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Playstyle of the space marine list from imperium magazine?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




I am planning on painting up the space marine army that comes with warhammer imperium as a custom chapter and running it as different chapters at tournaments (not expecting anything amazing, but it seems good enough to win a match or two occasionally) . However I realized that I don't know enough about the rules of 40k yet to figure out what the playstyle of this army is, which means I can't make the lore of the chapter fit.

How would this list play?

The list that it comes with (minus ultramarine exclusive units):
Hq
- Primaris Captain
- Primaris Lieutenant
- Lieutenant in Phobos Armour
- Primaris Librarian in Phobos Armour
Troops
- 10 x Space Marines: Assault Intercessors
- 3 x Paint Set Assault Intercessors
- Infiltrator Sergeant
- 10x Infiltrators
- 3x Suppressors
Elite
- Easy Build Primaris Aggressors
- Fast Attack
- 3 x Outriders
- Primaris Invader ATV
Heavy Support
- Space Marines Firestrike Servo-Turret
- 3 x Eliminators

What is the playstyle of that list? What tactics would it work well with?
   
Made in gb
Automated Rubric Marine of Tzeentch




dorset

in a general sense, those units lean towards being assault/melee oriented.
your assault intercessors, outriders and the aggressors all want to be getting close to the enemy and stuck in to close combat.
The supressors ability to supress the enemy and deny overwatch helps you get those guys into combat.
The infiltraitors can fill two roles in your force, both around objective play, either holding the rear objective or forward deploying onto a midfield one.
The outriders can, on the advance, move a full 20 inches, or 14"+charge, so use them for "long bomb" charges to pin the enemy down unexpectedly.
your leaders can both act as beat sticks to support the assault troops in combat, or as support units using their auras to buff, or both at once.
The eliminators can ignore the "Look out, sir!" character protection rules, so can target support characters not normally targetable.

for proper tourney play, you'll need to buy more, as all that comes to about 1300-1400 points, whereas the standard play size is 2000 points. however, your force represents a decent enough basis for building out, playing a few 500 point and 1000 point games to "get the hang" of it and understand what you want to do with your army, and inform your future expansions down sensible roads.

i would recommend going with a melee focused chapter tactics, at least for now. with custom chapters its very easy to switch to a different set of by just changing the chosen bouses.

This message was edited 1 time. Last update was at 2022/03/29 21:34:39


To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

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Made in us
Fresh-Faced New User




xerxeskingofking wrote:
in a general sense, those units lean towards being assault/melee oriented.
your assault intercessors, outriders and the aggressors all want to be getting close to the enemy and stuck in to close combat.
The supressors ability to supress the enemy and deny overwatch helps you get those guys into combat.
The infiltraitors can fill two roles in your force, both around objective play, either holding the rear objective or forward deploying onto a midfield one.
The outriders can, on the advance, move a full 20 inches, or 14"+charge, so use them for "long bomb" charges to pin the enemy down unexpectedly.
your leaders can both act as beat sticks to support the assault troops in combat, or as support units using their auras to buff, or both at once.
The eliminators can ignore the "Look out, sir!" character protection rules, so can target support characters not normally targetable.

for proper tourney play, you'll need to buy more, as all that comes to about 1300-1400 points, whereas the standard play size is 2000 points. however, your force represents a decent enough basis for building out, playing a few 500 point and 1000 point games to "get the hang" of it and understand what you want to do with your army, and inform your future expansions down sensible roads.

i would recommend going with a melee focused chapter tactics, at least for now. with custom chapters its very easy to switch to a different set of by just changing the chosen bouses.


Oh interesting, so its a full assault army, very aggressive with not that much focus on defense? That could be super flavorful! I like it! I was thinking it might be fun to make them a Mortuary cult, and that would fit super well!
Shame about it being less than 2k, I am keeping gilliman as a painting project but without him the army doesn't have enough points. Ill wait to pick out the rest like you suggest, but I was thinking it would be fun to paint up a dreadnaught, so if it fits I am leaning that direction.
   
Made in no
Liche Priest Hierophant





Bergen

For general fun armies for new players I usually suggest at 33%/33%/33% divide. Grab 33% you really like for some reason. Grab 33% of mandatory units the army needs, usually troops and HQ. The last 33% is to cover what you do not have yet and cover weaknesses or needs in your list.

With what you have posted you have the first 66% down. What you need more of now is long ranged heavy weapons that gets you into the shooting game.

Here are potensiall sugestions keeping with the primaris theme:

Hellblasters
Eradicators
Plasma intersceptor
Eliminators with lascannon.

Ass you see most hose suggestions are in the heavy support slot. Not uncommon you can take a second detachment for more heavy support slots. This costs you 2 CP but it could be worth it. You can also consider Redemtor Dreadnoughts with plasma as that is very common. But it would the 'only' heavy targets for your opponent to shoot at, and that might be doing them a favour.

These is also something to be said for having 2 eliminators with sniperrifles to threaten enemy characters. One is OK. But two really pushes your opponent into beeing scared for their characters. (Most enemies bar death guard would not like it.)

With your list more Outrider, assault intercessors or even blade guards can help with the 'advance and sweep the enemy off objectives' plan. Or potensial more infiltrators/incursors to give you a good foothold can be considered.

It depends a bit on what you want to do, but getting more dangerush longrange shooting seems to be priority number one.

Your list will be flavourful and descent. While only hyper specialist armies do well in the ultra competetive meta it is an army that can probably winn a lot in a cassual to semi competetive meta piloted by a good player. It certainly is something you can have a lot of fun and hone your skills with.

   
 
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