1500 Marines Tournamemt - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member alvenom's Avatar
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    1500 Marines Tournamemt

    Hello all,

    Could anyone give me any advice/criticism for the following list. It's supposed to be pretty mobile with lots of bolters and swords as you'll see. The one thing I'm not totally sure about is how it'll fare with heavy armour, I've tried to spread a few meltaguns/combi-meltas around and the Landspeeder Storm is geared towards hunting armoured opponents once it has dropped off the Scouts.

    It's supposed to be a proud, martial army hence the amount of Power Swords (there's a vague Roman theme to it, lots of togas and swords). And I just like Missile Launchers!

    There are also 75 points spare for any suggestions/upgrades anyone can suggest.

    HQ:
    Captain with Power Sword + Combi-Melta - 125 (accompanies the Sternguard in Razorback)
    Chaplain with Jump Pack - 115 (accompanies the Assault Marines)

    Troops:
    10x Tactical Marines with Power Sword, Missile Launcher and Meltagun in Rhino - 220
    10x Tactical Marines with Power Sword, Missile Launcher and Meltagun in Rhino - 220
    5x Scouts with Power Sword and Missile Launcher (to ride in Landspeeder Storm)

    (Note: would the Tactical Squads be better off with a flamer?)

    Elites:
    5x Sternguard, Power Sword and Combi-Melta in Razorback - 185

    Fast Attack:
    10x Assault Marines with Power Sword - 205
    3x Landspeeders with three Heavy Bolters and one Typhoon Missile Launcher
    Landspeeder Storm with Multi-Melta


    Total 1425


    Criticism please!


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  3. #2
    Senior Member Mad Cat's Avatar
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    HQ: I would drop the captain and use his points to upgrade the sternguard by 5 models all with combi meltas and 1 with a power fist. Swap the sternguard razorback for a rhino or drop pod. As it stands the captain and 5 powerful sternguard are a very jucy and quite vilnerable target. By swapping the character for more bodies you increade the survuvability and the shooting power greatly. The extra PF should also make them good if charged. I prefer the drop pod as they can combat squad on arrival to split fire between tanks and infantry.
    Chaplin is fine. Digiweapons and a meltabomb if you have a few points left over an the end.

    Elites: See above

    Troops: If you go for rhinos then swap the MLs for MMs. Otherwise considder combat squadding and using razorbacks.
    The scouts should get 4xBP&CCW and 1xShotgun&PF. The ML is useless if you zoom around in the LSS.

    Fast: LSS is better with a heavy flamer in my view as the poor BS doesnt hurt you and it can thin out squads for the passengers to finnish off.
    Speeders are ok. I do like MM + HF versions though. they dance around firing MMs at long range then make attack runs on targets firing HF if it is infantry or 2d6+8 MMs if against tanks.
    Assault marines should get a PF or TH for the sergeant and maybe a flamer.

    Your remmaining points could get 5 more scouts with sniper rifles and HB or ML. (If you combat squad 10 scouts you save 10 points as you only pay for one sergeant). These would hold on to home field objectives nicely when deployed in cover (possibly with camo cloaks).
    Quorn! - Protein for the Protein God.

  4. #3
    Senior Member alvenom's Avatar
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    Thank you for taking the time to give me such an in-depth reply, it's really appreciated.

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