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Made in us
Dakka Veteran




So I am trying to develop a good TAC list. Would likely run as imperial fists. Not sure what psychic powers if I keep the librarian. The stern might be over kill for an alpha strike? Criticism highly welcome.

Hq
Librarian, terminator armor, storm shield, level 2-125

Elites
5 sternguard, 1 meltaguns, 4 combimelta drop pod
Sarge power fist -252

5 sternguard, meltagun, 4 combi melta drop pod
Sarg-combi melta

Troops

Scouts
6 with sniper rifle, 1 missle launcher, camo clocks
Sarge-sniper rifle-112

Tactical squad alpha-210
9- plasma cannon, plasma gun, rhino
Sarge-meltabomb

Tactical squad bravo-215
9- multimelta,melta gun rhino
Sarge-power axe, melta bombs

Tactical squad Charlie-215
9-missle launcher flamer rhino
Sarge-power weapon, melta bombs

Fast attack
Storm talon with typhoon missle-145
Storm talon with sky hammer-125

Devestators squad(6)-213
4 lascannons, rhino
Sarge-Bolter

This message was edited 4 times. Last update was at 2015/02/20 21:58:15


 
   
Made in gb
Shas'la with Pulse Carbine





Not really an authority on marines but just at a quick glance the multi meltas in the stern guard as kinda useless as you'll be snap firing them (heavy weapons) take normal melta guns instead and use the free points somewhere else
   
Made in us
Dakka Veteran




Good call. My mistake.
   
Made in us
Frightening Flamer of Tzeentch




PNW

The Terminator Armour looks out of place without a Terminator retinue to join and utilize (Relentless, Deep Strike, etc), especially with a Storm Shield that confers the Inv. Save to use for Perils.

Your Sternguard will be deadly, but also expensive that won't likely make their points back unless you combat squad them and take out two Land Raider equivalents (Riptide, Wrathknight, etc) so you need to ensure they earn First Blood. I would suggest upgrading the Drop pod with a Deathwind to harass squishier, and potential retaliatory units to the Sternguard.

The second Scout squad doesn't appear to offer much other than an MC hunter that would work well with Sniper Scouts. With a close combat configurarion and no LS Storm, they're often going to be ignored or quickly eliminated as chaff.

I would drop the Plasma pistol and/or Power sword from the Tactical squad sgt. as you already have two models that risk Gets Hot and your sgt with a Power sword can be eliminated before he gets in range to shoot or a combat to fight. If you plan on Combat Squads, take Melta bombs to allow him to rush forward and kill a tank or a nearby unit while the shootier half provides lethal support.

I'm not sure what the Devastator squad Rhino is providing to a small unit that will likely hold a backfield position. Possibly take a Razorback instead.




 
   
Made in us
Dakka Veteran




Good call on the stern. I'd have buy another pod but could combat them and put Libby with them? The rhino on the devs is to get them into position then either contest objectives/draw fire or pick up a combat squad to move down the field. Not sure how that would work but sounds good in theory? Lol. I don't have a lss but that is 100% on my list. Maybe I'll cut the second squad and get something else?


Automatically Appended Next Post:
Edited list. Removed second scouts for splitting of sternguard.

This message was edited 1 time. Last update was at 2015/02/20 21:58:39


 
   
Made in us
Frightening Flamer of Tzeentch




PNW

You could divide the Sternguard unit into two separate squads, each with their own Drop pod or simply Combat Squad them with a single Drop pod. You specify at the beginning of the game, and when they disembark, they act separately. The value of having two Drop pods is to increase the likelihood that a deployment or a scatter doesn't hinder your attack as you have flexibility on the table.

 
   
Made in us
Dakka Veteran




What about putting Libby with stern? Or I could do a captain?
   
Made in gb
Executing Exarch






Righteousrob wrote:
Librarian, terminator armor, storm shield, level 2
Decent HQ choice, versatile.
Righteousrob wrote:
5 sternguard, 1 meltaguns, 4 combimelta drop pod
Sarge power fist

5 sternguard, meltagun, 4 combi melta drop pod
Sarg-combi melta
Solid, but some fat to trim - equipped as such, they are a suicide unit, and 4 melta's should do-in a tank as efficiently as 5 (unless you roll like me), so drop the extra fella from each unit, and drop the Power Fist (if you suspect they might last the turn, maybe give the Sarge Melta Bombs, but YMMV).
Righteousrob wrote:
Scouts
6 with sniper rifle, 1 missle launcher, camo clocks
Sarge-sniper rifle
Fair objective-camping unit. ML is not to my personal taste but good against MC's (wastes the rest of the unit's shooting if using it on vehicles).
Righteousrob wrote:
Tactical squad alpha
9- plasma cannon, plasma gun, rhino
Sarge-meltabomb

Tactical squad bravo
9- multimelta,melta gun rhino
Sarge-power axe, melta bombs

Tactical squad Charlie
9-missle launcher flamer rhino
Sarge-power weapon, melta bombs
Slightly eclectic setups - the Meltas shouldn't be needed as you have the Tank-Hunting Devs and the two drop pods of Sternies to deal with armour. If you aren't Combat-Squading these units then be wary with the heavy weapons, but remember that the model can shoot his bolt pistol or throw a grenade the turn you disembark, and can fire the heavy in subsequent turns if he stays still (allowing you a threat range whilst holding the objective). Personally I'm a fan of combi-weapons on Sergeants, especially the one you haven't given a special melee weapon to.
Righteousrob wrote:
Storm talon with typhoon missle
Storm talon with sky hammer
Solid. If in need of points, consider dropping the Typhoon down to a Skyhammer.
Righteousrob wrote:
Devestators squad(6)
4 lascannons, rhino
Sarge-Bolter
Again, solid unit (considering IF CT's), but swap the Rhino for a Drop Pod - this will give you 3 pods, meaning you can drop both Sternies on turn 1, and then drop this one empty later. You could give the DP to one of the Tacticals instead, but I'm not sure what purpose the Rhino serves when attached to the Devs?
 Aurelian wrote:
The Terminator Armour {...}, especially with a Storm Shield that confers the Inv. Save to use for Perils.
You can't use any kind of save against Perils (FnP is not a save).
   
Made in us
Frightening Flamer of Tzeentch




PNW

That's an oversight on my part. Too much Invulnerable Save discussions as of late.

 
   
Made in us
Dakka Veteran




Thanks for the advice quanar. Why would I drop an empty pod?
   
Made in gb
Executing Exarch






Righteousrob wrote:
Thanks for the advice quanar. Why would I drop an empty pod?
You get half of your drop pods automatically on the first turn, and you round this number up, so is you had two pods (as your list currently stands), you get 1 on T1, but if you add a third, even if it's empty, you get to drop 2 on turn 1, meaning the Sternies can take out a threat before it has 1-2 turns to damage your own army.
   
Made in us
Dakka Veteran




Ah makes sense. So maybe pod one of the tacs and then can decide what I want to drop turn one?
   
Made in gb
Executing Exarch






Righteousrob wrote:
Ah makes sense. So maybe pod one of the tacs and then can decide what I want to drop turn one?
Yep, also a good plan.

What was the Rhino with the Dev squad for anyway?
   
Made in us
Dakka Veteran




To pick up a combat squad/scouts or to move the devs around as needed. Depending on landscape? Is that a bad idea?
   
Made in us
Dakka Veteran




Any idea?
   
Made in be
Longtime Dakkanaut




I would take as many pods as I can and drop all the Rhinos.

Pods are just too good not to be taken if there's no shortage of models.

And Devs are meant to be deployed in cover and not move an inch for the duration of the game most games.
   
 
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