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Space Marines 1500 points versus CSM running Khorne, Nurgle, and a Heldrake  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Ultramarine Scout with Sniper Rifle





Tehas

Here's what I've come up with so far

1498

HQ
Chief Librarian Tigurius x 1
Librarian x 1

Elites
Sternguard x9

Troops
Tactical Squad x10
-meltagun
Tactical Squad x 10
-plasma cannon

Fast Attack
Stormtalon Gunship x 1
-Twin linked assault cannon
-Twin linked las cannon

Heavy Support
Centurion Devastators x 3
-Grav Cannon x 3
-Chest Missiles x 3
-Omniscope

Stormraven Gunship x 1
-Stormstrike missiles x 4
-Twin linked multimelta
-Twin linked lascannon

Vindicator x 1

Ive been told that my opponent has a huge collection to choose from but has recently gone with a Heldrake, a Juggernaut-riding HQ choice, and or Typhus and 30 plus zombies. My plan is to hide the melta tactical squad in the storm raven until late in the game and deny the objective with the sternguard and centurions. We already know its going to be center of the table relic game. I think I can take out any horde he may throw at me, and I'm confident I can limit the danger from the heldrake. My only real worry is a fast moving Khrone lord that I cant shoot quickly enough. Do you guys have any suggestions? Thanks in advance.



The frost, it sometimes makes the blade stick. -Maximus 
   
Made in au
Slippery Ultramarine Scout Biker




Australia

Maybe it would be worth dropping the librarian to get maybe a multi-melta land speeder to get quickly to his Khorn Lord and pull a few wounds off. I do apologize as I don't actually know what a juggernaut is but I assume its some kind of beast or cavalry he rides.

On the Storm Talon probably best to choose 1 weapon as that's a lot of points to have on a light air vehicle.
   
Made in us
Ultramarine Scout with Sniper Rifle





Tehas

I had the extra librarian in there to help babysit the centurions but I have won games with a simple land speeder before, I definitely consider it.

About the storm talon, it comes with the assault cannon by default so Im really only paying extra for the las cannon.

The frost, it sometimes makes the blade stick. -Maximus 
   
Made in ca
Judgemental Grey Knight Justicar





Oshawa, Ontario, Canada

 ender0656 wrote:
I had the extra librarian in there to help babysit the centurions but I have won games with a simple land speeder before, I definitely consider it.

About the storm talon, it comes with the assault cannon by default so Im really only paying extra for the las cannon.


Drop the Las and pick up Skyhammer missiles instead. And I'd try and squeeze in the hurricane bolters on the Raven for fun.

Dev Centurions look good.

I really think your stern/troops need something to hide in from the Helldrake.. even just rhinos.
   
Made in us
Ultramarine Scout with Sniper Rifle





Tehas

Rorschach9 wrote:
 ender0656 wrote:
I had the extra librarian in there to help babysit the centurions but I have won games with a simple land speeder before, I definitely consider it.

About the storm talon, it comes with the assault cannon by default so Im really only paying extra for the las cannon.


Drop the Las and pick up Skyhammer missiles instead. And I'd try and squeeze in the hurricane bolters on the Raven for fun.

Dev Centurions look good.

I really think your stern/troops need something to hide in from the Helldrake.. even just rhinos.


I've gotta disagree about dropping the las cannon for the storm talon. I think its more reliable that the skyhammer, especially when facing armor 12 on a Heldrake. I'm scared to bring rhinos for fear of giving up first blood but I really dont know how to keep my tac and stern alive when facing the drake. I honestly dont know if there's much I can do about it

The frost, it sometimes makes the blade stick. -Maximus 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant




Texas

Why don't you put the centurions in the stormraven, that way you can Skies of blood them in your enemies face and make them mad without giving up your Hard to Hit.

4000+ Points
Tau: 1500ish



[GENERATION 14: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Ultramarine Scout with Sniper Rifle





Tehas

 Glorywarrior wrote:
Why don't you put the centurions in the stormraven, that way you can Skies of blood them in your enemies face and make them mad without giving up your Hard to Hit.


I've played several games before where I had high value units in the Raven. It was in my current league actually but at a smaller point value. Something like 1/3 of my total points were in reserve. Its a very, very scary feeling. That being said, I won that game, Its evidently hard to deal with that many points coming on the table so late in the game. Still, its scary. I've gotten to the point now where I like to put tactical squads in the raven, for protection and also for late game objective grabbing.

The frost, it sometimes makes the blade stick. -Maximus 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

If first blood is what you are worried about, how about a drop pod for the sternguard? It ensures that they get the first shot off without taking fire. Remember, you don’t -need- to do a suicide drop into the middle of his army. Drop on a flank and work in from there. If you are worried about the lord on a jugger, there are few things that can take a full squad of sternguard unloading into them. Particularly is you add a few combis into the mix.

If all the second tac squad in the raven is for is a late game objective grab, consider replacing them with scouts. Take the points you save and get more firepower on the table.

You have a large chunk of your army concentrated into the Cents. While Tigurius can help, they need to be in cover. Adding a TFC or techmarine to your army could bolster some ruins and make them harder to kill.

Is there a reason you aren’t using both the special and the heavy weapons on your tac squad?

I might swap the vindi for a pred. You have a lot of 24” range death with the cents, I think you might get more use out of reach across the table lascannons.

   
Made in us
Ultramarine Scout with Sniper Rifle





Tehas

 Nevelon wrote:
If first blood is what you are worried about, how about a drop pod for the sternguard? It ensures that they get the first shot off without taking fire. Remember, you don’t -need- to do a suicide drop into the middle of his army. Drop on a flank and work in from there. If you are worried about the lord on a jugger, there are few things that can take a full squad of sternguard unloading into them. Particularly is you add a few combis into the mix.

If all the second tac squad in the raven is for is a late game objective grab, consider replacing them with scouts. Take the points you save and get more firepower on the table.

You have a large chunk of your army concentrated into the Cents. While Tigurius can help, they need to be in cover. Adding a TFC or techmarine to your army could bolster some ruins and make them harder to kill.

Is there a reason you aren’t using both the special and the heavy weapons on your tac squad?

I might swap the vindi for a pred. You have a lot of 24” range death with the cents, I think you might get more use out of reach across the table lascannons.


I'll have to rework a good part of the list to add the drop pod but I'll consider it. It may slow my opponent's Khorne charge if he has do deal with stern guard in his deployment zone.

I like the idea of the scouts. I have some unpainted metal scouts that I could throw in. I've never used them before so I'm a little hesitant.

The one enemy that the centurions fear ignores cover (the Drake) so I don't know if adding the tech marine will be worth it. I'll most likely have them in 4+ ruins anyway. Also, I dont have a tech marine :(

I'm not using both heavy and assault weapons on my squads because of a lack of points and because the squad in the raider needs the ability assault immediately from exiting the Raven, thus no heavy weapons. The plasma cannon tac squad shouldn't be getting close enough to the enemy to require a assault weapon.

I have the Vindy because of horde control. I fear he may run Typhus and 30+ zombies which basically nullifies any edge my centurions grant me. I've already toned down the horde control by dropping a whirlwind.

He also has the option to run Nurgle bikes which I've never faced before and don't know how to handle. I imagine it'll come down to whether or not the centurions can shoot them off the table before they get into assault range.

Thanks for you reply by the way!

The frost, it sometimes makes the blade stick. -Maximus 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 ender0656 wrote:

I'll have to rework a good part of the list to add the drop pod but I'll consider it. It may slow my opponent's Khorne charge if he has do deal with stern guard in his deployment zone.

I like the idea of the scouts. I have some unpainted metal scouts that I could throw in. I've never used them before so I'm a little hesitant.

