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Made in us
Fresh-Faced New User




Hello, everyone.  First time poster, long time lurker. 

I've had a long interest in 40k, but I've only recently started to learn how to play.  I'm in the process of putting together my first army, using models I've collected over the last year or so.  Part of my delay in getting it together was trying to decide exactly what I want to start with, but I've settled on my own space marine chapter with traits of my choice.  I figure that allows me some flexibility to explore different styles of play, using an army that's harder than most to screw up.

I've done quite an extensive bit of reading here, learning to recognize some of the frequent and apparently knowledgeable contributers.  My study of 40k suggests that this board hosts some of the most skilled and experienced players in the game.  So, without further delay, here is my first attempt at a 2000pt army list.

I see some potential problems with it, and I want to know if some of you see the same things.

2000pts - Knights Vermilion  (Space Marines)

Traits:  (Sombre)  See But Don't Be Seen, Cleanse & Purify

Disadvantage:  Aspire to Glory

 

HQ

341pts - Captain w/ Terminator Honors, Bolt Pistol & Power Weapon, Command Squad w/ Furious Charge*

*Command Squad (10 marines) includes BP&CCW x6, Flamer x2, Company Champion, Vet Sgt w/ BP&PF

91pts - Reclusiarch w/ BP&Crozius, Melta Bombs

 

Troops

233pts - Tactical Squad (8 marines) - Bolter x5, Meltagun x2, Vet Sgt w/ BP&PF, Rhino w/ Armor & Smoke

233pts - Tactical Squad (8 marines) - Bolter x5, Meltagun x2, Vet Sgt w/ BP&PF, Rhino w/ Armor & Smoke

194pts - Tactical Squad w/ Infiltrate (8 marines) - Bolter x5, Plasmagun x2, Vet Sgt w/ BP&PW

158pts - Scout Squad (10 scouts) -BP&CCWx9, Vet Sgt w/ BP&PF

 

Fast Attack

80pts - Land Speeder Tornado - Assault Cannon & Heavy Bolter

80pts - Land Speeder Tornado - Assault Cannon & Heavy Bolter

 

Heavy Support

153pts - Devastator Squad w/ Infiltrate (6 marines) - Bolter x3, Heavy Bolter x3

168pts - Devastator Squad w/ Infiltrate (6 marines) - Bolter x3, Missile Launcher x3

269pts - Land Raider Crusader - Smoke & Searchlight  (already has Extra Armor, Machine Spirit, etc...)*

* The Crusader is intended to carry the captain and 10-strong command squad with the chaplain attached, rush forward with the rhinos, and shield/soak fire that might otherwise demolish the rhinos and speeders.

 

My goal for this army is enjoyable beginner-level play, yet semi-competitive.

   
Made in us
Regular Dakkanaut






Hey Straxus, welcome to the forums, I myself am new as well (after a long time of lurking too)

"My study of 40k suggests that this board hosts some of the most skilled and experienced players in the game" hehe way to bait the top posters to add their bit o' advice ;-)

My take on your list:

Your HQ squad- Both Furious Charge and Litanies of Hate? Could be overkill but I've never tested it out in battle; still, is that re-roll to wound when you're already wounding on 3's worth 91 pts? You could free up a lot of space here...

Troops look good, but I'd give the plasma squad a rhino instead of infiltrate- you'll have more threats racing accross the table, and you can always move 12, unload, then rapid-fire w/ bolters and plasma to waste a squad.

Nice speeders, remember to always start the game with them completely out of line of sight if possible because they drop to anything :-P

Why are you taking two teams of three heavy weapons instead of two teams of four heavy weapons?

And God said unto Abraham, "Take this mighty bolter, my son, and smite thy enemies from afar. Fear not, Emperor protects..er, I mean, well, youknowwhatImean." 
   
Made in nz
Regular Dakkanaut



Auckland, New Zealand

"Your HQ squad- Both Furious Charge and Litanies of Hate? Could be overkill but I've never tested it out in battle; still, is that re-roll to wound when you're already wounding on 3's worth 91 pts? You could free up a lot of space here."

Litanies allows you to re-roll misses

And I would personally drop all the rhinos in favour of infiltrate if this is the way you want to go. Paying 55 points for a rhino is basicall they same as paying 55 points to get pinned. However if you are set on the crusader you may as well take them, but I would make the infiltrationg squads have melta while the thino-rush squads have plasma. At the end of the day though you will have roughly 500 points in just one unit.
   
Made in us
Fresh-Faced New User




Your HQ squad- Both Furious Charge and Litanies of Hate? Could be overkill but I've never tested it out in battle; still, is that re-roll to wound when you're already wounding on 3's worth 91 pts? You could free up a lot of space here...

LibrarianEloqui is right about it being a re-roll of rolls to hit on the charge, but you're right.  It's 91pts in a squad that already has a commander.  My idea was to add another power weapon and re-rolls to a squad that already has two power weapons, a powerfist, 6 BP&CCWs, and furious charge.  With any luck, I'd wipe out most enemy squads before they get a chance to swing back.

Troops look good, but I'd give the plasma squad a rhino instead of infiltrate- you'll have more threats racing accross the table, and you can always move 12, unload, then rapid-fire w/ bolters and plasma to waste a squad.

Unfortunately, I don't have a third rhino to mount them in or the points to buy it.  I gave them plasmaguns so that when they infiltrate to approximately 12/18 inches from the enemy, their special weapons are already in range.  The marines in the rhinos have meltaguns, since I figure they can jump out within 12 inches of enemy squads or within 6 inches of enemy vehicles to reap full benefits.  You make a good point on getting the rapid-fire out of the plasmaguns; I might replace the meltas in one rhino squad with plasma.

Nice speeders, remember to always start the game with them completely out of line of sight if possible because they drop to anything :-P

Good advice.  That's what I'll be doing.

Why are you taking two teams of three heavy weapons instead of two teams of four heavy weapons?

I was trying to keep those two fire-support squads a bit lighter on points, gambling that a fourth weapon wouldn't make a huge difference.  I could add a fourth missile launcher and convert a fourth heavy bolter from a scout model, if necessary...and I can find the points from somewhere else in the list.

And I would personally drop all the rhinos in favour of infiltrate if this is the way you want to go. Paying 55 points for a rhino is basicall they same as paying 55 points to get pinned.

I agree that rhinos seem dangerously fragile.  That's one reason for the fire magn...er, crusader.  I plan to use it to block LoS for as many of the rhinos and speeders as possible.  I'm counting on the crusader to make it as far as possible across the table.  If it gets blown apart, I'm hoping that at least 50% of the command squad will survive, un-entangle themselves from the wreckage, and run forward to assist the rhino-mounted gun squads...squads that may well have been assaulted after dismounting to rapid-fire.  That's all theoryhammer, since I haven't tried it yet.

I didn't want to rely entirely on infiltrate to get my tactical squads into position.  Others have told me I should plan on some missions not allowing infiltrators, and I will want to have squads that are still mobile after the first turn.  I plan to experiment with infiltrate vs rhino for various units.

However if you are set on the crusader you may as well take them, but I would make the infiltrationg squads have melta while the thino-rush squads have plasma.

I suppose I could always try switching squads in the rhino(s), to see how different combinations work.

At the end of the day though you will have roughly 500 points in just one unit.

I thought about spending those points on two assault squads instead, but the theme of my chapter makes the heroic squad in the LRC more likely.  However, I'm still concerned about ~500pts in one unit.  Sure, it's a tough tank and 12 marines, but can it earn its points back?

Thanks for all the advice so far. 

   
 
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