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Made in us
Longtime Dakkanaut





This is more of an ask than a list for review. There's a list that our only Guard player has brought out occasionally throughout 8th ed, and so far nobody locally has managed to get past the first turn playing into it. I'm not sure of the exact details, but:

A Captain fitted to hand out as many orders as possible each turn.
A Commisar.
Four (?) Squads of Guardsmen with an Autocannon each.
Two Heavy Weapon squads of all Mortars. (Six in total.)
Four Leman Russ with Heavy Bolters on the hull, at least one of which is a command tank.

He actually won't get the list out unless someone asks at this point because winning to a turn 1 forfeit isn't much more fun than losing that way. There's been a lot of gnashing of teeth over Marines being the best thing in the game now, what does a 1000 point Marine army that doesn't struggle against that look like?

This message was edited 1 time. Last update was at 2019/09/21 23:07:53


   
Made in us
Longtime Dakkanaut





He is counting on a fair fight.
Cheat. If you ain't cheatin, you ain't tryin. (I do not mean break rules, I mean break GAME.)
3 squads scouts with camo cloaks and storm bolters on sgts.
3 chaplain dreadnoughts with twin lazcannon
that's a pricey little command wing for a ravengaurd battalion, but as long as one scout remains cowering in converbetween you and him, he can't TARGET the tank killer lazcannon, which should do 5.67 or so lazcannon hits to his hapless tanks each round, till he doesn't have any.
patrol as backup
1 phobos librarian with shroud
1 squad eliminators
I think its still about 1000 points.

If you play the start up carefully, you can literally place every unit you have except the dreads between him and the dreads, most all of them in cover, and you can use the phobos librarian to throw "can't be shot" on the phobos elimiators, allowing you to laugh and snipe without even bothering to be in cover.

Course, all ravengaurd is always in cover, but in ACTUAL cover you are also -1 to be hit.

That's pretty solid, and lets you do about 20 points of damage to his tankline on an average turn. Obviusly blow his command tank up first, then cripple one and kill one each for 2 roudns. While this is happening, use the eliminators to kill his company commander and begin sniping his remainins officer.

Viola. He gets the dubious pleasure of meeting your dreadnoughts on turn 3 with his gaurd in melee, and his massed and vaunted lazgun gaurd fire against dug in raven scouts? will kill like 3 a round tops, when you remember cover drops them to a 2+ save and -1 hit.

Sure he can still give you trouble, but you get to chase him all over the board while he stares at you in tankless impotence.

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Longtime Dakkanaut





That's ... not bad actually, although it does violate Rule of Two at 1000 points.

Edit: It's actually cheaper to go with normal Space Marines than Scouts with Cammo Cloaks these days, and there's no actual advantage to the scouts. A Marine in cover has the same save as a Scout in cover.

This message was edited 1 time. Last update was at 2019/09/23 00:43:48


   
Made in us
Longtime Dakkanaut





Math:

6 Lascannon shots x 5/6 to hit x 2/3 to wound x 5/6 faed saves x 3.5 damage per shot = 9.5 wounds per turn. And you cannot hide your marines from the two squads of Mortars, so the clock is ticking from minute 1.

   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Way around a lascannon heavy army:

Deep Striking and Drop Pods.

Terminators with Rapid Fire 2 Storm Bolters.

Scout Squads deploying in rapid fire range.
   
Made in us
Longtime Dakkanaut





oops. I ain't a marine guy so I was so excited to have a good idea about them, I forgot rule of two. BUT.
There exists a strategy, I believe, to make a dreadnought function like a captain for a turn? Least I thought so.

So my initial calculations, I was counting on essentially all six shots hitting (2's rerolling 1's is like pask) and then 3's to wound. I further assumed the marine player would probably blow a reroll on a shot that failed to wound. leaving 5 hits for an average of 17.5 damage to the leman russes (althuogh I reckon you could figure one less hit from a reroll spent by the imperial player, so 15.)
Still, even 2/3 of thqt is going to flat out cripple a leman russ, and if he is shooting on a 6 up against your army, he can't hit a single unit on the board that he is not in charge range from.

With only 2 chaplain dreads, I suppose one could put another 3 of those heavy sniper phobos guys in, who could then lob indirect shots at the mortars and show the gaurd what real indirect fire is like. Alternately, you could put the new laser fusiles unit (also phobos), and camp it out in plain sight using the "no shoot spell" to get back the effective firepower of a third dreadnought. (3 str 8 p 3up, -3 ap, 3 flat damage, I believe).

Scouts ARE an inefficient choice. But in the event you had to put something out behind LOS blocking and in cover, they can do it for free before the game starts, and with cover and cloak they equal a tac marine unit. If you can insure enough of them so hidden and in cover to not worry about the dreads or other "only shoot if closest" units taking massed ranged fire roudn one, I am not against tac marines, or even incursor(sp) in that troop role for this setup. I don't claim to be a marine guy, and am not sure this list is real good as a takes all comers type list, either, its a bit light on total firepower. But its pretty sneakery, and -1 dread +3 elim and +3 supressors even leaves a few points left over. Perhaps for a lieutenant? (math permitting!)

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Assault Terminators against the Leman Russes. Thunder Hammers should open it up nicely.
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Consider Ultramarines:


Vindicare

Lots of lascannons to open up the Leman Russes

Suppressor Squads to deal with the infantry.

Eliminators deal with enemy leadership

Chronus in Predator



++ Spearhead Detachment +1CP (Imperium - Space Marines) [45 PL, -5CP, 980pts] ++

+ No Force Org Slot +

**Chapter Selection**: Ultramarines

Operative Requisition Sanctioned [-2CP, 85pts]

Relics of the Chapter [-1CP]: Number of extra Relics

Stratagem: Honoured Sergeant [-1CP]

Use Beta Rules

+ HQ +

Sergeant Chronus [10 PL, 211pts]: Warlord
. Predator: Hunter-killer missile, Twin lascannon, Two Lascannons

+ Elites +

Apothecary [3 PL, -1CP, 50pts]: Iron Resolve, Stratagem: Hero of the Chapter, Tarentian Cloak

+ Fast Attack +

Suppressor Squad [4 PL, 90pts]
. 2x Suppressor: 2x Accelerator autocannon, 2x Grav-chute
. Suppressor Sergeant: Accelerator autocannon, Grav-chute

Suppressor Squad [4 PL, 90pts]
. 2x Suppressor: 2x Accelerator autocannon, 2x Grav-chute
. Suppressor Sergeant: Accelerator autocannon, Grav-chute

+ Heavy Support +

Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant: Bolt sniper rifle, Camo cloak
. 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak

Eliminator Squad [4 PL, 72pts]
. Eliminator Sergeant: Bolt sniper rifle, Camo cloak
. 2x Eliminator with Bolt Sniper: 2x Bolt sniper rifle, 2x Camo cloak

Mortis Dreadnought [8 PL, 155pts]
. Two twin lascannons: 2x Twin lascannon

Mortis Dreadnought [8 PL, 155pts]
. Two twin lascannons: 2x Twin lascannon

++ Total: [45 PL, -5CP, 980pts] ++

Created with BattleScribe (https://battlescribe.net)

This message was edited 2 times. Last update was at 2019/09/26 10:52:16


 
   
 
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