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Made in gb
Fresh-Faced New User




Hi All,

Hope you’re well. First post on here so my apologies if this isn’t in the right place, however I thought it might be a bit of fun for some people! I used to play 40K and have recently returned to 9th edition having ‘inherited’ the below list of models. I’m just interested to what lists or maybe more so what chapters of around 1000/1500pts people would make from the below if they happened to suddenly own this force.

2 x Primaris Captains with Shield and Power Sword
1 x Primaris Chaplain
2 x Redemptor Dreadnoughts
3 x Inceptors
5 x Intercessors
5 x Assault Intercessors
6 x Outriders

I’ve said I’ll add two more boxes and having looked at the rest of the SM range online I quite like blade guard. I also notice a lot of people play captain/chaplain on bike - could I get away with converting some outriders into those two models? I appreciate I’d play it as a bike and not an outrider.

Best wishes

MB

This message was edited 1 time. Last update was at 2022/05/30 16:29:43


 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

That’s a reasonably well balanced force. You could go in pretty much any direction with it. Some shooting, some chop, some mobility. around 1,250 points as it is, although you need to jump through some hoops to get both captains on the table.

Primaris chaplains on bikes are a (very nice) thing, so if you kitbash one up, it’s not even a counts-as. Primaris captain don’t get a ride at the moment unfortunately.

Bladeguard a a good unit, and a fun kit to build. There are a lot worse things to add to your collection.

I might also add another troop pick. I might suggest infiltrators just for some deployment tricks, but it’s hard to go wrong with any of the options.

Welcome to Dakka and the Space Marines!

   
Made in us
Been Around the Block




I would look first at another troop pick. As it stands you can't field a battalion, the most basic of list types; since you do need 3 troops. 5 infiltrator/incursors would be a good pick. Bladeguard are decent enough but get your troops first, definitely.

Fielding a bike chaplain is very popular, but the foot chaplain is good too. Foot chaplain can be a very decent buffing character; but you want the bike chaplain if you want to make him a melee monster, that's really the choice.

Not a whole lot to do with two captains. You could run one as a Chapter Master and one as a normal Captain. It would be legal... but it wouldnt be recommended. Maybe one of those captains could find a home converted to something else. A bladeguard? If you get 3 more bladeguard that makes 4, which is an awkward number and 7 is too many (if you were to get another kit beyond that).... but I cant think of much to do with him I'm afraid. I've used the Company Champion and he's okay. Maybe that's an idea. Or maybe you just want to leave him on the shelf for a bit while you figure out what to do.

As far as what chapter to pick, not real sure here. Your force is pretty generalist and could succeed with basically any chapter. Maybe you even want to do a custom chapter? The trait Stalwart is really good, and you would get another. Whirlwind of rage is ok if you want to go melee. Warded if you are facing a lot of mortal wounds.

Best of luck to you.

This message was edited 1 time. Last update was at 2022/05/31 05:45:47


 
   
Made in ca
Winged Kroot Vulture





You could really go anywhere with this good baseline. As said above, another Troops choice will be needed to make this force any larger, and the Bike Chaplains are very strong.

The problem with converting an Outrider is that currently, they MUST be taken is squads of exactly three, which would leave you with two models you couldn't use.

As for your chapter, they come and go with their power levels, so it's more important to find one who's strategy feels good:

Ultramarines: Good all rounders, but not specializing in anything. Their main thing is that they can fall back and shoot which is pretty good.
Salamanders: Foragemasters and specialists of flame weaponry. They curranty get to re-roll some extra attack dice and are a little harder to wound.
Imperial Fists: Bolt Weapon Specialists and masters of defense. Their hits on 6's get you an additional hit with bolt weapons, they also get to ignore light cover when shooting. (If your Inceptors are the bolt variant, this could be good to try out for your list.)
Iron Hands: They are the Machine Specialists, and typically field lots of vehicles and heavy infantry. They ignore wounds on a 6 and their vehicles stay stronger longer.
Raven Guard: Hit and run specialists that like their Stealth units and Jump Infantry. They count as being in cover if they are far away from their attacker.
White Scars: The biker chapter. They can charge the turn they fell back and don't take a penalty to shooting assault weapons while advancing.

The other three big chapters, Blood Angels, Dark Angels, and Space Wolves all have their own books with lots of special rules.

Personally, I like having my own chapter which lets me mix and match from a pool of special abilities, or they can be run as successors of another chapter to get most of what they do. Allows to you to be very flexible with your armies at the cost of the special characters.

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