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![[Post New]](/s/i/i.gif) 2025/11/25 06:12:58
Subject: [2,000] - Space Marines - Optimal list
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Fixture of Dakka
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In your opinion, what would the optimal list look like for a force comprised of nothing but SM Captains & possibly transport vehicles for said captains?
*Only Captain models,
*Only vehicles with transport capability.
*Any 10e source - Codex/Supplement/Legends
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![[Post New]](/s/i/i.gif) 2025/11/25 11:23:00
Subject: [2,000] - Space Marines - Optimal list
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The Marine Standing Behind Marneus Calgar
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With tight theme lists it often comes down to wiggle room to what functional stuff you can let in to make it work.
Without squads to lead, all the leadership traits are going to waste. Which is what captains pay some of their points for. Can we get command squads and/or honor guard? They are mostly on theme, and would let us get some use out of some of those abilities. Other officers?
With just captains and transports I think the list would look more like a parking lot, that would release CC missiles when things got too close. Without lone operative, most captains are just going to be gunned down by weight of fire if left exposed for too long.
I’d have to take a look at the numbers. But even with all the datasheets we have and taking 3 of each, I think we would run out of ones to take. Although with legends, it’s probably OK.
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![[Post New]](/s/i/i.gif) 2025/11/25 19:56:58
Subject: [2,000] - Space Marines - Optimal list
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Fixture of Dakka
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Nevelon wrote:With tight theme lists it often comes down to wiggle room to what functional stuff you can let in to make it work.
The wiggle room consists of anything that's a Captain datasheet or a Transport.
Nevelon wrote:Without squads to lead, all the leadership traits are going to waste. Which is what captains pay some of their points for. Can we get command squads and/or honor guard? They are mostly on theme, and would let us get some use out of some of those abilities. Other officers?
NO.
As these things are not Captain datasheets or transports.....
Waste of leadership traits is not your concern.
Nevelon wrote:With just captains and transports I think the list would look more like a parking lot, that would release CC missiles when things got too close. Without lone operative, most captains are just going to be gunned down by weight of fire if left exposed for too long.
Avoiding getting gunned down too soon sounds like something one should consider at the list building stage, not just during deployment & play.
If the best you think you can come up with is indeed a parking lot? {shrugs} Then so be it.
Nevelon wrote:I’d have to take a look at the numbers. But even with all the datasheets we have and taking 3 of each, I think we would run out of ones to take. Although with legends, it’s probably OK.
Without dipping into Legends or specific chapters there's 1200pts worth of Captains.
Adding Captains on Bikes from Legends brings the total up to 1485. Beyond that you're picking a Chapter.
*For ex: Blood Angels can add another 675pts worth (or 750 with Capt. Tycho from Legends.) BAs are unique in that they bring 3 chapter specific types of Captains to the mix (+Tycho)
*I assume other chapters have a few Characters with the Captain KW.
Add in a few transports....
You can easily exceed 2k pts.
The question is what mix do you pick?? (and why)
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This message was edited 1 time. Last update was at 2025/11/25 20:06:59
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![[Post New]](/s/i/i.gif) 2025/11/25 20:22:59
Subject: [2,000] - Space Marines - Optimal list
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The Marine Standing Behind Marneus Calgar
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For me, it would be more practical. I have a dozen or so captains on the shelf, so would take them down, tally their points, then probably fill the rest with my repuslor and two land raiders.
More hypothetical, you probably want the TDA and jump captains for mobility. Maybe the bike from legends, it’s been a while since I looked at those rules.
Terminators can DS and re-roll charges, that’s good for messing up things.
At least one phobos, for unit shuffling. Also infiltrate will help screen.
If you need someone standing in the open, gravis captains half damage. Probably want one or two for objective camping.
Captains should be able to blend anything that looks troop-ish, so I’d focus on long range AV on the transports. Crack open oppoings transports, let the captains play with the squishy centers.
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![[Post New]](/s/i/i.gif) 2025/11/28 10:41:13
Subject: Re:[2,000] - Space Marines - Optimal list
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Long-Range Land Speeder Pilot
UK
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It's either tank focused (BT repulsor executioners?) or captain melee focused (Blood Angels/Liberators?).
Going down the BA route to focus on captains, you could do something like this:
1 * Phobos Cap (warlord)
1 * Drop pod
3 * Death Company Cap (all in the pod)
3 * Death Company Cap with jump pack
3 * Cap with jump pack (1 has TH/SS and gift of foresight)
3 * Land Raider
3 * Gravis Cap (1 in each tank)
3 * Terminator Cap
Phobos cap and terminators are for objectives/actions. Gravis caps counter charge out of the tanks, all the jump captains apply pressure. Death company pod can drop in whenever required, preferably turn 2 rapid ingress. You have less reliance on oath of moment with Blood Angels (death company rerolls), so you could save it for the tank shooting.
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![[Post New]](/s/i/i.gif) 2025/12/04 04:03:45
Subject: [2,000] - Space Marines - Optimal list
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Bounding Assault Marine
Providence, RI
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Since everything in the list either has 'big guns never tire' or is a melee unit, you don't have to worry about falling back.
What transports do you use? Repulsor executioners are good firepower, land raiders have decent firepower and have the valuable assault ramp rule. Impulsors as cheap objective holders.
I feel like a named captain is almost a must. Too much value is being wasted in the CP discount rule. Vulkan Hestan is a captain, right? Him and a redeemer have synergy. Most other captains buff their unit. Still not sure which detachment.
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10,000+ points
3000+ points |
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![[Post New]](/s/i/i.gif) 2026/01/12 06:21:05
Subject: Re:[2,000] - Space Marines - Optimal list
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Fixture of Dakka
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So with our Escalation League is up and running, here's the 1k pt Captains list.
* Cpt - Phobos
* x2 Cpt - jump pack (plasma pistol & relic weapon - relic weapons simply because I like the look of the axe/sword my two models come with)
* x2 Cpt - Death Co, jump pack (plasma pistol & power fist)
* x2 Cpt - bike, (thunder hammer & shield)
* x2 Land Raider (+MM, SB, & HKM on each)
980 pts Blood Angels, Angelic Inheritors detachment (buffs all my non-vehicle models as they're all characters - typical choices are Carmine wrath & appointed Hour)
No enhancements yet (I'll need the pts when we get to the 1500 tier)
Here's how it's gone in all 3 games so far:
2 jump captains deploy in each Land Raider. Captains in one, DC Captains in the other.
Land Raiders start as far forward as possible, go seize NML objectives & shoot up most dangerous targets.
Phobos guy takes an objective
Bikes often work together, take an objective &/or stage for T2 charge.
T2 things turn bloody as the Captains deploy out of the raiders, then mv 12", shoot (DC)/throw Grenades & shoot (regular captains), and then charge with re-rolls.
Bikes mv/shoot/charge as a pair.
Land raiders continue to hold objectives & pour fire onto targets.
Add in Oath & angelic re-rolls, a high volme of S8 AP2 D2 attacks, most hitting on 2+, ++saves....
Not much has withstood this turn2 assault. All 3 games have taken place in my foes deployment zone. No game has gone to T4.
Every opponent so far has bee surprised by the speed.
And at 1500 when I add a Drop Pod & more Captains the assault will begin on T1.
I am pleased with the lists performance.
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