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[1850] - Space Marine - Can this list take all comers?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Been Around the Block




Can this list reliably take all-comers in an ITC event? What kinds of armies or units am I going to have trouble with?

All squads are 5 marines unless otherwise noted.

Chapter Tactics (Star Phantoms) - Option to re-roll 1s on reserve rolls, army-wide twin link for 1 turn for rapid fire, assault, salvo, and heavy weapons.

Battle Demi-Company
Drop Pod - Assault Squad (2 flamers)
Drop Pod - Tactical Squad (1 meltagun, locator beacon)
Drop Pod - Tactical Squad (1 meltagun)
Rhino - Devastator Squad (2 missile launchers w/ flakk)
Rhino - Tactical Squad (1 plasma cannon)
Captain (Terminator Armor, Thunder Hammer, The Shield Eternal)

Battle Demi-Company
Drop Pod - Assault Squad (2 flamers, locator beacon)
Drop Pod - Tactical Squad (1 meltagun)
Drop Pod - Tactical Squad (1 meltagun)
Rhino - Devastator Squad (2 missile launchers w/ flakk)
Rhino - Tactical Squad (1 plasma cannon)
Chaplain (Terminator Armor, Storm Bolter, Crozius Arcanum)

1st Company Task Force
Drop Pod - Sternguard Veteran Squad (1 combi-melta, 4 combi-grav, locator beacon)
Drop Pod - Sternguard Veteran Squad (1 combi-melta, 4 combi-plasma, locator beacon)
Terminator Assault Squad (5 Storm Shield and Thunder Hammer)

List playstyle: The two sternguard pods always drop first turn and hit whatever I put my preferred enemy bonus on. Depending on the enemy army composition I'll then drop either the two assault squads for templates or two of the meltagun tacticals for anti-armor. Twin-link from chapter tactics happens on turn 1. The terminators, captain, and chaplain are all joined into one squad and deep strike without scatter off of the locator beacons. Rhinos sit back and camp objectives in the backfield or on far corners of the board, remaining pods hit targets of opportunity.

   
Made in us
Longtime Dakkanaut




Twin-link turn one could be a serious waste of the tactic, especially with heavy weapons. You want to be sure every gun as a good target when you pop that tactic. I would start with combat doctrines turn one and save the CT for turn 2 or 3.
   
Made in us
Lone Wolf Sentinel Pilot





Vacaville, CA

I play ITC events. That list will have trouble against pupystar and most of the eldar lists I've played against, as well as an all knight army because you need to be so close to do anything. And those armies will exploit that, also Daemons will stomp you too.


Automatically Appended Next Post:
Drop the 1st company task force IMO, use the points to give combi meltas to your sgts and flakk missiles are a waste give your devs grav instead. Take razorbacks (which are free base) and take laz plaz if you can, that will do better than your 1st company task force for less points.


Automatically Appended Next Post:
Take hunters and stalkers for your anti air support

This message was edited 3 times. Last update was at 2016/07/11 04:42:06


"Ideas are more powerful than guns. We would not let our enemies have guns, why should we let them have ideas."

-Joseph Stalin
 
   
Made in nz
Fluttering Firewyrm of Tzeentch




Hamilton, New Zealand

I think its impossible for any list to be a hard counter for all others.

Rock -> Paper -> Lizard -> Scissors -> Spock.

'What we do in life, echoes in eternity.'


DR:70SGM-B+I+Pw40k11-D++++A++WD20R++T(M)DM+ 
   
Made in us
Bounding Assault Marine



Providence, RI

What IS this list built to take out best? Y'know how historically, each army prepares to win the previous war? The French building the Maginot line is the best example of this.

I feel like this list is actually built to take out the best stuff in 5th and 6th edition. Not the Tau, Eldar, 2++ rerolling demons, flyrant, White Scars bikes and battle companies that dominate the current tournament scene.

10,000+ points
3000+ points 
   
 
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