The one enemy that the centurions fear ignores cover (the Drake) so I don't know if adding the tech marine will be worth it. I'll most likely have them in 4+ ruins anyway. Also, I dont have a tech marine :(

I'm not using both heavy and assault weapons on my squads because of a lack of points and because the squad in the raider needs the ability assault immediately from exiting the Raven, thus no heavy weapons. The plasma cannon tac squad shouldn't be getting close enough to the enemy to require a assault weapon.

I have the Vindy because of horde control. I fear he may run Typhus and 30+ zombies which basically nullifies any edge my centurions grant me. I've already toned down the horde control by dropping a whirlwind.

He also has the option to run Nurgle bikes which I've never faced before and don't know how to handle. I imagine it'll come down to whether or not the centurions can shoot them off the table before they get into assault range.

Thanks for you reply by the way!


Don’t expect much from scouts, and they won’t let you down. They cost dirt, they score, and they hide/move well in terrain. Between scout and infiltrate there are a number of tricks they can pull, so keep that in mind when deploying/reserving them.

The baleflamer on the drake is AP3 IIRC, so the 2+ the cents have should help them with that. The chaos player I face the most didn’t own one until very recently, so I’m a little fuzzy on their exact rules.

Don’t forget you have bolt pistols if you want to shoot and then charge. I’m a fluffy traditionalist, so like to see both guns in a 10 man tac squad. If you could scrape up the points for a plasma gun to pair with the cannon, I think it might be worth your time. And if you don’t want a MM to match with the melta gun, you might want to give the sarge a combi melta. Two shots are more likely to get the job done then one. If you aren’t using both guns on a tac squad, you might not need to run as a full 10 man squad.

I’ve always viewed vindis and auto/las preds as interchangeable in lists. I think the pred would suit the rest of your list a little better, but that does not make the vindi a bad pick. Respect the pie plate.

I’d not worry about nurgle bikers much. You have plenty of tools available that should kill them. Between the vindi, grav cents, and sternguard banging out a wound on a 2+ bolter drill, you should have their number.

   
Made in us
Ultramarine Scout with Sniper Rifle





Tehas

 Nevelon wrote:
 ender0656 wrote:

I'll have to rework a good part of the list to add the drop pod but I'll consider it. It may slow my opponent's Khorne charge if he has do deal with stern guard in his deployment zone.

I like the idea of the scouts. I have some unpainted metal scouts that I could throw in. I've never used them before so I'm a little hesitant.

The one enemy that the centurions fear ignores cover (the Drake) so I don't know if adding the tech marine will be worth it. I'll most likely have them in 4+ ruins anyway. Also, I dont have a tech marine :(

I'm not using both heavy and assault weapons on my squads because of a lack of points and because the squad in the raider needs the ability assault immediately from exiting the Raven, thus no heavy weapons. The plasma cannon tac squad shouldn't be getting close enough to the enemy to require a assault weapon.

I have the Vindy because of horde control. I fear he may run Typhus and 30+ zombies which basically nullifies any edge my centurions grant me. I've already toned down the horde control by dropping a whirlwind.

He also has the option to run Nurgle bikes which I've never faced before and don't know how to handle. I imagine it'll come down to whether or not the centurions can shoot them off the table before they get into assault range.

Thanks for you reply by the way!


Don’t expect much from scouts, and they won’t let you down. They cost dirt, they score, and they hide/move well in terrain. Between scout and infiltrate there are a number of tricks they can pull, so keep that in mind when deploying/reserving them.

The baleflamer on the drake is AP3 IIRC, so the 2+ the cents have should help them with that. The chaos player I face the most didn’t own one until very recently, so I’m a little fuzzy on their exact rules.

