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Made in us
Regular Dakkanaut




I just made my first cut of an 8th edition list. I'm aiming for as competitive as I can without flyers. I realize that cuts in to the competitive options a fair bit, but I don't own any.

Battalion Detachment

HQ:
Captain
combi-plasma, power maul

Librarian on Bike
combi-plasma, force stave

Elites:
Apothecary on Bike

Company Veterans on Bikes (3)
2 plasma guns & storm shields, 1 combi-plasma & power maul

Troops:
Scouts (5)
3 bolters, 1 missile launcher, 1 combi-plasma & chainsword

Scouts (5)
3 bolters, 1 missile launcher, 1 combi-plasma & chainsword

Tactical Squad (5)
3 bolters, 1 missile launcher, 1 combi-plasma & chainsword

Tactical Squad (5)
3 bolters, 1 missile launcher, 1 combi-plasma & chainsword

Heavy Support:
Devastator Squad (6)
4 grav cannons, 1 bolter, 1 storm bolter & chainsword, cherub

Devastator Squad (6)
4 grav cannons, 1 bolter, 1 storm bolter & chainsword, cherub

Devastator Squad (5)
4 lascannons, 1 storm bolter & chainsword, cherub

Dedicated Transports:
Razorback
twin assault cannon, storm bolter, hunter killer

Razorback
twin assault cannon, storm bolter, hunter killer

Razorback
twin assault cannon, storm bolter, hunter killer

Razorback
twin assault cannon, storm bolter, hunter killer

Razorback
twin assault cannon, storm bolter, hunter killer

Total cost: 1994/2000

Comments:
-I wanted to go for a high shooty list, which I think this accomplishes well. Inside of 24" it's about as many heavy weapon dice as I could figure out how to throw in 1 battalion. I considered adding a Spearhead too, but kept only fitting in 2 heavy support options and paying for a 3rd unarmed HQ to only get 2 didn't seem worth it.
-Scouts are mostly there to deploy anywhere to prevent deep striking as close or be the first speed bump.
-Marine squads can all start in transports to halve my deployment count if desired. Captain can ride along in 3 of the 5 possible and then will stand around with the Devastators.
-Would a company Ancient be worthwhile over a Veteran Biker? Getting 50% odds of a dying devastator getting off a free shot is pretty nice, but then that's yet another high point guy just standing around backfield.
-I never know what to do with the mandatory HQ. The Captain gives the aura buff, but I waffled on the 2nd choice. Techmarine seemed another reasonable option with the tanks. I can't ever decide if I should go as cheap as possible with them or make them in to a counter charge unit. As well as Bikes I considered going jump packs and Vanguard Vets, but as the only CC unit, I fear they'd either get shot up too fast or have to hang back so much the Bikes will work out better just from shooting in the meantime. Or, if I dropped the bikes and went minimal HQ, that'd free up about 200pts.

This message was edited 3 times. Last update was at 2017/07/22 05:41:50


 
   
Made in us
Boosting Space Marine Biker





A Dark Place

I think a second captain or libby would be more helpful than the apothecary, unless you take centurions instead of devastators maybe? Jump packs on characters are pretty awesome because of FLY.

You may as well take scouts instead of the tacts; plain cheaper and just as good at sitting on objectives/in terrain.
All those combi-plasma and ML seem kinda pricey for units that aren't that hardy (I like to keep them cheap and cheerful). How often are those Sgts really going to get off a good plasma round at something worthwhile?

Vanguard are decent for dropping in the enemy backline and assaulting their long-range tank(s)/artillery, shutting down the shooting from the unit.

Equally, you need to have something to counter them assaulting your own razorbacks, either a cheap 'feeder' (scouts) or a beefy assault unit to intervene (maybe a captain who guards while giving the razors re-rolls).

Vets on bikes are pretty decent, though if you're supercharging that plasma you're going to lose a guy, and his stormshield. I'd also go for the axe purely for the -2 instead of the maul's -1.

The thing with vanguard/vets too, you can use them in the same roll with stormshields, and have one or two of them wield double plasma pistols. They can shoot these while in combat and still use FLY to leave combats without shooting penalties. After trying with vets/vanguard I've gone with the vanguard as that deepstrike lets them get to exactly where I need them to shut something down, whereas the vets get targeted en route.

My 2 pennies anyway.

This message was edited 1 time. Last update was at 2017/07/21 19:09:04


   
Made in us
Regular Dakkanaut




Thanks for the reply.

I realized that myself on the Scout wargear. I wanted them to be enough of a threat they do get hit first, but if they are being hit round 1-2 then the wargear isnt worth the points. Ill also downgrade the Tacticals to Scouts if I need the points, but that always bugged me to have most of my army Scouts.

