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Made in us
Clousseau





East Bay, Ca, US

Hey Everyone,

Working on assembling my first army here; I'll be fighting against Blood Angels, Chaos Space Marines (Probably 1k Sons), Eldar, and Orks primarily.

What I have so far:

Combined Arms Detachment


TAC Squad - 5x Marines - Sergeant with Combi-Melta, Specialist with Grav; 95 Points
TAC Squad - 5x Marines - Sergeant with Combi-Flamer, Specialist with Grav; 95 Points
TAC Squad - 5x Marines - Sergeant with Combi-Melta, Specialist with Melta; 90 Points

Centurion Devastator Squad - 3x - Grav Cannon + Amp, Grav Cannon + Amp, TWLas Cannon; 230 points
Land Raider /w Sergeant Chronus - Dedicated Transport for Centurions; 250 points

Venerable Dreadnought - 1x - TWLas Cannon, Heavy Flamer+Power Fist; 150 points
Drop Pod - Dedicated Transport for Dread; 35 points

This comes out to 995 points. I put Sergeant Chronus in the land raider because it saves me some points (he only costs 50 for an HQ), and it gives the land raider extra BS and the It Will Not Die special rule. I'm not married to the thought of Sergeant Chronus - I do have a captain in terminator armor - he's just pricey for what he is, and he won't survive meltas, and other nasty guns.

I don't own all of these units yet - I really like the centurions, but I don't have them, nor do i have the land raider. They just look super cool, and the thought of rolling all those salvo grav dice and their 3x TW bolters is pretty neat firepower.

255 points would allow me to add all kinds of units. Librarians, the IC Librarian, Assault squad of terminators, a Stormraven gunship, or all of that + some options for what i've taken (extra armour, or what have you).

I want to make sure i've got enough Dakka to deal with hordes of units but also have enough high str reliable shots to kill vehicles, dreadnoughts, etc.

Thanks for your help! Also, helping my gf make her 1k sons list, but we're not really sure what to do yet. She would like to field magnus and a helldrake.

This message was edited 4 times. Last update was at 2017/01/02 01:03:33


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

I assume you meant sergeants, not captains in those tac squads. Slight difference. I’d also go with the c-grav to match the grav gun in the second squad.

I think your spare points would be well spent getting them razorbacks. Or pods if you want to go drop heavy

Land raiders have a number of problems these days. There are a ton of things that just ignore AV14, and they are pricy. Honestly, if you are using a CAD, stick the cents in a loose drop pod. I do like Chronus as a low cost HQ. You might be better served with a captain to help out the Cents if they get stuck in CC. Give him a SS to tank AP2 hits for the squad as well.

If I’m podding dreads, I’d go with one of the close range guns, especially on a ven dread. MM or AsC.

   
Made in us
Clousseau





East Bay, Ca, US

 Nevelon wrote:
I assume you meant sergeants, not captains in those tac squads. Slight difference. I’d also go with the c-grav to match the grav gun in the second squad.

I think your spare points would be well spent getting them razorbacks. Or pods if you want to go drop heavy

Land raiders have a number of problems these days. There are a ton of things that just ignore AV14, and they are pricy. Honestly, if you are using a CAD, stick the cents in a loose drop pod. I do like Chronus as a low cost HQ. You might be better served with a captain to help out the Cents if they get stuck in CC. Give him a SS to tank AP2 hits for the squad as well.

If I’m podding dreads, I’d go with one of the close range guns, especially on a ven dread. MM or AsC.


Yes! You're right. I meant Sergeants, haha! XD Thank you for saying And the info.

Combi-grav would be good too - I was just thinking of putting the flamer as an "oh crap someone is in charge distance," since I really am very shooty. The point total is the same so i can be somewhat flexible here.

The captain is a really good idea for the cents - the captain can take quite a few hits. Can i put the captain and the cents together in a drop pod? I didn't see a rule for that, for some reason I thought the cents could only be transported in a land raider. If the captain is my HQ can he start in reserve?

I'd still be short on points with this list - actually by quite a bit. What would be good to add? If i can fit 5 centurions in a drop pod + the captain, I'd definitely go with that! Or, just be Imperial Fists and deploy captain lysander (he comes with SS + iron halo - does that mean 2 separate invuln saves?)

