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![[Post New]](/s/i/i.gif) 2017/01/02 13:28:55
Subject: [500] - Space Marines CAD
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Fresh-Faced New User
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Hi Guys let me know what you think of this list.
HQ
Captain
Power Sword, Meltabombs and Boltgun 110pts
Troops
5 x Tactical Marines
Meltagun, Vet Sarg w/ Power Fist 115pts
5 x Tactical Marines
Flamer, Regular Sarg w/ Boltgun 75pts
Elites
Dreadnaught
Multi-melta, CCW and Stormbolter 100pts
Heavy Support
5 x Devastators
2 x Missile Launchers, 2 x Boltguns and Regular Sarg 100pts
Thats 500 points on the dot, using just the Battle for Vedros and one box of tactical Marines.
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![[Post New]](/s/i/i.gif) 2017/01/02 14:36:15
Subject: [500] - Space Marines CAD
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The Marine Standing Behind Marneus Calgar
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Welcome to Dakka! As a starter army with the minis you have it’s certainly playable. Mix of firepower to deal with different targets, nice spread of units. There are a number of things I’d do different. Not sure how much flex you have with building your minis. Generally captains are close combat machines. For the same cost as that bolter, you could give him a bolt pistol. That bolr pist will give him another attack in CC, which is far more valuable then another bolter round tossed downrange. If that’s the mini you have, there are a few simple counts-as that will make him more effective. Call his sword a relic blade. It doesn’t get the extra attack for being paired with a pistol, so the fact that he has a bolter isn’t a big deal. Does get you +2S though, which is nice. You could also slap some gold paint on the bolter and call it the Primarch’s Wrath relic. More dakka. One or both of those options will turn your captain into a slightly more effective jack-of-all-trades HQ. He’ll be out performed by more specialist loads, but should be able to hold his own in more casual TAC lists. In general I’m not a big fan of vet sarges and powerfists in tac squads. However, I’m assuming that the first tac squad is going to serve as an ad-hoc command squad for the captain. So he’s going to be lurking behind the good captain, to crush stuff. That should work OK. In general I advocate non-vet sarges with either no gear or a combi to match the squad’s special. Dread want to be in a pod, and probably have a HF underslung from the Fist. But he should do OK as-is. Not a huge fan of MLs these days, but they should do OK-ish. Which is my problem with them; the are mediocre at everything, and I prefer units to be good at their job. Iconic and flexible though, so I keep tossing them into lists.
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This message was edited 1 time. Last update was at 2017/01/02 14:36:30
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![[Post New]](/s/i/i.gif) 2017/01/02 16:10:55
Subject: Re:[500] - Space Marines CAD
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Fresh-Faced New User
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Thanks for all the great suggestions, how about something like this
HQ Captain with relic blade 115
Accompanied by 5 tactical marines w flamer 75
5 more tact marines all bolters 70
5 devastates with 1 lascannons 1 plasma cannon 105
Dread naught mm and sb in a pod 135
I have now 1 dreadnought 1 captain 6 marines 1 flamer and 1 missile launcher with a sarg and a single terminator captain, so I have flexibility with 10 tactical marines I ordered I can also order bits of the devastator kit like weapons, and the drop pod I can order to, so I could change the layout of 10 marines but the 6 I have I cannot change.
What do you think?
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This message was edited 3 times. Last update was at 2017/01/02 16:25:19
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![[Post New]](/s/i/i.gif) 2017/01/02 16:54:21
Subject: [500] - Space Marines CAD
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The Marine Standing Behind Marneus Calgar
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While I love LCs, I actively dislike PCs. So rather then one love/hate mixed, I think I’d actually prefer 2xMeh from the MLs. They can always shoot the same target with the same effectiveness. Add to that that they are easy to acquire pushes them a little higher on my recommendation. That said, getting a Dev box should be on your early list of things to buy. It’s nice to have options.
