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![[Post New]](/s/i/i.gif) 2013/12/05 19:04:33
Subject: Space Marine 1000 point list
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Adolescent Youth on Ultramar
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Hi, can I get some feedback on my first sm list please?
Tigurius
5 sternguard
- flamer
- heavy flamer
- drop pod
10 marines
- flamer
- heavy bolter
- drop pod
10 marines
- flamer
- heavy bolter
- drop pod
Landspeeder x2
- heavy flamer
- multi melta
Devastators
- 4x missile launchers (no flakk)
Couple of questions on Tigurius
1) which psychic powers do you recommend? I'm thinking telepathy?
2) his special rule allows him to reroll the powers that he draws. I don't see anything that limits the number of times he can reroll though, so is it acceptable to simply choose the powers that we want?
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![[Post New]](/s/i/i.gif) 2013/12/05 19:37:33
Subject: Space Marine 1000 point list
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Homicidal Veteran Blood Angel Assault Marine
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About Tigerboy:
1) I would use Divination. Solid re-rolls to hits and high possibility for 4++ Invunerable. Awesome.
2) If any special rule in BRB or Codex speaks of re-rolling, that always means only a single time (unless specificly stated otherwise, which is extremely rare).
And about the list: Why not another HF for the Sternguard instead of regular one?
And while ML is solid and good choice, I think that anti-infantry is already handled by all those dropping template weapons, so maybe go for full AT there with Lascannons?
With Land speeders specializing might also be the key, since now you are most likely to waste one of those weapon per turn. Dual HF or dual MM, up to you.
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4000p
1500p
=====Begin Dakka Geek Code=====
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![[Post New]](/s/i/i.gif) 2013/12/05 20:05:25
Subject: Space Marine 1000 point list
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Warning From Magnus? Not Listening!
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I wouldn't take the heavy bolters, they're not great against much, either go missile or plas cannon
I'd maybe drop the heavy flamer on the speeder, then you could afford the better hvy weapons
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My P&M blog
DC:90S++G+++M+B+IPw40k04#+D+A+++/cWD241R++T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2013/12/06 00:53:56
Subject: Space Marine 1000 point list
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Adolescent Youth on Ultramar
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Ok, so I've had another look at the list (thanks for your thoughts). I'm still thinking telepathy as the main psychic power; the ability to stop my opponents attacking back, provide an awesome cover save, or to make him attack himself seems like too much of a good opportunity to pass up! Do I pick all 3 powers from this though or mix and match?
As for heavy weapons, my devs are modelled with ml's already, it's no problem as we're not tight on wysiwyg, though I don't anticipate seeing too much in the way of tanks, more hordes and teq. So the ml's will allow the versatility to take both of those on (possibility of 2 lc's & 2ml's in the same squad?) Same goes with the tacticals; I've written in pc's though ml's seem much more versatile. Still, I've not played in ages so advice is never disregarded! My only other consideration is the landspeeders and their loadout; 1 gun doesn't allow much flexibility....?
The list as it stands now:
Tigurius
5x stern guard
- 2x heavy flamers
- drop pod
2 squads of 10 tacticals
- flamer
- plasma cannon / missile launcher
- drop pod
2x landspeeders
- multi meltas
Devastators
- 4x lascannons
Chapter tactics will be UM, thanks to tiggy. Tiggy goes in the SG pod, gets close and turns the ranged guns to toast on turn 1, forcing my opponent to come to me with shorter ranged weapons in ensuing turns, for which I hope invisibility will help me to weather the storm.
Thoughts appreciated.
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![[Post New]](/s/i/i.gif) 2013/12/06 01:38:12
Subject: Re:Space Marine 1000 point list
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Bounding Assault Marine
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A couple of things to consider with your list...
When you pod in tacs with heavy weapons, remember that they're shooting snap shots with em. You ml is now shooting at bs1 and your plasma can't shoot at all until the next round. A good opponent is gonna rush your troops and lock those guys up.
Getting your speeders into effective melta range is gonna a little tough. Speeders pop when you throw rocks at em. I like to keep them as far away from the enemy as possible. That means I kit mine with hb's and tml's.
If you have a plan for your tacs to drop in for some kind of late game objective grab then that's cool. And if you have a way to deliver your speeder meltas or are using em for ds'ing units in your deployment zone then that's cool as well. Keep in mind that you'll be a little thrown off if your opponent throws a flyer at you. Snap shooting lascannons at em is a little unreliable in my opinion. The list looks good if you have your plan laid out. Just some thoughts from a fellow marine player.
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"Nobody truly understands the value of a minute until they only have one left"
7800 Points Raven Guard - Always WIP
3000 Points Khorne
2000 Points Eldar |
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![[Post New]](/s/i/i.gif) 2013/12/06 01:53:41
Subject: Space Marine 1000 point list
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Warning From Magnus? Not Listening!