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

IIRC cents are very bulky, so take up 3 spots in transports. Captain (in power or artificer armor) takes one, so that’s all 10 seats for him and a min squad.

The rules for who can start in what vehicle are a little wonky. If it’s a dedicated transport, the only unit that can start the game inside is the unit it was bought for. If it’s a vehicle picked up loose, anyone can start inside. Since they added drop pods as fast attack picks, you can take one as a non-dedicated transport and stick the cents inside. This works when using a CAD, as no formations include random drop pods.

They got rid of most of the rules for what can start in reserves. Just be careful to have something on the table at the end of every game turn.

Lysander actually has 3 invulns, his terminator armor gives him a 5++ as well. You can only take one “save” per wound, so generally use the best one you have. Feel No Pain and other tricks can give you an extra chance to negate a wound, but those work outside the normal save system.

   
Made in us
Clousseau





East Bay, Ca, US

Would you recommend centurion assault squads?

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 Marmatag wrote:
Would you recommend centurion assault squads?


No, I would not recommend them. I think they have some uses, but you have to work a bit to get their potential out. They hit hard at initiative, but are only 1A base (albeit with two drills each for an extra attack, plus the charge). They might be tough, but lack an invuln save. They are a S&P assault unit, so need a transport. By the time you get them a transport and someone to buff/babysit them, you end up sinking a ton of points into them. They try to fill the same role as assault terminators, which actually do OK at their job. They play more like tactical terminators, and those are generally regarded as sub-par. There is also the opportunity cost of not building them as dev cents. Which actually do a decent job of putting high volumes of quality firepower downrange.

There are plenty of choppy units in the codex. Some better then others. But depending on what detachment/formation you are using, you can probably grab one of them.

   
Made in us
Clousseau





East Bay, Ca, US


Toying around with army builder. No transports yet. foot slogging. The point total is off by a few.

According to my codex, the grav gun specialist and meltagun specialist are overpriced by a total of 13 points. So this is really 880 points right now.

Is this totally ineffectual? I really like Lysander. He's so beast.

+++ SM 1000 Imp. Fist. (Warhammer 40,000 7th Edition v2017) (893pts) +++

++ Combined Arms Detachment (Space Marines: IA10 - Siege Assault Vanguard (2013) v2001) (893pts) ++
Ideal Mission Commander, Ideal Mission Commander (Combined Arms Detachment), Objective Secured (Combined Arms Detachment), Objective Secured (Troops), Siege Objective

+ Uncategorised +

········Chapter Tactics [Imperial Fists]
········Chapter Tactics: Bolter Drill, Chapter Tactics: Siege Masters

+ HQ (230pts) +

········Captain Lysander, Imperial Fists (230pts) [Warlord]
········And They Shall Know No Fear, Eternal Warrior, Icon of Obstinacy, Independent Character, Tactical Objectives - Imperial Fists (Imperial Fists), Tactical Objectives - Space Marines, Warlord, Warlord Trait: Crimson Fists (Imperial Fists), Warlord Trait: Imperial Fists (Imperial Fists), Warlord Trait: Iron Resolve, Warlord Trait: Salamanders, Warlord Trait: Siege Master, Warlord Trait: Space Marines
········Profiles:
················Captain Lysander: Unit Type:Infantry (Character)|WS:6|BS:5|S:4|T:4|W:4|I:5|A:3|Ld:10|Save:2+/3++|Codex: Space Marines
················Iron Halo: Description:4+ Invul Sv|Codex: Space Marines
················Storm Shield: Description:3+ Invul Sv. Cannot claim +1 A for having two Melee weapons in an assault.|Codex: Space Marines
················Terminator Armour: Description:2+ Armour Sv, 5+ Invul Sv, Bulky, Deep Strike, Relentless, may not make Sweeping Advances.|Codex: Space Marines
················Fist of Dorn: Range:-|Strength:+6|AP:1|Type:Melee, Concussive, Master-crafted, Specialist Weapon, Unwieldy|Codex: Space Marines

+ Elites (380pts) +

········Centurion Devastator Squad (230pts)
········And They Shall Know No Fear, Chapter Tactics, Decimator Protocols, Slow And Purposeful, Very Bulky
············2x Centurion (160pts) [2x Grav-cannon and Grav-amp (50pts), 2x Hurricane Bolter]
············Centurion Sergeant (15pts) [Hurricane Bolter, Twin-linked Lascannon (15pts)]
········Profiles:
················Centurion: Unit Type:Infantry|WS:4|BS:4|S:5|T:5|W:2|I:4|A:1|Ld:8|Save:2+|Codex: Space Marines
················Centurion Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:5|T:5|W:2|I:4|A:1|Ld:8|Save:2+|Codex: Space Marines
················Centurion Warsuit: Description:2+ Armour Sv, Slow and Purposeful, Very Bulky|Codex: Space Marines p94
················Grav-amp: Description:When rolling to Wound with a grav-weapon, or to determine its effects on a vehicle, the bearer can re-roll the result.|Codex: Space Marines
················Grav-cannon: Range:24|Strength:*|AP:2|Type:Salvo 3/5, Concussive, Graviton|Warhammer 40k rulebook
················Hurricane Bolter: Range:24|Strength:4|AP:5|Type:3 Twin-linked Bolters fired as a single weapon, (Rapid Fire?)|Codex: Space Marines
················Lascannon: Range:48|Strength:9|AP:2|Type:Heavy 1|Warhammer 40k rulebook

········Venerable Dreadnoughts (150pts)
············Venerable Dreadnought (150pts) [Power Fist w/ Heavy Flamer (10pts), Twin-Linked Lascannon (15pts)]
············Chapter Tactics, Venerable
········Profiles:
················Venerable Dreadnought: WS:5|BS:5|S:6|Front:12|Side:12|Rear:10|I:4|A:4|HP:3|Type:Walker|Codex: Space Marines
················Searchlight: Description:Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule.|Warhammer 40k rulebook
················Smoke Launchers: Description:Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.|Warhammer 40k rulebook
················Heavy Flamer: Range:Template|Strength:5|AP:4|Type:Assault 1|Warhammer 40k rulebook
················Lascannon: Range:48|Strength:9|AP:2|Type:Heavy 1|Warhammer 40k rulebook
················Power Fist: Range:-|Strength:x2|AP:2|Type:Melee, Specialist Weapon, Unwieldy|Warhammer 40k rulebook

+ Troops (283pts) +

········Tactical Squad (96pts) [3x Space Marine w/ Bolter (42pts), Space Marine w/ Grav-gun (29pts)]
········And They Shall Know No Fear, Brethren of Ancients, Chapter Tactics, Combat Squads
············Sergeant (11pts) [Bolt Pistol, Combi-melta (11pts)]
········Profiles:
················Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Combi-Weapons: Description:Bolter may be fired every turn, secondary weapon may be fired once. (Combi-plasma does have Rapid Fire). Cannot fire both in same turn.|Warhammer 40k rulebook
················Power Armour: Description:3+ Armour Sv|Codex: Space Marines
················Bolt Pistol: Range:12|Strength:4|AP:5|Typeistol|Warhammer 40k rulebook
················Bolter: Range:24|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40k rulebook
················Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
················Grav-gun: Range:18|Strength:*|AP:2|Type:Salvo 2/3, Concussive, Graviton|Warhammer 40k rulebook
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
················Meltagun: Range:12|Strength:8|AP:1|Type:Assault 1, Melta|Warhammer 40k rulebook

········Tactical Squad (91pts) [3x Space Marine w/ Bolter (42pts), Space Marine w/ Meltagun (24pts)]
········And They Shall Know No Fear, Brethren of Ancients, Chapter Tactics, Combat Squads
············Sergeant (11pts) [Bolt Pistol, Combi-melta (11pts)]
········Profiles:
················Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Combi-Weapons: Description:Bolter may be fired every turn, secondary weapon may be fired once. (Combi-plasma does have Rapid Fire). Cannot fire both in same turn.|Warhammer 40k rulebook
················Power Armour: Description:3+ Armour Sv|Codex: Space Marines
················Bolt Pistol: Range:12|Strength:4|AP:5|Typeistol|Warhammer 40k rulebook
················Bolter: Range:24|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40k rulebook
················Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
················Meltagun: Range:12|Strength:8|AP:1|Type:Assault 1, Melta|Warhammer 40k rulebook

