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Made in us
Agile Revenant Titan






Austin, Texas.

red scorpions

HQ
-Chapter master on bike, artificer armor, shield eternal, power fist 250
-captain on bike with artificer armor, storm shield, power fist 170
-captain with artificer armor, storm shield 125
-Severin Loth 175
-Command squad #1 all on bikes, x4 grav guns, apothecary 195 (chapter master with shield eternal here)
-Command squad #1 all on bikes, x4 grav guns, apothecary 195 (Captain on bike goes here)

Troop
-5 scouts 55
-5 scouts 55
-5 scouts 55
-5 scouts 55

Heavy support
-3 centurions, grav cannons 250 (captain on foot goes here)
-3 centurions, grav cannons, omni scope on seagent 260 (severin Loth goes here)

2 command squads push foward, Loths centurions teleport, other centurions push up field.
Scouts reserve or outflank for late game objective grabbing.
Not the best scoring, but I think the damage output from everything else makes up for that.

This message was edited 1 time. Last update was at 2014/08/05 16:57:22


I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Texas

Do you need a power fist on the captain and chapter master? The grav guns will take care of any tanks...and big units. That's 50 points you could spend on something.

This message was edited 1 time. Last update was at 2014/08/05 18:19:15


4000+ Points
Tau: 1500ish



[GENERATION 14: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Gnawing Giant Rat




Utah

I think the list is very tailored to fighting MEQ where it will do very well, but will almost auto lose against something like green tide, guard blob and will have a very hard time with being outmaneuvered and outgunned by eldar and tau.

Other than the bikes the army moves very slowly and will have trouble securing objectives from many opponents.

It would be a fun army to play though.
   
Made in us
Fresh-Faced New User





 ninjafiredragon wrote:
red scorpions

HQ
-Chapter master on bike, artificer armor, shield eternal, power fist 250
-captain on bike with artificer armor, storm shield, power fist 170
-captain with artificer armor, storm shield 125
-Severin Loth 175
-Command squad #1 all on bikes, x4 grav guns, apothecary 195 (chapter master with shield eternal here)
-Command squad #1 all on bikes, x4 grav guns, apothecary 195 (Captain on bike goes here)

Troop
-5 scouts 55
-5 scouts 55
-5 scouts 55
-5 scouts 55

Heavy support
-3 centurions, grav cannons 250 (captain on foot goes here)
-3 centurions, grav cannons, omni scope on seagent 260 (severin Loth goes here)

2 command squads push foward, Loths centurions teleport, other centurions push up field.
Scouts reserve or outflank for late game objective grabbing.
Not the best scoring, but I think the damage output from everything else makes up for that.


If your using the SM Codex your math is wrong. The Chapter Master is 245pts and your command squads are 210 pts each.
   
Made in us
Dakka Veteran




I've never seen someone take only scouts for troops. I think you need more durable objective secured units.
   
Made in us
Fresh-Faced New User





 Random Dude wrote:
I've never seen someone take only scouts for troops. I think you need more durable objective secured units.


Ya i agree. Maybe a better way would to be drop one group of Centurions and stick your Scouts in Land Speeder Storms.
   
Made in us
Agile Revenant Titan






Austin, Texas.

 Teuful0861 wrote:
 ninjafiredragon wrote:
red scorpions

HQ
-Chapter master on bike, artificer armor, shield eternal, power fist 250
-captain on bike with artificer armor, storm shield, power fist 170
-captain with artificer armor, storm shield 125
-Severin Loth 175
-Command squad #1 all on bikes, x4 grav guns, apothecary 195 (chapter master with shield eternal here)
-Command squad #1 all on bikes, x4 grav guns, apothecary 195 (Captain on bike goes here)

Troop
-5 scouts 55
-5 scouts 55
-5 scouts 55
-5 scouts 55

Heavy support
-3 centurions, grav cannons 250 (captain on foot goes here)
-3 centurions, grav cannons, omni scope on seagent 260 (severin Loth goes here)

2 command squads push foward, Loths centurions teleport, other centurions push up field.
Scouts reserve or outflank for late game objective grabbing.
Not the best scoring, but I think the damage output from everything else makes up for that.


If your using the SM Codex your math is wrong. The Chapter Master is 245pts and your command squads are 210 pts each.


Not surprised, built the list with points out of memory.

The only unit that isnt fast is the one squad of centurions, the other can/will have levitation.
The scouts are really just there so I can take everything else. Im considering running unbound, but Im not sure. I dont really want to make the scouts better, there like I said only there for scoring objectives and nothing else. I agree vs green tide and nids and IG blobs it fails.
Thanks for the thoughts everyone.

I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. 
   
Made in us
Bounding Assault Marine



Providence, RI

Small scale notes:

I'd replace one of the command squads with a regular bike squad (4 men), with just 2 grav guns. That will save you 81 points, and let you take one less scout squad. Bike squads are troops, since you have put the appropriate HQ on bikes.

Large scale notes:

You're taking Red Scorpions purely for Severin Loth, when you should be looking for more ways to milk advantage out of your chapter. Look at it this way: Loth costs you 175 points PLUS chapter tactics. If you take something like Ravenguard or White Scars you could outflank or scout your centurion squads ***IF you attach a non-bulky character***, which is less risky than deep strike, and probably worth a good fraction of that 175 points you'd be saving.

Also, you're assuming that you'll be playing eternal war missions rather than maelstrom of war missions.

10,000+ points
3000+ points 
   
 
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