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  1. #1
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    Imperial Marine Corps.

    Hey, I've just finished writing a draft army list for what I call the Imperial Marine Corps, in detail the name is "The Imperial Navy Marine Corps. 1st Regiment Weapons Company."
    The army list is first, doctrines and fluff surrounding the army's concept are in the post below this one. Any comments/questions/suggestions will be appreciated.

    1500pts Army List:

    HQ
    Description
    Points
    Company HQ ‘Omega’
    Exec. Officer: Junior Officer (), Power Sword (), Bolt Pistol (), Honorifica Imperialis (). 4 guardsmen, 1 vet medic (), 1 master-vox caster () 2 melta guns (), 2 lasguns, Carapace Armour ).
    122




    Troops


    Weapons Platoon Delta
    First Sgt: Junior Officer (), Bolter (). 4 guardsmen, 1 vet medic (), 2 melta guns (), 2 lasguns. Carapace Armour (). [92]
    Squad I: Sgt+9 guardsmen (), flamer (), Carapace Armour (). [86]
    Squad II: Sgt+9 guardsmen (), flamer (), Carapace Armour (). [86]
    264
    Grenadier Squad Alpha-One
    Vet Sgt (), Plasma Pistol (), Melee Weapon+9 Grenadiers (), 2 plasma guns (), 7 hell guns, Chimera (), Turret Heavy Flamer (), Improved Comms (), Smoke Launchers ().
    239
    Grenadier Squad Alpha-Two
    Vet Sgt (), Plasma Pistol (), Melee Weapon+9 Grenadiers (), 2 plasma guns (), 7 hell guns, Chimera (), Turret Heavy Flamer (), Improved Comms (), Smoke Launchers ().
    239



    Elites











    Fast Attack











    Heavy Support


    Mortar Platoon Beta
    Lieutenant: Junior Officer (), Bolter (). 4 guardsmen, 1 vet medic (), 3 plasma guns (), Carapace Armour (). [102]
    Mortar Squad I: 6 guardsmen, 3 mortars (), Carapace Armour (). [100]
    Mortar Squad II: 6 guardsmen, 3 mortars (), Carapace Armour (). [100]
    302
    Anti-Armour Platoon Gamma
    Lieutenant: Junior Officer (), Bolter (). 4 guardsmen, 1 vet medic (), 3 plasma guns (), Carapace Armour (). [102]
    Anti-Tank Squad I: 6 guardsmen (), 3 missile launchers (), Carapace Armour (). [115]
    Anti-Tank Squad II: 6 guardsmen (), 3 missile launchers (), Carapace Armour (). [115]
    332



    Last edited by Lost Nemesis; December 21st, 2007 at 19:15.

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  3. #2
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    Doctrines:
    · Drop Troops
    · Grenadiers –
    · Close Order Drill – .
    · Special Equipment: Carapace Armour.
    · Heavy Weapons Platoons.

    The general strategy is to hold the mortar and anti-armour squads back. Mortar squads bombard the crap out of the enemy and hopefully pin them down, while missile launchers take out vehicles, or infantry (3+ saves with krak or 4+ or less with frag) if it is not a vehicle heavy army. Command squads with plasma guns stay near and shoot bursts of plasma fire at the enemy and are ready to rapid fire assault troops that try to attack my heavy weapons. 12 plasma gun shots in total at 12" should do well at this, particularly against armoured assaulters. Medics and carapace armour keep troopers from killing themselves.

    Grenadier squads move foward in chimeras covered in smoke, before in the next turn disembarking and rapid-firing with hellguns and plasma guns, while being reinforced by the reserve squads (infantry platoon and command squad) in turn 2. The plan is to use these forces to flank the enemy if they are many light infantry, or concentrate on one flank if they are uniform 3+ save troopers. Command squads of the infantry platoon and the main command squad deploy deep into the enemy to take out any heavy armour that escapes my anti-armour squads; particularly what I am thinking about are basilisks/defilers that hide behind terrain to bombard my men.
    Last edited by Lost Nemesis; December 21st, 2007 at 19:16.

  4. #3
    Treadhead with a Chainaxe Kaiser's Avatar
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    Firstly, this should be in the Imperial Guard Army List Subforum, but I suppose a mod will move it there. Secondly, it's against the forum rules to post the pointcosts of induvidual upgrades, since that's copyrighted material and might get the forum owners in trouble. Thirdly, you've paid for a master vox caster, but none of your squads has a vox caster which is needed to recive the effects of the master vox.

