1500 Traited Marine List(Spartans) - Warhammer 40K Fantasy
 

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  1. #1
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    1500 Traited Marine List(Spartans)

    Hello!
    Here's my list. There's a 1000 Point variant which I've been using that has been getting moderate success. I'm new to the game, and I have 5 wins to 4 losses. I'm expanding the army, and I'd like to get some feedback before I invest.

    HQ: (140)
    Master Commander Leonidas(75)
    --Power Sword(15)
    --Artificer Armour(20)
    --Plasma Pistol(15)
    --Terminator Honours(15)

    Elites: (375)
    Dreadnought(105)
    --Venerable(20)
    Dreadnought(105)
    --Venerable(20)
    Dreadnought(105)
    --Venerable(20)

    Troops: (600)
    Tac Squad
    --10 Marines(150)
    ---Veteran Sergeant(15)
    ----Power Sword(10)
    --Plasma Gun(15)
    --Plasma Gun(10)
    --Rhino(50)
    Tac Squad
    --10 Marines(150)
    ---Veteran Sergeant(15)
    ----Power Sword(10)
    --Plasma Gun(15)
    --Plasma Gun(10)
    Tac Squad
    --10 Marines(150)
    ---Veteran Sergeant(15)
    ----Power Sword(10)
    --Plasma Gun(15)
    --Plasma Gun(10)

    Heavy Support: (460)
    Devestator Squad(215)
    --5 Marines(75)
    ---2 Lascannons(70)
    ---2 Plasma Cannons(70)

    Land Raider(250)

    Total: 1500

    Traits:
    -Advantages
    --Cleanse and Purify
    ---One Member of a squad may replace his Lascannon with a Plasma Gun
    --Heed the Wisdom of the Ancients
    ---Dreadnoughts may be taken as Heavy Support or as Elites. Elites must be Venerable, and the 0-1 limit is removed.
    --Disadvantages
    ---Flesh Over Steel
    ---We Stand Alone

    The battleplan is fairly simple. The three Dreadnoughts and one of the tac squads advance up the middle, while the Rino and Land Raider Flank.
    My problem is, the Devestators really can't footslog it(I wish they were Slow and Purposeful. Argh.) well. And they're a huge point sink.

    My strategy tends to inolve getting into Close Combat whenever possible. My Commander is exceptional at this, he has 5 power weapons attacks. I've never lost him. And I haven't lost a game where I get into Close Combat with their lines.

    Any advice is greatly appreciate. For those that care, I have my army in a Spartan theme. I'll be posting some fluff somewhere when I can.


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  3. #2
    LO Zealot Ezekiel1990's Avatar
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    First, reove all the individual costs of wargear and such. You can say how much a complete squad costs, but not how much each element costs (EX: Tactical squad x6, plasma cannon, plasma gun, 120 pts).

    Quote Originally Posted by Leonidas
    HQ: (140)
    Master Commander Leonidas
    --Power Sword
    --Artificer Armour
    --Plasma Pistol
    --Terminator Honours
    You should really consider dropping artificer armour. To start with, he shouldn't ever be shot at, or if he is, it's when he's in a squad, and in that case, he won't get his 2+ save. So that's wasted in the shooting phase. Secondly, assaults. If there's anything alive after his attacks, or if it attacks before him, it probably ignores armour saves (powerfist, rending, etc) so it's wasted there. In the rare incidence where one or two models that don't ignore armour saves are still alive, they probably won't do enough damage to make the added save bonus worth the 20 pts.

    Also, he should have a command squad to be more effective. More later.

    Elites: (375)
    Dreadnought
    --Venerable
    Dreadnought
    --Venerable
    Dreadnought
    --Venerable
    Dreadnoughts should be used as either of the followign ways:

    Dreadnought, extra armour, drop pod, 140 pts.
    or
    Venerable dreadnought, TLLC, ML, extra armour, tank hunters, 170 pts.
    If you use the first combination, the relative lack of range on the assault cannon is made up for by the drop pod, and he is almost guranteed to get into assault on the third or fourth turn.

    Troops: (600)
    Tac Squad
    --10 Marines
    ---Veteran Sergeant
    ----Power Sword
    --Plasma Gun
    --Plasma Gun
    --Rhino
    Either drop the veteren sergeant or make the plasma guns meltagusn and give the squad a drop pod. Rhinos are really only good when you can move some plasma cannons around. Other than that, they're pretty useless. You can't assault out of them unless you didn't move, in which case your opponent has about 2 turns of shooting beforehand, and at AV 11, a lascannon could easily end your fun. Drop pods are far superior for a number of reasons. They're cheaper, more reliable to get you where you want to be, and they block LOS when you land, protecting your troops.

    Tac Squad
    --10 Marines
    ---Veteran Sergeant
    ----Power Sword
    --Plasma Gun
    --Plasma Gun
    Tac Squad
    --10 Marines
    ---Veteran Sergeant
    ----Power Sword
    --Plasma Gun
    --Plasma Gun
    Make the same changes to these squads. A word on tactical squads: at a movement of 6", you're not going to get into combat until turn 4 or later. So they should either have a transport to get them into close range earlier, or they should be meant to sit back and shoot. If you choose to sit back and shoot, you are better off with a 6 man squad with a plasma cannon or lascannon with a plasma gun.

    Heavy Support: (460)
    Devestator Squad(215)
    --5 Marines(75)
    ---2 Lascannons(70)
    ---2 Plasma Cannons(70)
    Ok, first, expand this to 8 men at least. At 5 men, you start losing heavy weapons as soon as you lose more than one armour save. With 4 meatshields, you have a lot of protection, so you will probably be shooting those guns for the whole game.

    Land Raider(250)
    I would drop this in such a small game. If you have a squad inside it, and your opponent puts enough firepower into it to blow it up, you've got a 250 pt wrecked vehicle and a bunch of pinned marines.

    Total: 1500

    My strategy tends to inolve getting into Close Combat whenever possible. My Commander is exceptional at this, he has 5 power weapons attacks. I've never lost him. And I haven't lost a game where I get into Close Combat with their lines.
    If you like assault, you could use some assault marines. With a jump-pack chaplain, they can be extremely deadly. And give your comander a command squad.

    On my second to last final note, I woudl suggest giving sergeants who you want to get into assautl powerfists. For only 5 more points, you will wound on a 2+ and can easily kill a special character with one. And since with 4th ed you can no longer "pick out" models in assault, the fact that you hit on I1 isn't a concern.

    And on a final note, click on the "Index of Space Marine Articles" at the top of the SM page. It will lead you to various articles compiled and written by various members here, and I think it will do you very good.

    Cheers
    Ezekiel1990

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