfire over the whirlwind, more bang for your buck and its a smaller target.

Thats my advice

This message was edited 1 time. Last update was at 2014/04/30 17:03:26


 
   
Made in us
Irked Blood Angel Scout with Combat Knife






ghilliemarine wrote:

So what i would do if i were you since your already decking out your CM go all the way. Artificer armour and a shield eternal so he cant die as easily. Then drop your dread in lieu of an assault squad in a drop pod to give you a first strike capability and to cover your Chapter master while he gets into CC. I took out the heavy weapons in the tac squads to make them more mobile and flexible. For your dev squads, lascannons over missiles, and heavy bolters over meltas. And finally, take the thunderfire over the whirlwind, more bang for your buck and its a smaller target.

Thats my advice

I agree. Keeps mobility up without sacrificing firepower.

This message was edited 1 time. Last update was at 2014/04/30 22:19:28


1200 pt Blood Angels
2000 pt Mech Guard/ Blood Angels combined unit 
   
Made in us
Obergefreiter







I haven't been messing around with Space Marines for very long, but I would strongly consider downgrading your Chapter Master. You could field a Terminator Captain with Primarch's Wrath AND a Librarian for the same price. The Captain can stay with your shooty Tactical Squad, and the Librarian can take his Force Weapon and join your assault Tactical Squad. Or just forget the Librarian and spread those points around to make your Dreadnought Venerable with dual TL Autocannons for targeting enemy transports.


"Let's eat, Grandma".
"Let's eat Grandma".
Punctuation saves lives. 
   
 
Forum Index » 40K Army Lists
Go to: