[1500] SM Sons of Icarus Chapter - friendly/tourney - Warhammer 40K Fantasy
 

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  1. #1
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    [1500] SM Sons of Icarus Chapter - friendly/tourney

    Ive Finally finished my 1500 points of DIY marines only had a few games with the and the only loss sofar is to IG ( you think id get al least one glance in 6 turns) well here goes

    Sons Of Icarus

    Chapter Traits: Dutiful
    No Mercy, No respite
    Honor Your Wargear

    Disadvantages
    Flesh of Steel

    HQ: 136pts
    Master of Sanctity
    jump pack, ccw, terminator honors


    Elites: 421pts
    Devastator Squad (7)
    1 sarg w bolter
    2 marines w bolter
    3 marines w missile
    1 marine w plasma cannon
    Infiltrate

    Devastator Squad (7)
    1 sarg w bolter
    2 marines w bolter
    4 marines w missile
    Infiltrate

    Fast Attack: 445pts
    Assault Squad (10)
    1 vet sarg w power weapon/bolt pistol, jump pack
    2 marines w plasma pistol/ccw, jump pack
    7 marines w bolt pistol/ccw, jump pack
    Furious Charge

    Land Speeder Tornado (1)
    Assault Cannon, Heavy bolter

    Land Speeder Tornado (1)
    Assault Cannon, Heavy bolter

    Troops: 498pts
    Tactical Squad (10)
    1 vet sarg w powerfist/bolt pistol, terminator honors
    8 marines w bolter
    1 marine w plasmagun

    Tactical Squad (10)
    1 vet sarg w powerfist/bolt pistol, terminator honors
    7 marines w bolter
    1 marine w plasmagun
    1 marine w heavy bolter

    Scout Squad (6)
    1 sarg w sniper rifle
    4 scouts w sniper rifle
    1 scout w missile

    Total 1500 points


    a few points as to composition its a light/fast army only, no tanks termies or dreads (blame the fluff) why dont i have a gun on the MoS? because i dont want to, and i dont like putting plasma on models with 1 wound and power weapons (assault sarg), i know its tactical light for 1500 points but the extra devastators make up for it, and the fact they dont deploy till the infiltrate phase means i can find the a spot to shoot at juicy tanks and IC's other than that feel free to give me your comments im still tweaking it here and there and any input would be appreciated


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  3. #2
    Member Cadian7th's Avatar
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    Why no bolt pistol for the chaplain? Unless you've got some fluff behind your reasoning It seems a bit daft, for one point you get an extra attack!!
    I'd highly recommend placing a PF on the assault sqaud INT5 PW are ok but strength 9 hidden PF's are Immensely better.
    What exactly are you planning for the tactical squads? If there for getting into combat maybe consider melta guns and drop pods maybe dropping the squad to eight to find the points?
    Last edited by Cadian7th; September 2nd, 2005 at 14:59.
    FLAME ON!

  4. #3
    LO Zealot Chaosbrynn's Avatar
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    Quote Originally Posted by Master Icarus
    HQ: 136pts
    Master of Sanctity
    jump pack, ccw, terminator honors
    "I dont want to". Seems like a silly reason to me. May as well have the extra bolt pistol attack before you charge. But hey, its your HQ. And im sure you know that this is a disadvantage.

    Quote Originally Posted by Master Icarus
    Elites: 421pts
    Devastator Squad (7)
    1 sarg w bolter
    2 marines w bolter
    3 marines w missile
    1 marine w plasma cannon
    Infiltrate
    I personally dont like m ixing heavy weapons in dev squads. Becuase this squad can infiltrate however, it is the one time it is ok to go with 4 plasma cannons. First off, the forward placement allows you to make up for the shorter range. Secondly the ability to be placed in cover makes up for the high cost of the weapons as the squad will survive longer.

    Quote Originally Posted by Master Icarus
    Devastator Squad (7)
    1 sarg w bolter
    2 marines w bolter
    4 marines w missile
    Infiltrate
    Beautiful. Although I personally like to have 1 bolter marine for every heavy weapon. I suppose since they will no doubt be placed in cover that you can do without the last man.


    Quote Originally Posted by Master Icarus
    Assault Squad (10)
    1 vet sarg w power weapon/bolt pistol, jump pack
    2 marines w plasma pistol/ccw, jump pack
    7 marines w bolt pistol/ccw, jump pack
    Furious Charge
    Definately go with a powerfist for the sergeant. Aside from the fact that its a better weapon it will allow you to deal with high toughness or armored oponents you get into close combat with. Im sure you see that with the chaplain making this squad fearless, one dreadnought and the squad is lost as they wont be able to hurt it and will never fall back. Giving your main assault capability such an easy weakness to exploit is never a good idea. Powerfist all the way.

    Quote Originally Posted by Master Icarus
    Land Speeder Tornado (1)
    Assault Cannon, Heavy bolter

    Land Speeder Tornado (1)
    Assault Cannon, Heavy bolter
    Cant go wrong with these.

    Quote Originally Posted by Master Icarus
    Tactical Squad (10)
    1 vet sarg w powerfist/bolt pistol, terminator honors
    8 marines w bolter
    1 marine w plasmagun
    Not bad, id personally go with a melta gun as you will be able to fire it the same turn you charge. However plasma will do more for you when not charging. Depends on how you use your tactical squads.

    Quote Originally Posted by Master Icarus
    Tactical Squad (10)
    1 vet sarg w powerfist/bolt pistol, terminator honors
    7 marines w bolter
    1 marine w plasmagun
    1 marine w heavy bolter
    Now we are getting to the point where your wasting a couple points. Still the heavy bolter is cheap but I will still ask you, what does this squad do? Does it sit and shoot, does it run up? Is it ment to advance to protect the infiltrated devs?

    Quote Originally Posted by Master Icarus
    Scout Squad (6)
    1 sarg w sniper rifle
    4 scouts w sniper rifle
    1 scout w missile
    Personally id go with a full squad of CCW + Bolt pistol scouts instead. Place them in front of the devs as a screen from close combat (and to cause leadership tests to fire on the devs). Sniper are only good in 1 situation and that is to take out high toughness creatures. As you have a nice amount of high strength weapons (and should have a pfist on the assault squad) you dont really need the sniper rifles.

    Cheers Mate!
    Chaosbrynn
    Mentor of Space Marine Commanders far and wide.

    Efficiency VS Point Cost VS Ease Of Use - Your best bets:

    1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant

    2) 8 man Devastator squad - 4 missile launchers

    3) Land Speeder Tornado - HB + AC

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