2000 point friendly Marine list - Warhammer 40K Fantasy
 

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  1. #1
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    2000 point friendly Marine list

    Notable Divergance
    Dutiful: No Mercy, No Respite / Honour your Wargear
    Drawback: Eye to Eye
    Ally: Witch Hunters

    HQ 1 - Commander with Retinue - 326 pts
    Master with Bolt Pistol, Powerfist
    Apothecary
    2x Marines with Missile Launchers
    4x Marines
    Rhino

    HQ 2 - Chaplain - 121 points
    Master of Sanctity w/ Jump pack, bolt pistol

    Elite 1 - Terminator Squad - 280 pts
    4x Terminator
    2x Terminator w/ Assault Cannon

    Elite 2 - Devastator Squad - 222 pts
    4x Marine with Infiltrate, Heavy Bolter
    5x Marine with Infiltrate

    Troop 1 - Scout Squad - 130 pts
    10x Scout with bolter

    Troop 2 - Scout Squad - 126 pts
    7x Scout with Sniper Rifle

    Troop 3 - Sisters of Battle Squad - 256 pts
    9x Sisters of Battle
    2x Sister with Storm Bolter
    Veteran Superior

    Fast - Assault Squad - 320 pts
    6x Assault Marines w/ Furious Charge
    Veteran Sergeant with Lightning Claws

    Heavy 1 - Predator Destructor - 123 pts
    Predator with Heavy Bolters, Storm Bolter, Smoke Launcher

    Heavy 2 - Predator Annihilator - 148 pts
    Predator with Lascannons, Smoke

    Heavy 3 - Predator Annihilator - 148 pts
    Predator with Lascannons, Smoke

    Total - 2000

    OK, I feel like this is more rounded out than my 1000 list.

    Attach the Chappy to the Assault squad. Try to keep them covered as much as possible so they don't get shot up en route to their target. Annihilators are your main anti-tank, but the command squad can help out as well. Command squad, as I've used it in the past, has just been a fire/charge magnet. I added a few marines, put them in a rhino, and added a powerfist to the commander in hopes of remedying this problem. I know that a lot of people don't like scouts because of their lack of resiliance, but I really see them as a cheap form of fire power that infiltrates. Same is the reason I brought the sisters, minus the infiltrating. Dev squad and Destructor can tear up infantry, and the assault squad and terminator squad can both be sent out after a specific unit to take care of it. The one thing I would like to do is shave 3 points from somewhere so I can put a smoke launcher on my Rhino.

    I'd also like to note that part of what drives this list is monetary effectiveness. I have most of these models, so I really try to build lists around what I have available.


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  3. #2
    Illustrator Extraordinair Adrian MalSeraph's Avatar
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    Let's look shall we...?

    Notable Divergance
    Dutiful: No Mercy, No Respite / Honour your Wargear
    Drawback: Eye to Eye
    Ally: Witch Hunters

    HQ 1 - Commander with Retinue - 326 pts
    Master with Bolt Pistol, Powerfist
    Apothecary
    2x Marines with Missile Launchers
    4x Marines
    Rhino

    This does seem like a solid choice, but... to make fit with the theme of your army, drop the rhino and give everyone infiltrate. That way, you save some points for more marines and you can shoot the missles turn one. That can gain you a huge advantage, knocking out tanks before they become a threat, assuming your Devies don't do so beforehand. If you do keep this unit, I'd check the points, this seems way too expensive for the price you have listed.

    HQ 2 - Chaplain - 121 points
    Master of Sanctity w/ Jump pack, bolt pistol

    If you have no objections, give him Terminator Honors. Just for a little more kick. Above all, give him Frags, so that he's fighting WITH the Assault Marines should they charge into cover.

    Elite 1 - Terminator Squad - 280 pts
    4x Terminator
    2x Terminator w/ Assault Cannon

    Good. Drop to five to save points if needed.

    Elite 2 - Devastator Squad - 222 pts
    4x Marine with Infiltrate, Heavy Bolter
    5x Marine with Infiltrate

    This is good anti-horde. I'm just afraid that you may end up in a situation where you need some extra fire power. But otherwise, its a good choice.

    Troop 1 - Scout Squad - 130 pts
    10x Scout with bolter

    Good filler.