Whenever I see 5 totally naked tac marines, I think “why not scouts” Ease of acquisition is a big reason to just use some basic bolter boys. Tactically, not practically, scouts have a lot going for them. But if you are growing your list into something like a battle demi-co, you are going to need the tacs long term.
Keeping an eye on the horizon is a good thing to keep in mind as you build. I’ve got a swap shelf full of guys who just collect dust, because there are better options these days. A chunk of basic sarges there. So while it might be nice to have the pod for the dread now, it might be worth spending the points to get combi weapons on your sergeants, as that’s what they will want to use when you take your list up to 1,000 or 1,500.
500 points can be rough to build. There are never enough points to get everything you want. A lot of lateral swaps and compromises. I actually liked your fist list a bit better. But there are aspects of the second I prefer. Coin toss really.
I’m not a huge fan of captains at low points. They need a lot of gear to get to their potential. I generally run a librarian or a chaplain at the lower point games. I dislike putting captains down with anything less the artificer armor and a power weapon, and normally a bike/JP on top of that. Minimum. Eats up a chunk of points at 500.
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![[Post New]](/s/i/i.gif) 2017/01/02 17:30:03
Subject: Re:[500] - Space Marines CAD
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Fresh-Faced New User
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After considering everything you have said and looking at the potential I have with my models what about something along these lines.
Captain w/ artificer armour, relic blade and bolt pistol 135pts
6 marines w/ vet Sgt PF, combi flamer meltabombs and flamer (anti infantry) 129pts in Rhino with storm bolter 40pts
5 marines w/ Sgt combi melta and meltagun (anti armour) 90pts
5 devastators w/ 2 Missile launchers 100pts
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This message was edited 3 times. Last update was at 2017/01/02 17:51:34
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![[Post New]](/s/i/i.gif) 2017/01/02 18:29:14
Subject: Re:[500] - Space Marines CAD
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Fresh-Faced New User
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Are you playing a particular chapter?
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![[Post New]](/s/i/i.gif) 2017/01/02 18:50:58
Subject: Re:[500] - Space Marines CAD
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Fresh-Faced New User
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Just standard ultramarines.
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![[Post New]](/s/i/i.gif) 2017/01/02 19:07:36
Subject: Re:[500] - Space Marines CAD
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Fresh-Faced New User
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OK. The thing I always try to keep in mind in smaller point games is trying to maximize any freebies you can get through the strike teams.
Codex Astartes- An army containing one or more Gladius Strike Forces can enact each of the Combat Doctrines (Devastator, Assault and Tactical) once per game. When each Doctrine is enacted, all models that are part of a Gladius Strike Force are affected.
So you can do the Demi Company-and pic just scouts from the 10th support company to have a Gladius Strike Force
I thought you first one lacked a bit of mobility.
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This message was edited 1 time. Last update was at 2017/01/03 01:04:40
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![[Post New]](/s/i/i.gif) 2017/01/03 02:41:59
Subject: [500] - Space Marines CAD
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Bounding Assault Marine
Providence, RI
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Reading your list, I thought you might like something like this:
Captain, artificer armor, relic blade, 135
5 marines, flamer (can replace with meltagun), rhino 110
5 scouts, missile launcher 70
5 scouts, missile launcher 70
Devestator squad, 2 lascannons 110
495 points
You'll notice that I dropped the meltabombs and the meltaguns and basically replaced them with more heavy weapons. I did this because footslogging meltaguns simply won't work. You won't catch your target vehicle. There is nothing that moves slower than footslogging infantry. As for meltabombs on something mounted in a rhino, rhinos aren't assault vehicles, so you'd be getting out one turn, and hoping your target vehicle doesn't move away too quickly so you can make an assault attempt the following turn. A meltagun (or flamer) in a rhino makes more sense, because it'll give you the extra 6" move to threaten foes in a wider area.
Problem: scout missile launchers only come in the sniper rifle scout box, not the bolter/bolt pistol & blade box.
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10,000+ points
3000+ points |
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