Im glad you mentioned the Fly rule, I forgot about that. Im def leaning to swapping out the biker Vets for Vanguards and will either give the Libby a jump pack to give them a charge reroll or Captain for plasma shooty.

You think the Apothecary isnt worthwhile? Hes clearly worse without bikers/cents to heal, but 50% chance of restoring a heavy weapon isnt bad either...Course that leaves the same problem as the Ancient, its not a bad power, but is it a power i want to pay ~70pts for? Ehh...

Power axes? Ill have to look again when I get home but I think Battlescribe didnt have one by that name. Either way, thats only a couple pts and fixable once the units stabilize.

Will make a revised version with VVs later today.
   
Made in us
Boosting Space Marine Biker





A Dark Place

I don't think the apothecary is worthwhile for cheaper units. 50% to do something or he does nothing that turn at all, when you could use those points to actually have another one of that model that died instead (or ablative wound models, stormshields, etc.)

   
Made in us
Regular Dakkanaut




For sure, I'd normally go the extra models myself. But here I have bumped up against the 3 Heavy slot limit and more Devs means they cant fit in a Razor on deploy. Ill probably skip both, but Im thinking if I were to use one prob the Ancient would be better since his is an aura instead of 1 model.


Automatically Appended Next Post:
Argh, I'm so torn on the Vanguard Vet setup. Keeping the Libby for Veil of Time and charging is so appealing, especially for the tie down factor. But it's so much easier to just go with a 2nd Captain, a bunch of supercharged plasma pistols, and not worry too much if the charge fails. I decided to go with the pistol route for now to keep with the shooty theme.

Short form: I removed the Scout wargear, biker Libby, the 3 Veteran plasma bikers, and the biker Apothecary to add a jump Captain, 6 Vanguard Vets, 5 more Scouts, and a Land Speeder Storm.

Full List v2:

Battalion Detachment

HQ:
Captain
combi-plasma, power axe

Captain w/ Jump pack
thunder hammer, plasma pistol

Elites:
Vanguard Veterans w/ Jump packs (6)
2 plasma pistol & storm shield, 2 2 plasma pistols, 1 2 chainswords, 1 plasma pistol & thunderhammer

Troops:
Scouts (5)
4 bolters, 1 storm bolter & power maul

Scouts (5)
4 bolters, 1 storm bolter & power maul

Scouts (5)
4 bolters, 1 storm bolter & power maul

Tactical Squad (5)
3 bolters, 1 plasma gun, 1 combi-plasma & chainsword

Tactical Squad (5)
3 bolters, 1 plasma gun, 1 combi-plasma & chainsword

Heavy Support:
Devastator Squad (6)
4 grav cannons, 1 bolter, 1 storm bolter & chainsword, cherub

Devastator Squad (6)
4 grav cannons, 1 bolter, 1 storm bolter & chainsword, cherub

Devastator Squad (6)
4 lascannons, 1 bolter, 1 storm bolter & chainsword, cherub

Dedicated Transports:
Land Speeder Storm
assault cannon, cerberus launcher

Razorback
twin assault cannon, storm bolter, hunter killer

Razorback
twin assault cannon, storm bolter, hunter killer

Razorback
twin assault cannon, storm bolter, hunter killer

Razorback
twin assault cannon, storm bolter, hunter killer

Razorback
twin assault cannon, storm bolter, hunter killer

Total cost: 2000/2000

edit: Realized I left off the cherubs in both lists. They were paid for, just not listed.

This message was edited 4 times. Last update was at 2017/07/22 05:54:50


 
   
Made in us
Boosting Space Marine Biker





A Dark Place

And now you have the new chapter tactics to consider
Raven Guard are fantastic for Vanguards.

New dex means you can't change the loadout on Landspeeder storms, the base cost for those got 10 cheaper.

The new 'Defenders of Humanity' (ob-sec) means your troops now hold objectives even if they are outnumbered. So those scouts/tacts are pulling their weight in that regard.


   
Made in us
Regular Dakkanaut




Really? Huh. Im sad on the Storm, much rather have the AC, though Ill always take a price cut.

That Defenders rule is pretty crazy, I thought maybe Tacticals and Intercessors should count as 2 models, make them have a role. All troops obsec is great, if still leaving Scouts the better filler.

Those chapter strategems are definitely going to change my plans. I know Im just jumping on the bandwagon here, but RG stealth shooty instead of mobile shooty has real appeal and my paint scheme is very close to RG anyways. Lacking exact point values, my current thought is drop 1-2 Razors, a dev squad, and a troop unit from the above list to infiltrate up 2 aggressor units and use Shrike instead of the jump pack captain. Given all those bolter shots, would probably change the AC Razors to Lascannons too.
   
 
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