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![[Post New]](/s/i/i.gif) 2016/04/26 18:23:43
Subject: [1850] - Space Marines - Gladius Strike Force
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Fresh-Faced New User
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Hello 40k community,
I used to play back in 3rd and 4th edition and the last game I played was more then 10 years ago. I've been watching a lot of 40k youtube video lately, so I feel like I've gotten a crash course on 7th edition. I'm looking at getting back into the hobby with a Space Marine Gladius Strike Force for tournament and competitive play.
Looking for some feed back on this list. I have most of the models, so don't want to change too much, but I'm open to suggestions. I've been leaning towards doing Iron Hands to take advantage of FNP and IWND, but I need to repaint all the models, so I'm open to any chapter.
852 Demi Battle Company
105 Capt; Power wep; Melta bombs
155 Command sqd. x5 melta; apothecary (Drop Pod) (Can an apothecary also have a melta?)
75 Tac; 5 marines; Flamer (Razorback)
75 Tac; 5 marines; Flamer (Razorback)
75 Tac; 5 marines; Flamer (Razorback)
137 Assault; 8 marines; power fist (Drop Pod)
145 5 marines; 5 marines; x3 flakk missiles (Razorback)
80 Razorback upgrades; 4 twin-linked las cannon
818 Demi Battle Company
90 Chaplin
155 Command sqd. x5 melta; apothecary (Drop Pod) (Can an apothecary also have a melta?)
75 Tac; 5 marines; Flamer (Razorback)
75 Tac; 5 marines; Flamer (Razorback)
75 Tac; 5 marines; Flamer (Razorback)
143 Bikes x3; 2x grav; attack bike melta
145 5 marines; 5 marines; x3 flakk missiles (Razorback)
60 Razorback upgrades; 3 twin-linked las cannon; 1 twin-linked heavy bolters
185 Scout Company
70 Scouts; 5 scouts; Sniper; camo cloaks
60 Scouts; 5 scouts; Sniper;
55 Scouts; 5 scouts;
1850 Total
So, the basic strategy is to alpha strike the two command squads into their biggest threats on the table. Bikes will also advance to engage their most dangerous units. The command sqds and bikes are my core offensive units and for the most part expendable.
The Capt. and Chaplin will be in the drop pod with the 8 man assault sqd. in reserve to counter attack or strike vulnerable units.
Scouts have a few options. They can try to hold mid field objectives or tie up enemy units early/mid game with infiltrate. Scout snipers w/cloaks 2+ cover save could absorb a decent amount of fire if placed mid field or they can just sit back on an objective/cover and pick off heavy/special weapons. The vanilla scout sqd. could also come in on reserves with outflank.
I recognize that I'm weak on AA, so I opted for the Flakk missiles. I know their expensive, but the scout formation seems more useful then the anti air formation and the air formation was too expensive to also include my alpha strike units.
All the twin linked las should also help with anti air or any other threats on the table.
And the tac's will address enemy hoards/infantry and go for objective spam. Frakk missiles could help here too.
Thanks for reading! And any feedback is appreciated!
Pades
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![[Post New]](/s/i/i.gif) 2016/04/27 13:25:03
Subject: [1850] - Space Marines - Gladius Strike Force
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Pyro Pilot of a Triach Stalker
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Hey there and welcome back to 40K. I think your list looks good for the most part but a few thoughts.
- Your pod setup means only 2 can come I first turn which will likely want to be your melts squads which leaves your assault marines with a turn 3 charge at the earliest. Plus the unit itself is hardly a CC powerhouse even with the characters so buyer beware.
- Apothecaries can't take anything if they are made into apothecaries.
- Just anecdotal since I run a similar style battle company but your flamer tac squads won't accomplish anything. That can be okay since their value is numbers and objective secured but don't be surprised when they get stranded and don't accomplish much. While very point heavy and may not be worth it to you, changing the flamers to gravguns or gravcannons might be better.
- Flak missiles blow unfortunately. Best bet for devs is 2 gravcannons in a rhino or 4 lascannons.
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![[Post New]](/s/i/i.gif) 2016/04/27 13:34:39
Subject: [1850] - Space Marines - Gladius Strike Force
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The Marine Standing Behind Marneus Calgar
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I tend to agree on the apothecary issue, but it is a debated topic. Check with your local group to see how they feel.
Rather then spend points on flack missiles, I’d just focus on the ground game and ignore flyers. They can’t score, and the whole point of a MSU spam full company list is to camp all the objectives and win on points.
Imperial Fists might be a better CT for you. Lots of bolters, and tank hunter for your devs.
Might be worth going to 5 pods to boost your turn 1 drop power.
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![[Post New]](/s/i/i.gif) 2016/04/27 16:53:43
Subject: [1850] - Space Marines - Gladius Strike Force
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Pious Palatine
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Just run this http://bloodofkittens.com/wp-content/uploads/2016/04/Frankie-Giampapa-4th-Overall-Adepticon-2016.pdf.
I could explain about how great grav is, how great khan is, how great rhinos are, how stupid assault marines are, the merits of attack bikes etc but why bother when you can netlist this easily?
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![[Post New]](/s/i/i.gif) 2016/04/29 00:11:31
Subject: [1850] - Space Marines - Gladius Strike Force
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Omnipotent Necron Overlord
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Give the scouts LSS - at 95 points stock with the scouts it is a bargain even in a battle company - they complement the company well giving you yet another very flexible unit with more than 1 trick up it's sleeve (assault vehical - and a large blast blinding weapon). Just leave them stock with bolters - give camo clokes if you desire.
For weapons on your tacs - keep it simple - melta / plasma guns / grav guns/ or a grav cannon are your best options. I prefer the plasma because it is more versatile. It's always good to have a little melta too.
Assault squads are still the best option for FA options in demicompany - 2 flamers or barbones with CC bolt pistol isn't bad.
Devs you can dump points into if you want....4 LC isn't bad - 1 LC isn't bad - a combi plasma only isn't terrible ether. Barebones is probably the best way to run them.
If you wanna go the grav cannon route with 2 in a rhino go ahead but it's a waste of points - It will be dead turn 1 - the power of this list is redundancy and numbers. Giving your opponent priority targets wins him the game here.
I like dreadnoughts in pods with 2x flamer. Or with an empty pod and using razors as cover with an assault cannon protecting your flanks and giving you some CC potential to deal with problem units that like to get up close...Use the pod to cap objectives turn 1 or block enemy paths to objectives.
Ignore flyers...Flyers can't hurt you enough to matter.
I play ultra marines but I run imperial fist tactics...the ultra marines tactics are worthless in gladius with battle company...it basically already makes you ultramarine. Thats a lot of reroll 1 bolters it could make the difference. Iron hands I would say are next with boostered survivability of marines and razors. Better than white scars IMO...Scouting your razors is typically bad...it's bad vs wraithkngihts and its bad vs necrons - thats 50% of the armies you will see...I really don't see the lure of it other than you get access to the hunters eye (the most criminally underpriced wargear option to ever exist). Still though - it works against the core idea of this army which is target saturation.
Anyways this is just my take on it. I don't like flamer tacs and I don't like scouts without LSS. Those are my main points.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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