Switch Theme:

Competitive Space marine 750 points tourny list  [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 nz
Fighter Pilot





Hiyas

Just wondering what people recommend at 750 points?

I know Libby with GoI and Null Zone are nice. After that I am kinda scratching at which way to go, tanks or troops.

Looking forward to your suggestions

 
   
Made in au
Araqiel





Sunshine coast

There is a new space marines codex out so wait until that comes out before writing any lists

3000 4500

 
   
Made in gb
Lone Wolf Sentinel Pilot





UK

You may as well exploit the best units in the 5th Ed book if you use it and its before the release of the new book.

I'd go with a Libby in Termie armour, 5 Hammernators, 8 Sternguard in a drop pod (with locator beacon)with various weapons of your choice, preferably with at least some plasma, then two squads of Scouts.

Turn 1, place the drop pod, annihilate something with your Sternies. Turn two, drop the Hammernators within the 6" no scatter bubble from the LC and tackle anything else that presents a threat in the following turn. Scouts grab objectives, Libby goes with the Termies and takes powers of your choice.

This message was edited 1 time. Last update was at 2013/08/31 16:52:00


 
   
Made in nz
Fighter Pilot





 Mr.Omega wrote:
You may as well exploit the best units in the 5th Ed book if you use it and its before the release of the new book.

I'd go with a Libby in Termie armour, 5 Hammernators, 8 Sternguard in a drop pod (with locator beacon)with various weapons of your choice, preferably with at least some plasma, then two squads of Scouts.

Turn 1, place the drop pod, annihilate something with your Sternies. Turn two, drop the Hammernators within the 6" no scatter bubble from the LC and tackle anything else that presents a threat in the following turn. Scouts grab objectives, Libby goes with the Termies and takes powers of your choice.

Wow I like the look of this army mate.

Drop pod has safe landing with Inertial gudance system, so no Deep strike mishap. Sternies being a shooty unit dont care about not being able to assualt first turn.

Termies+libby also get a safe landing because of the locator beacon.

two 5 man scouts. I presume one(snipers?) stays on home base objective? Other scouts(assault guys?) infiltrates somewhere midfield ready to cap?

Would you run termies + libby as deep strike? I just thought with Gate of Infinity I could use that and not run the risk of not getting termies+libby on the table thru bad rolls.

Really nice build mate +1 to you. 735 points 15 left over for goodies.

This message was edited 1 time. Last update was at 2013/09/01 11:27:22


 
   
Made in gb
Lone Wolf Sentinel Pilot





UK

scommy wrote:
 Mr.Omega wrote:
You may as well exploit the best units in the 5th Ed book if you use it and its before the release of the new book.

I'd go with a Libby in Termie armour, 5 Hammernators, 8 Sternguard in a drop pod (with locator beacon)with various weapons of your choice, preferably with at least some plasma, then two squads of Scouts.

Turn 1, place the drop pod, annihilate something with your Sternies. Turn two, drop the Hammernators within the 6" no scatter bubble from the LC and tackle anything else that presents a threat in the following turn. Scouts grab objectives, Libby goes with the Termies and takes powers of your choice.

Wow I like the look of this army mate.

Drop pod has safe landing with Inertial gudance system, so no Deep strike mishap. Sternies being a shooty unit dont care about not being able to assualt first turn.

Termies+libby also get a safe landing because of the locator beacon.

two 5 man scouts. I presume one(snipers?) stays on home base objective? Other scouts(assault guys?) infiltrates somewhere midfield ready to cap?

Would you run termies + libby as deep strike? I just thought with Gate of Infinity I could use that and not run the risk of not getting termies+libby on the table thru bad rolls.

Really nice build mate +1 to you. 735 points 15 left over for goodies.


I'd take a sniper squad and maybe a BP/CCW squad for taking midfield and tying up units.

I totally forgot about GOI, yes you can use that to great effect, letting you charge by turn 2.
   
 
Forum Index » 40K Army Lists
Go to: