3500 Point- Vanilla Marines - Warhammer 40K Fantasy
 

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  1. #1
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    3500 Point- Vanilla Marines

    I have thought long and hard about the type of Marine Army I would like to build. Thinking about relatively cheap, but effective lists that economize on points to maximize the number of models on the board. I haven't started building it, but once I get the idea down in my head, I will. So here goes my attempt at a full org chart type setup. The total amount of points is just under 3400 with no special traits or abilities.

    HQ- Captain w/TH and bolter, Sgt, 8 Marines (2 of which have plasma guns)-231 points

    Troop 1- Sgt, 9 Marines + Plasma Gun- 160 points
    Troop 2- Sgt, 9 Marines + Plasma Gun- 160 points
    Troop 3- Sgt, 7 Marines + Hvy Bolter, Plasma Gun- 165 points
    Troop 4- Sgt, 7 Marines + Hvy Bolter, Plasma Gun- 165 points
    Troop 5- Sgt, 5 Marines + Las Cannon- 145 points
    Troop 6- Sgt, 5 Marines + Las Cannon- 145 points
    Elite 1- Term Sgt, 4 Terminators + 2 AC's- 240 points
    Elite 2- Term Sgt, 4 Terminators + 2 Cyclone ML's- 250 points
    Elite 3- Term Sgt, 4 Terminators (CA, 3 light claws, 2 Thunderhammers)- 215 points
    F/A 1- Sgt w/TH, 9 Marines with Meltabombs, 2 Plasma pistols)- 265 points
    F/A 2- Sgt w/TH, 9 Marines with Meltabombs, 2 Plasma pistols)- 265 points
    F/A 3- 3 Land Speeder Tornadoes- 240 points
    Hvy 1- Sgt, 9 Marines + 4 Missile Launchers- 230 points
    Hvy 2- Sgt, 9 Marines + 4 Hvy Bolters- 210 points
    Hvy 3- Sgt, 9 Marines + 4 Las Cannons- 290 points

    By my calcs (assuming I am right) works out to be 3376 points and 126 total models. Please comment, this is not flashy just brute force load up on the number of guns available.

    When in doubt call in an ordnance strike.

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  3. #2
    Member Quannum's Avatar
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    i like it a lot. as the great quote goes...

    "marines with bolters win games" and by 'eck, do you have a lot of them!

    couple of changes:

    - i'd drop the melta bombs on your ASM squads. You've got plenty of anti-tank.
    - invest in another HQ. Perhaps a Librarian to send some Psychic fun into their lines. Whack him with the assault Terminators and have some fun.
    - Heavy Bolter devestator squad seems a bit outta place. You've got so many bolters you dont really need these guys. I'd go for a second squad of Missile Launchers instead for both anti-horde/armour fun.
    - with the spare points from the melta bombs, bump your non-assault terminator squads up by one. 6-man Terminator squads are mean as hell. Also, go for assault cannons on the other squad as well. You want these boys engaging the toughest infantry opponents. Rending will rip through opponents and hopefully save you some saves in CC.

    Q:ninja:
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  4. #3
    is coming out to play The Toon's Avatar
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    HQ- Captain w/TH and bolter, Sgt, 8 Marines (2 of which have plasma guns)-231 points
    One problem your wasting is ws and initiative for shooting why not give him a power weapon. That would better his odds in serviving and you should give him an iron halo. Also as a bonus to the iron halo give him a adaminte mantal.

    Troop 1- Sgt, 9 Marines + Plasma Gun- 160 points
    Troop 2- Sgt, 9 Marines + Plasma Gun- 160 points
    Troop 3- Sgt, 7 Marines + Hvy Bolter, Plasma Gun- 165 points
    Troop 4- Sgt, 7 Marines + Hvy Bolter, Plasma Gun- 165 points
    Troop 5- Sgt, 5 Marines + Las Cannon- 145 points
    Troop 6- Sgt, 5 Marines + Las Cannon- 145 points
    I love the way your troops are keep them the way they are.

    Elite 1- Term Sgt, 4 Terminators + 2 AC's- 240 points
    Elite 2- Term Sgt, 4 Terminators + 2 Cyclone ML's- 250 points
    Elite 3- Term Sgt, 4 Terminators (CA, 3 light claws, 2 Thunderhammers)- 215 points
    I like this only thing is I would put in one dreadnaught for some extra fire.

    Hvy 1- Sgt, 9 Marines + 4 Missile Launchers- 230 points
    Hvy 2- Sgt, 9 Marines + 4 Hvy Bolters- 210 points
    Hvy 3- Sgt, 9 Marines + 4 Las Cannons- 290 points
    Good might want to give the devastators with lascannons tank hunters.

    Cheers, Matt
    Hope this helps.P.S. I love the load out on troops.
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  5. #4
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    HQ- Captain w/TH and bolter, Sgt, 8 Marines (2 of which have plasma guns)-231 points

    I would make him a master for better leadership. You might want an apocathery and champion in there to. Consider meltaguns instead of plasma and tooling out the sarge. Give them furious charge and a drop pod and go kill some tanks.

    Troop 1- Sgt, 9 Marines + Plasma Gun- 160 points
    Troop 2- Sgt, 9 Marines + Plasma Gun- 160 points
    Troop 3- Sgt, 7 Marines + Hvy Bolter, Plasma Gun- 165 points
    Troop 4- Sgt, 7 Marines + Hvy Bolter, Plasma Gun- 165 points
    Troop 5- Sgt, 5 Marines + Las Cannon- 145 points
    Troop 6- Sgt, 5 Marines + Las Cannon- 145 points

    I like your troops, they look good. You might want to give the 2 squads that have lascannons razorbacks. I know that almost everyone dislikes them, but its a shooty unit have the razorback sit and shoot to. TLLCs rule. Maybe add hunter killer missles.

    Elite 1- Term Sgt, 4 Terminators + 2 AC's- 240 points
    Elite 2- Term Sgt, 4 Terminators + 2 Cyclone ML's- 250 points
    Elite 3- Term Sgt, 4 Terminators (CA, 3 light claws, 2 Thunderhammers)- 215 points

    I'd drop the termie assualt squad. Replace it with a Ven. Dread with AC, DCCW, heavy flamer, extra armor, furious charge, and a drop pod. That will cause some pain. Then i would make both termie squads the same as the first, give them tank hunters and stick them in drop pods.

    F/A 1- Sgt w/TH, 9 Marines with Meltabombs, 2 Plasma pistols)- 265 points
    F/A 2- Sgt w/TH, 9 Marines with Meltabombs, 2 Plasma pistols)- 265 points
    F/A 3- 3 Land Speeder Tornadoes- 240 points

    Good squads and the speeders look good to. Make the sarges vet. sarges power fists and plasma or bolt pistols. You probably dont need melta bombs.

    Hvy 1- Sgt, 9 Marines + 4 Missile Launchers- 230 points
    Hvy 2- Sgt, 9 Marines + 4 Hvy Bolters- 210 points
    Hvy 3- Sgt, 9 Marines + 4 Las Cannons- 290 points

    Like Quannum said, I would make the squad with heavy bolters MLs.

    You might want to add some traits. They can really help make your army different.

    Hope this helped.
    Last edited by Alt+F4; August 4th, 2006 at 01:23.


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  6. #5
    Member Connor Ivering's Avatar
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    I agree with them about the devestator squads and drop them down to 8 models to tool out your command squad and master. Usually lascannons are better served in tac squads as they are less than half as expensive. Replace one of the TH with LCs and if there is anything you could drop try to get a teleport homer or a land raider.
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    Thanks

    I appreciate everyone's comments. I would just like to take the opportunity to reply to some of them.

    As many of you can tell, I am going for what basically works out to a full force org chart without the second HQ. I am looking to cram as many holy bolters on the field at once in a majorly shooty army. I also purposefully minimized the wargear to keep the cost as low as possible. I also wanted to make a unit that was tough and could be flexible in its response. Less of a fluff issue and more of an economic issue to mix and match units to make force orgs of less that 3400 points.

    Now to the specifics

    I took the captain because of the minor point savings, I do like the idea of giving him a powersword. I haven't really seen many apoths in the many battle reports I have read. Finally, I wanted to resist the temptation to give him the full kit (Artificer's Armor, Halo, MC-Weapons, special abilities, etc) because HQ's tend to be point pigs and big targets. I also like the idea of having the Master's Leadership so will probably kit him out.

    For the tactical squads, I wanted three flavors, the shooty specialists (beamers), the generalists (ML), and the anti-swarm (Hvy Bolter). I could envision having the HB squads in front of the ML and LC squads to stop things like 'nid swarms while the bigger guns take on the Carnifexes etc.

    For the termies, I like the idea of having four assault cannons so I will take that suggestion. I also like the idea of beefing them up to six total each. I might drop the A-Termy squad for a Ven Dread with FC and give FC to the ASM squads.

    For the Dev squads, this was similar to the flavor of the Tactical squads, different squads to defend against different threats. 4 HBolters can lay down alot of fire against an Ork or Tyranid swarm.

    For the ASM's, I would give them Furious Charge, but keep the meltabombs since it seems that folks in the Bat-reps like to tank charge ASM's when they get a chance.

    Finally, there are two weapons I do not like- flamers and meltas. I don't like flamers because of the short template and the most of the squads are shooters so the object is to keep the opponent away. Meltaguns have great strength and armor penetration, but they are half the range of everything else. I might change my mind and kit a squad out with them.
    When in doubt call in an ordnance strike.

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    1500 Point Build

    Just as a for-intance with the above list (as is)

    HQ Squad- 231 points (2 pg's)
    Troop 1- 10 man Shooter- 160 points (1 pg)
    Troop 2- 10 man Shooter- 160 points (1 pg)
    Troop 3- 10 man Shooter- 160 points (1 pg)
    Troop 4- 6 man Beamer- 115 points (1 pg, 1 LC)
    Troop 5- 6 man Beamer- 115 points (1 pg, 1 LC)
    Elite 1- 5 Terminators, 2 Assault Cannons- 240 points
    Elite 2- 5 Terminators, 2 Assault Cannons- 240 points

    Total points- 1421

    Total Models 62

    # Bolters- 45
    # Plasma Guns- 7
    # Las Cannons- 2
    # Assault Cannons- 4
    # Storm Bolters- 6

    I assume this kind of build would be fairly durable against a similar point force if I were defending a position, but not exactly the kind of thing for a mobile engagement.
    When in doubt call in an ordnance strike.

  9. #8
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    It could work very well assualting. You can afford to get drop pods with your leftover points, so give the termies pods to be offensive. The main shooty squads lay down cover fire killing anything by the objective, then the termies come down on hte objective and hold it while you could thn move some squads up to help them hold. It would work well in just about any situation. Did you make the captian a master? if not do so, LD 10 makes a big difference over LD 8.


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  10. #9
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    Quote Originally Posted by Shadow_Fyre
    For the Dev squads, this was similar to the flavor of the Tactical squads, different squads to defend against different threats. 4 HBolters can lay down alot of fire against an Ork or Tyranid swarm.
    I agree, but so can ML. ML are the great hybrid of anti-tank/anti-horde, especially if you give them tank hunters. agreed, 12 HB shots a round will cause severe death to lets say, a mob of 20 Boyz:

    12 shots -> 8 Hits -> 6.5 Wounds -> 6.5 Boyz dead


    But, with the blast template of the frag ML, you could easily auto-hit at least between 12 and 16 Boyz excluding partials.

    12-16 Hits -> 8-10.5 Boyz dead.

    Oh and btw, Furious Charge on the ASM is great.

    Q
    :ninja:
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