2000pts Pirate Marines - Warhammer 40K Fantasy
 

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  1. #1
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    2000pts Pirate Marines

    Here's my first draft for a DIY army similar to the red corsairs.... basically not faithful to the emperor but not devoted to chaos, just basically, pirates.

    TRAITS
    Cleanse And Purify

    (Un)faithful unto death

    HQ
    Master: Power Weapon, bolt pistol, iron halo, artificer armour, terminator honours, frags, furious charge = 155pts

    6 x Space Marine Command Squad: Veteran sgt with power fist, company champion, 4 x bolt pistols and ccw. all with furious charge = 158pts

    Rhino: extra armour, smoke = 58pts

    HQ TOTAL = 371pts

    ELITES
    Dreadnought: Venerable, TLLC, ML, extra armour, tank hunters = 170pts

    TROOPS
    5 x Space Marines: Lascannon. Razorback: TLLC, extra armour, smoke = 188pts

    10 x Space Marines: Vet sgt with powerfist, 2 plasma guns = 205pts

    10 x Space Marines: Vet sgt with powerfist, 2 plasma guns = 205pts

    5 x Scouts: 4 x sniper rifles, 1 missile launcher = 95pts

    10 x Scouts: Vet sgt with powerfist, 9 scouts with combat shotguns (yes i know, but shotties are cool) = 158pts

    TROOPS = 851pts

    FAST ATTACK
    5 x Assault Marines: 2 Flamers = 122pts

    HEAVY SUPPORT
    10 x Devestators: 4 x Plasma cannon = 290pts

    Predator Destructor: Lascannon sponsons, smoke launchers = 128pts

    HEAVY SUPPORT = 418pts

    TOTAL = 1932pts (what to add?)

    Strategy: The scouts with shotties infiltrate and try to make it to cc, the other squad uses infiltrate to set up some krak shots at tanks. the primary AT is the 5 man tac squad, razorback, and hellfire dreadnought. the 2 10 man squads and devvies are the core of the anti MEQ firepower, while the command squad is small but has good cc abilities and good meatshields. the assault marines are my anti horde unit in case im up against orks or bugs. the predator is more cheap fire support.

    thanks

    2000pts Orks 4-2-1

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  3. #2
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    Quote Originally Posted by gen.nehring
    Here's my first draft for a DIY army similar to the red corsairs.... basically not faithful to the emperor but not devoted to chaos, just basically, pirates.

    TRAITS
    Cleanse And Purify

    (Un)faithful unto death

    HQ
    Master: Power Weapon, bolt pistol, iron halo, artificer armour, terminator honours, frags, furious charge = 155pts

    6 x Space Marine Command Squad: Veteran sgt with power fist, company champion, 4 x bolt pistols and ccw. all with furious charge = 158pts

    Rhino: extra armour, smoke = 58pts

    HQ TOTAL = 371pts

    ELITES
    Dreadnought: Venerable, TLLC, ML, extra armour, tank hunters = 170pts

    TROOPS
    5 x Space Marines: Lascannon. Razorback: TLLC, extra armour, smoke = 188pts

    10 x Space Marines: Vet sgt with powerfist, 2 plasma guns = 205pts

    10 x Space Marines: Vet sgt with powerfist, 2 plasma guns = 205pts

    5 x Scouts: 4 x sniper rifles, 1 missile launcher = 95pts

    10 x Scouts: Vet sgt with powerfist, 9 scouts with combat shotguns (yes i know, but shotties are cool) = 158pts

    TROOPS = 851pts

    FAST ATTACK
    5 x Assault Marines: 2 Flamers = 122pts

    HEAVY SUPPORT
    10 x Devestators: 4 x Plasma cannon = 290pts

    Predator Destructor: Lascannon sponsons, smoke launchers = 128pts

    HEAVY SUPPORT = 418pts

    TOTAL = 1932pts (what to add?)

    Strategy: The scouts with shotties infiltrate and try to make it to cc, the other squad uses infiltrate to set up some krak shots at tanks. the primary AT is the 5 man tac squad, razorback, and hellfire dreadnought. the 2 10 man squads and devvies are the core of the anti MEQ firepower, while the command squad is small but has good cc abilities and good meatshields. the assault marines are my anti horde unit in case im up against orks or bugs. the predator is more cheap fire support.

    thanks
    You should beef up your Ass. marine squad from 5 to 8. Bigger assualt squads do better. Drop some marines from your dev. squad, it doesn't need 6 meatshields. I would suggest trying to get drop pods for your command squad and the 2 squads with plasmaguns. You might want to take the trait that alows your tactical squads to take BPs and CCWs for free. That would make them better at cc. Keep the plasma in those squads, that would let them shoot in the turn that they pod in but cant move or assualt. I think the list is okay, you may also want to drop the scouts with sniper rifles or give them more sniper rifles.

    Hope i helped.


    "God made man, but Samuel Colt made man equal."

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