Don’t forget you have bolt pistols if you want to shoot and then charge. I’m a fluffy traditionalist, so like to see both guns in a 10 man tac squad. If you could scrape up the points for a plasma gun to pair with the cannon, I think it might be worth your time. And if you don’t want a MM to match with the melta gun, you might want to give the sarge a combi melta. Two shots are more likely to get the job done then one. If you aren’t using both guns on a tac squad, you might not need to run as a full 10 man squad.

I’ve always viewed vindis and auto/las preds as interchangeable in lists. I think the pred would suit the rest of your list a little better, but that does not make the vindi a bad pick. Respect the pie plate.

I’d not worry about nurgle bikers much. You have plenty of tools available that should kill them. Between the vindi, grav cents, and sternguard banging out a wound on a 2+ bolter drill, you should have their number.


I've reworked my list to incorporate your suggestion:

HQ
Chief Librarian Tigurius x 1

Elites
Sternguard x9
-Drop pod

Troops
Scout Squad x 9
Tactical Squad x 5
-plasma cannon
-storm bolter
Tactical Squad x 5
-plasma cannon

Fast Attack
Stormtalon Gunship x 1
-Twin linked assault cannon
-Twin linked las cannon
Land Speeder x 1
-multimelta

Heavy Support
Centurion Devastators x 3
-Grav Cannon x 3
-Chest Missiles x 3
-Omniscope

Stormraven Gunship x 1
-Stormstrike missiles x 4
-Twin linked multimelta
-Twin linked lascannon

Vindicator x 1

Basically I dropped the extra librarian for a land speeder. I figured I could jump around and take melta pot shots. I dropped the two tac squads down to five guys with a plasma cannon. I added 9 scouts inside the Stormraven. By dropping the tac squads to five man and splitting them up I have minimized the damage of a heldrake (if he chooses to shoot at the tacs). Finally, I gave the sternguard a drop pod to allow for flexibility of placement. Ill be running Tiggy with the stern and hoping for a invul psychic power or at least twin linked shots. I'm currently sitting at 1497.

The frost, it sometimes makes the blade stick. -Maximus 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Looks good. The only thing that really leaps out is the stormbolter.

Never, EVER, pay points for those things. If you have spare points, go with a meltabomb instead. One extra bolt round at 12-24” is not going to change the game. Turning a tank/building into a smoking creator will.

There was a time where a stormbolter was a significant upgrade over a normal bolter. But while rapid fire weapons have gotten better in every edition, assault weapons have remained constant. Now they are just a trap choice for upgrades, eating points that could be spent elsewhere.

   
Made in us
Ultramarine Scout with Sniper Rifle





Tehas

 Nevelon wrote:
Looks good. The only thing that really leaps out is the stormbolter.

Never, EVER, pay points for those things. If you have spare points, go with a meltabomb instead. One extra bolt round at 12-24” is not going to change the game. Turning a tank/building into a smoking creator will.

There was a time where a stormbolter was a significant upgrade over a normal bolter. But while rapid fire weapons have gotten better in every edition, assault weapons have remained constant. Now they are just a trap choice for upgrades, eating points that could be spent elsewhere.


So in case you're interested, I won the game with the list. He ended up running:

Khorne lord on a juggernaut

Heldrake

2 missile havoc squads

3 nurgle tac marines with rhinos

obliterator

For some reason he sandwiched his khorne lord between two of the rhinos and hid him behind a small building, I got lucky with a vindicator shot and killed the lord and two rhinos in one turn giving me first blood and slay the warlord. My sternguard didnt really accomplish a whole lot other than taking out a havoc squad. My centurions, as always raked in the most kills. They took out a a entire havoc squad in one turn and also reduced a tac squad to half strength. The storm raven and storm talon were unable to take out the heldrake in one turn so he flew around and cooked off two of my tac squads, the vindicator, and did a hull point to my Raven. By his turn 6 he was too far away to attempt a grab at the relic and I already had two victory points so he called it and I won.

Thanks again for your help guys.

The frost, it sometimes makes the blade stick. -Maximus 
   
 
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