········Tactical Squad (96pts) [3x Space Marine w/ Bolter (42pts), Space Marine w/ Grav-gun (29pts)]
········And They Shall Know No Fear, Brethren of Ancients, Chapter Tactics, Combat Squads
············Sergeant (11pts) [Bolt Pistol, Combi-plasma (11pts)]
········Profiles:
················Space Marine: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Space Marine Sergeant: Unit Type:Infantry (Character)|WS:4|BS:4|S:4|T:4|W:1|I:4|A:1|Ld:8|Save:3+|Codex: Space Marines
················Combi-Weapons: Description:Bolter may be fired every turn, secondary weapon may be fired once. (Combi-plasma does have Rapid Fire). Cannot fire both in same turn.|Warhammer 40k rulebook
················Power Armour: Description:3+ Armour Sv|Codex: Space Marines
················Bolt Pistol: Range:12|Strength:4|AP:5|Typeistol|Warhammer 40k rulebook
················Bolter: Range:24|Strength:4|AP:5|Type:Rapid Fire|Warhammer 40k rulebook
················Frag Grenades: Range:8"|Strength:3|AP:-|Type:Assault 1, 3" Blast|Warhammer 40k rulebook
················Grav-gun: Range:18|Strength:*|AP:2|Type:Salvo 2/3, Concussive, Graviton|Warhammer 40k rulebook
················Krak Grenades: Range:8"|Strength:6|AP:4|Type:Assault 1|Warhammer 40k rulebook
················Plasma Gun: Range:24|Strength:7|AP:2|Type:Rapid Fire, Gets Hot!|Warhammer 40k rulebook

++ Roster Rules ++

Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table. (BRB)
Ideal Mission Commander (Combined Arms Detachment): (Warhammer 40k rulebook)
Objective Secured (Combined Arms Detachment): (Warhammer 40k rulebook)
Objective Secured (Troops): A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule. (BRB)
Siege Objective: (Siege_Assault_Van.pdf)

++ Selection Rules ++

And They Shall Know No Fear: (Codex: Space Marines)
Brethren of Ancients: (Siege_Assault_Van.pdf)
Chapter Tactics: (Codex: Space Marines)
Chapter Tactics: Bolter Drill: (Codex: Space Marines)
Chapter Tactics: Siege Masters: (Codex: Space Marines)
Combat Squads: (Codex: Space Marines)
Decimator Protocols: (Codex: Space Marines)
Eternal Warrior: (Warhammer 40k rulebook)
Icon of Obstinacy: (Codex: Space Marines)
Independent Character: (Warhammer 40k rulebook p39)
Slow And Purposeful: (Warhammer 40k rulebook p42)
Tactical Objectives - Imperial Fists (Imperial Fists): (Angels of Death p84)
Tactical Objectives - Space Marines: (Codex: Space Marines)
Venerable: (Codex: Space Marines)
Very Bulky: (Warhammer 40k rulebook p35)
Warlord: (Warhammer 40k rulebook)
Warlord Trait: Crimson Fists (Imperial Fists): 1 Pain is for Lesser Warriors
2 Tenacious Defender
3 Rynn’s World Veteran
4 Expert Instructor
5 Refuse to Die
6 Scion of Dorn (Angels of Death p85)
Warlord Trait: Imperial Fists (Imperial Fists): 1 Siege Lord
2 Tenacious Opponent
3 Wise Commander
4 Indomitable
5 Architect of War
6 Fleet Commander (Angels of Death p82)
Warlord Trait: Iron Resolve: (Codex: Space Marines)
Warlord Trait: Salamanders: 1 Anvil of Strength
2 Lord of Fire
3 Patient and Determined
4 Miraculous Constitution
5 Forge Master
6 Never Give Up (Angels of Death p94)
Warlord Trait: Siege Master: 1 Diviner of Weakness
2 Master of Bombardment
3 Arch Logistician
4 Bloody Lord of the Breach
5 Empowered by Hatred
6 Indomitable Will (Siege_Assault_Van.pdf)
Warlord Trait: Space Marines: 1 Angel of Death
2 The Imperium's Sword
3 Iron Resolve
4 Storm of Fire
5 Rites of War
6 Champion of Humanity (Codex: Space Marines)

Created with BattleScribe

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
 
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