1500 assault space marine army - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member carrotman50's Avatar
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    1500 assault space marine army

    hq

    captain (terminator armour, lightning claws, melta bombs) 160

    chaplain (jump pack, combi melta) 130

    troops

    tactical squad (10 men, plasma gun, plasma cannon, rhino) 220

    tactical squad (10 men, flamer, heavy bolter, rhino) 205

    scout squad (heavy bolter, land speeder storm) 135

    elites

    terminator assault squad (3 lightning claws, 2 thunder hammers) 200

    land raider redeemer (multi-melta) 250

    vanguard veteran squad (relic blade, 2 power swords, 2 plasma pistols) 200

    total 1500


    any comments much appreciated

    i havent brought any of it yet, so chapter recommendations would be appreciated

    thanks

    Last edited by carrotman50; March 29th, 2009 at 15:13.

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  3. #2
    Member GLD1's Avatar
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    I think the 2 HQ's are a bit of a luxury in 1500 points games...as are the Vanguard...

    I haven't got my codex handy, but looking at the points you've got for them, and the war gear, you haven't included their jump packs in the points cost - which means they won't get to the fight until either really late, or they get shot to pieces...

    Are you planning on transporting them into the thick of the action with the LRR? Or is that for the Termies? I'm not sure about deep striking assault termies - as they can deep strike, then run instead of shooting, but other than that they might not get a chance to charge and will only be a few bad dice rolls away from having no impact at all, especially if they strike to close to some enemy heavy weapons....

    There is also a lack of a fire base to cover any advancing troops...unless you combat squad the tacticals...

    The LSS could be a potential game breaker in a lot of armies, however I don't think that, if using the storm, there is much point in taking a heavy bolter - you won't get a chance to use it before you are in combat...The whole point of the storm is to drop the scouts deep behind enemy lines where they can take out any heavy or long ranged weaponary....

    However, if you have got the Vanguard packs and are moving the termies in the LRR, then they can pack a whole lot of punch - just be careful you don't massacre a squad and get left in the open with no support...If you like assault, maybe try using a counts as Shrike - this give the whole army fleet, and you can infiltrate for a first turn charge. The Vanguard make a great body gurard for him. Combine this with some drop pods with your tacticals and you are up in the enemies face before he knows what's going on....

    I hope my $0.02 are useful to you....
    Last edited by GLD1; March 29th, 2009 at 16:08.

  4. #3
    Senior Member carrotman50's Avatar
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    Thanks, I thought they already came with jump packs

    I was going for a charge into the fray For The Emperor shouting smash em to bits list

    yeh the redeemer was for the termies

    heres a new list:

    hq

    kayvaan shrike 195

    troops

    tactical squad (10 men, plasma gun, plasma cannon, rhino) 220

    tactical squad (10 men, flamer, heavy bolter, rhino) 205

    scout squad (land speeder storm) 125

    elites

    terminator assault squad (3 lightning claws, 2 thunder hammers) 200

    land raider redeemer (multi-melta) 250

    vanguard veteran squad (relic blade, 2 power swords, 2 plasma pistols 5 jump packs) 250

    total 1445

    any ideas for the 55 points left?

  5. #4
    Member GLD1's Avatar
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    The main problem you will have, is that, with Shrike's abilities, you will have one very isolated Vanguard squad come the end of the first turn, hence why I recommended Drop Pods...With two pods, at least one of them will be able to support the Vanguard/Shrike Streets of Rage style beating...

    With regards to the other points, how about dropping the Speeder storm and either have one big scout squad, or two small ones - one could bunker down on the home objective whilst the other uses the wonderful outflank ability...

    I would also look at swapping some of those heavy weapons for melta guns...fire and move baby...

    Just a few thoughts...

  6. #5
    Senior Member carrotman50's Avatar
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    Thanks again

    hq

    kayvaan shrike 195

    troops

    tactical squad (10 men, Melta gun, Multi Melta, Drop Pod) 210

    tactical squad (10 men, flamer, heavy bolter, Drop pod) 205

    scout squad (Sniper rifles, missile launcher) 85

    scout squad 75

    elites

    terminator assault squad (3 lightning claws, 2 thunder hammers) 200

    land raider redeemer (multi-melta) 250

    vanguard veteran squad (relic blade, 2 power swords, 2 plasma pistols 5 jump packs) 250

    total 1470

  7. #6
    Member GLD1's Avatar
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    Let us know how you get off with it once you play a few games - it's certainly hard hitting!

  8. #7
    Senior Member carrotman50's Avatar
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    that may take a while, i have to collect it first!!

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