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Getting the speeder into range shouldn't be difficult if you play the los game right. I wouldn't worry about it being too versatile, you'll be moving as far as possible so that you can get into range otherwise you won't pop anything.
Regarding powers, if you like telepathy roll on telepathy until you get a power you like, then go div because that's the best discipline by far
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My P&M blog
DC:90S++G+++M+B+IPw40k04#+D+A+++/cWD241R++T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2013/12/06 23:15:47
Subject: Space Marine 1000 point list
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Adolescent Youth on Ultramar
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I'm playing on one of the city tables at Warhammer World so there's going to be plenty of los blocking opportunity, so I'm not too concerned about them getting popped before causing some damage.
That's why I was eager to include flamers on them too, to ignore cover and counter hordes in confined spaces.
The plan is to bring my opponents numbers down as quickly as possible ny targeting troops as a priority. I'm expecting orks / tau.
The librarian is there as he's the cheapest hq option that can provide the greatest benefit to my low number of models. I'm not expecting flyers though perhaps I'll drop a speeder and put in an adl in it's place just in case.
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![[Post New]](/s/i/i.gif) 2013/12/12 00:34:18
Subject: Space Marine 1000 point list
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Adolescent Youth on Ultramar
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I've revised this list slightly, dropping the drop pods on the tactical marines and adding a unit of 5 sniper scouts with camo cloaks as I doubt I'll be able to get the final 2 pods built and painted in time.
It's kind of a null point as I don't have a choice, though I'm curious as to how you think it could play out with the tacticals foot slogging and a lone squad of snipers far out front for a turn or two by themselves?
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![[Post New]](/s/i/i.gif) 2013/12/12 01:35:27
Subject: Space Marine 1000 point list
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Longtime Dakkanaut
United States of America
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What you should do if you want to play drop pod madness is:
Tiggy
Sternguard x5 with 4 meltas
Sternguard x5 with 4 flamers
Strernguard x5 with 4 gravs
All weapons on sternguard are combi
Tact squad x5 with combi melta and melta gun
Tact squad x5 with combi grav and grav gun
Tact squad x5 with combi flamer and grav gun
For Fast attack the storm talons are great
For heavy I like TFC and devs with ML or LC, but also the new stalker tanks are great too.
The most important part of fielding guns is taking the same typ whether its meltas for tanks and then flamers for the unit in the tank, or gravs for anti teq/Mc your chance of killing whole units is greater when you stick with one weapon per squad.
Also in a Pod army you don't need an ADL as it is useless or even worse, gives the enemy somtehing to shoot you with.
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![[Post New]](/s/i/i.gif) 2013/12/12 07:50:33
Subject: Space Marine 1000 point list
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Adolescent Youth on Ultramar
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Thanks for taking the time to reply, though you've missed the point of the question. The units that I describe above are what I have to take, buying more isn't an option, and I'm curious as to how people think it will work out.
I've been thinking about the scouts / sternguard, reckon I'll bring the pod down near the scouts and have both squads castle up until the remaining tacticals get in position to push forward all together.
Casting invisibility should help to minimise incoming damage.
Any thoughts please? Anything that I might not have considered?
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![[Post New]](/s/i/i.gif) 2013/12/16 23:10:33
Subject: Space Marine 1000 point list
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Adolescent Youth on Ultramar
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So I ran the last I posted, and won on victory points going 8-2 vs a team of 2; 500 pts orks and 500 pts tau.
The fact that a large squad of crisis suits with plasma rifles amd commander didn't arrive til turn 4 had a lot to do with this, though the sternguard proved a fantastic investment with their heavy and combi flamers toasting a squad of lootas in turn 1.
In future games I'll be trying a captain or chapter master in place of the librarian as his psychic powers really didn't affect the game at all, having rolled the 4+ inv on divination, the one that can stop a unit doing anything from the telepathy chart, and crush from telekinesis. In fact crush was the only "effective" power, killing a grand total of 1 ork 'ard boy. Definitely want to see how orbital bombardments compare! 1 use but more use I think!
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![[Post New]](/s/i/i.gif) 2013/12/17 00:06:53
Subject: Space Marine 1000 point list
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Longtime Dakkanaut
United States of America
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If you take a CM on a bike or terminator armour then you can move/deep strike and still orbital bombardment otherwise he can't, If your taking librarian tiggy then you should always shoot for:
Telepathy- shriek, hallucination, invisablity
Divination- prescience, forwarning, perfect timing, 4+ inv
Biomancy-iron arm, endurance, life leech
Those are my favorite and most effective powers they have yet to fail me.
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