    Now, I realise that this is a themed list, but it lacks variety. Practically every squad in your list bar the command squad in the command platoon has been copy-pasted. I would consider that to be a bit boring to face, like all those 6-man las/plas marine squads.
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    Fluff:

    For eons the Imperial Navy has operated as an organisation separate from the Imperial Guard. Early in the Imperium's rule, after the Horus Heresy, Space Marines filled the role of "space-amphibious" operations; securing key points on planets for Imperial Guard to move in full force through from space. But, over the millenia the Space Marines have become more of an elite version of the Guard, rather than a specialist army filling the role of Marines in space.

    Recently, there has been an approval to create a prototype regiment of Imperial Navy-controlled Marines. That is; Imperial Infantry who operate on ships and are used to secure landing zones so that continuous flows of Imperial Guard troops and heavy armour can be moved to the battlefield easily, as well as defend ships and spaceports from boarding actions and raids, and to conduct such actions on enemy ships and ports.

    The Marines, in addition to normal infantry training, recieve specialist training surrounding particular combat scenarios*; notably landing craft assaults, boarding and counterboarding. They also recieve the equipment* necessary to be able to conduct these kinds of operations; in particular suits which allow them to survive for limited periods in space, as well as providing armour equivalent to that of carapace armour.

    The structure of the Marine Corps. is similar to that of the U.S. Marine Corps. of present day; the Weapons Company of the 1st Regiment is designed primarily to support the three Rifle Companies, though each company is capable of operating alone in small-scale engagements. The Weapons Company, like those of the U.S. Marine Corps, consists of a Weapons Platoon (though very different to that of the USMC), a Mortar Platoon and an Anti-Armour Platoon, though there is no equivalent to the Heavy Machinegun Platoon.** Neither the 1st (and so far only) regiment, nor the Corps. as a whole, are well-known throughout the galaxy, but the main objective for them currently is to, as well as obviously serving the Imperium in its many battles, prove their worth to the High Lords of Terra by winning battles and showing the effectiveness that a fully-funded, offical and multi-regimental Marine Corps. would have against the enemies of the Imperium.

    There is more that I have thought of, but I'm going to stop here, it's 12:30am and I am tired.

    *Represented by Close Order Drill, Grenadiers and Carapace Armour doctrines.
    **While it would be logical to add a fire support squad with heavy bolters as an equivalent to Machinegun platoons, I personally don't think fire support squads are very strategically useful. For all the points needed to make 2 heavy bolter squads (as well as the command squad), you only get a total of 18 shots. About 1/2 will miss, so that's 9 S5 AP4 shots that hit. Not enough to do real damage to an army of light infantry, and ineffective against uniform 3+ save armies like Space Marines. At least mortars have the capability to inflict Pinning Tests, which I intend to bolster with missile launchers. But in my opinion, fire support platoons are not worth the points needed to pay for them; they certainly won't be killing enough enemies to equal their points value anytime soon.

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    Sorry if your eyes bled from reading all that, I didn't realise how much I had written, nor how long it took to write! But if you had the patience to read it all, I'll appreciate comments. Thanks
    Last edited by Pew-Pew-Laser-Gun; December 21st, 2007 at 14:35.

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    Senior Member Imperator100's Avatar
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    Perhaps you could just edit your post instead of creating a new one altogether, next time? Your flamer idea is bad...

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    Hi, couple of things. First, I'd like to urge you to please read our forum rules (linked in my signature as well as up on the top blue bar). They will inform you that posting individual points costs and specific rules is against our policy. Unit totals and generalizations are the only things that are okay; keep in mind that if you're posting an army list, the only people who are giving you advice know what costs what, and what Doctrine does what. Please keep this in mind in the future; only post unit totals. I've edited your above post to comply with our forum rules. Also, LO has dedicated army list subforums for each of our armies; all army lists need to be posted there. I will go ahead and move this thread to the Imperial Guard Army Lists subforum for you. Thanks, and keep these points in mind next time!

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    Okay first off, there is no point in taking a Master-Vox set on your command element if nobody else in your army has a vox caster. That's like having a telephone to nowhere. If there aren't any vox sets on the rest of the army, they can't very well vox to the command element can they?

    Second, flamers are probably not a great idea on your two squads. Even if you're using your squads as a roving, burning, assaulting unit, Guard just aren't good enough in CC to justify it. If you're using them as a gunline, then chances are you're going to be receving a charge as opposed to dealing one out, and the latter is one of the few times a flamer is effective. If you're trying to save points on this, you might just want to go with Grenade Launchers. You'll still be able to move and shoot, and the fluff there still stands. Every U.S. Marine squad has one man armed with the M-16/203.

    Your Grenadiers look good.

    In Heavy Support, why not just take a couple of tanks instead of your mortar squads? You'll be paying about the same and Leman Russ tanks are way better at dealing with infantry. Plus, it's still Fluffy. Marines use tanks.

    All in all, cool concept, but the execution on this list is a little iffy. You might want to explore a few other options first.
    I think you need to spend more time on your floor.

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    Librarian from Hell Andusciassus's Avatar
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    I've got a few thoughts on your heavy support too. First is...Why?
    What if you just dropped them all together?
    You are aware of the option to add those exact squads to your HQ, right?
    That would save you points enough (from their officers) to get either a tank (or two actually) or a couple of squads of vets (if you're after the plasmas).
    And also, while at it, why are you using two mortar squads in an army theemed for things like defending spaceships from boarding? It must be like the worst weapon available for this.

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    First off, I am sorry about the rule breaches. Thank you very much for editing my thread and posts to comply with them. This won't happen again.

    Okay first off, there is no point in taking a Master-Vox set on your command element if nobody else in your army has a vox caster. That's like having a telephone to nowhere. If there aren't any vox sets on the rest of the army, they can't very well vox to the command element can they?
    I was worried about this. The IG Codex was a little vague, but I interpreted as saying the master-vox could communicate with all squads, even if they did not have vox-casters. But thanks for this, I'll edit my list accordingly.

    Second, flamers are probably not a great idea on your two squads. Even if you're using your squads as a roving, burning, assaulting unit, Guard just aren't good enough in CC to justify it. If you're using them as a gunline, then chances are you're going to be receving a charge as opposed to dealing one out, and the latter is one of the few times a flamer is effective. If you're trying to save points on this, you might just want to go with Grenade Launchers. You'll still be able to move and shoot, and the fluff there still stands. Every U.S. Marine squad has one man armed with the M-16/203.
    My plan was to put them together with grenadier squads (1 pair on either flank if they are lighter units, or all on one flank if they are against space marines/necrons/etc.) and use their inherent mobility (chimeras and deep strike) to get right close to the enemy so that with massed, rapid-firing lasguns, hellguns and plasma guns (coupled with a flamer), they could annihilate any squad without having to worry about close combat (I'm going for a tactic similar to Tau Fish of Fury, where my Chimera interposes itself between my squads and the other enemies without obscuring line of sight so that, ideally, they cannot be assaulted in one turn. But I will consider grenade launchers too.

    In Heavy Support, why not just take a couple of tanks instead of your mortar squads? You'll be paying about the same and Leman Russ tanks are way better at dealing with infantry. Plus, it's still Fluffy. Marines use tanks.

    All in all, cool concept, but the execution on this list is a little iffy. You might want to explore a few other options first.
    I really would prefer to have tanks instead of mortars, but I wanted at least two platoons that matched up mostly with their USMC equivalents. But I have been thinking about this, and I am going to try to find another way to get tanks in while still having at least two squads that match with USMC equivalents. Will probably ditch mortars as well, because while the pinning effect seemed really attractive to me, I think that they probably cost too much to be worth it.

    I've got a few thoughts on your heavy support too. First is...Why?
    What if you just dropped them all together?
    You are aware of the option to add those exact squads to your HQ, right?
    That would save you points enough (from their officers) to get either a tank (or two actually) or a couple of squads of vets (if you're after the plasmas).
    And also, while at it, why are you using two mortar squads in an army theemed for things like defending spaceships from boarding? It must be like the worst weapon available for this.
    The idea is to make the list similar to a Weapons Company of the USMC. The main plan behind this company is that it gives fire support on the ground to the Rifle Companies, while the Rifle Companies are the main participant in naval battles. This is also why I have a Heavy Weapons Platoon for my Mortars instead of attaching them to the main command squad; it is structured like an 81mm Mortar Platoon from the USMC.

    Thanks for the feedback everyone, I'll take these comments into mind.

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