    Troop 2 - Scout Squad - 126 pts
    7x Scout with Sniper Rifle

    Anti-MC. Good. Throw in a missle launcher for good measure.

    Troop 3 - Sisters of Battle Squad - 256 pts
    9x Sisters of Battle
    2x Sister with Storm Bolter
    Veteran Superior

    Don't really see the purpose of the squad here. You say filler, but I think that it'll go way too fast before the sisters can do any damage. Either you can switch for more Tac Marines or, try to incorporate some more strength. If you can, change the Storm Bolters to meltaguns for added oomph.

    Fast - Assault Squad - 320 pts
    6x Assault Marines w/ Furious Charge
    Veteran Sergeant with Lightning Claws

    Interesting sergeant choice. Something different. I like it. Keep it as is.

    Heavy 1 - Predator Destructor - 123 pts
    Predator with Heavy Bolters, Storm Bolter, Smoke Launcher

    Ditch the Storm Bolter. It's just wasted points in my opinion. The only vehicle upgrades that ever matter is extra armor, smoke, and sometimes Dozerblades. Give every vehicle you ever take Extra Armor.

    Heavy 2 - Predator Annihilator - 148 pts
    Predator with Lascannons, Smoke

    Needs Extra Armor.

    Heavy 3 - Predator Annihilator - 148 pts
    Predator with Lascannons, Smoke

    Same.

    Total - 2000

    I totally understand your situation. Limited resources can really hurt your game. But, since its a friendly game, I'm sure your opponent will allow for some degree of proxying.

    I emphasize extra armor so much because its invaluable. Say you get stunned. Now you can't move or shoot. A sitting duck. But with armor, you still can't shoot, but now you can move that vehicle into cover and out of harm's way. That way, next turn, you can start blasting again. It's saved my Vindicator numerous times.

  4. #3
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    Quote Originally Posted by Mephysteaux
    HQ 1 - Commander with Retinue - 326 pts
    Master with Bolt Pistol, Powerfist
    Apothecary
    2x Marines with Missile Launchers
    4x Marines
    Rhino
    Use this squad for shooting or close combat. why have heavy weapons if they are going to be moved around in a rhino? If squad is shooting have them equipped like....
    6 X marines: 2 plasma cannon, infiltrate, apothecary.
    If combat...
    6 x Marines: Vet sgt with power fist, company champion, 4 bolt pistols and ccw. all with f. charge. mounted in rhino.

    Give them a purpose. as for your commander, give him an invuln save and a power weapon to not waste his high initiative and include termie honours.

    Quote Originally Posted by Mephysteaux
    HQ 2 - Chaplain - 121 points
    Master of Sanctity w/ Jump pack, bolt pistol
    Add termie honours
    Quote Originally Posted by Mephysteaux
    Elite 1 - Terminator Squad - 280 pts
    4x Terminator
    2x Terminator w/ Assault Cannon
    Fine
    Quote Originally Posted by Mephysteaux
    Elite 2 - Devastator Squad - 222 pts
    4x Marine with Infiltrate, Heavy Bolter
    5x Marine with Infiltrate
    Good, its nice to see someone using hvy bolter devvies. consider dropping the squad to 8.
    Quote Originally Posted by Mephysteaux
    Troop 1 - Scout Squad - 130 pts
    10x Scout with bolter

    Troop 2 - Scout Squad - 126 pts
    7x Scout with Sniper Rifle
    Add heavy bolter to squad 1, ML to squad 2

    Quote Originally Posted by Mephysteaux
    Troop 3 - Sisters of Battle Squad - 256 pts
    9x Sisters of Battle
    2x Sister with Storm Bolter
    Veteran Superior
    This squad costs 156pts

    Quote Originally Posted by Mephysteaux
    Fast - Assault Squad - 320 pts
    6x Assault Marines w/ Furious Charge
    Veteran Sergeant with Lightning Claws
    This squad costs 220pts, and add meltabombs to at least your vet sgt just in case.

    Quote Originally Posted by Mephysteaux
    Heavy 1 - Predator Destructor - 123 pts
    Predator with Heavy Bolters, Storm Bolter, Smoke Launcher
    Drop storm bolter for extra armour, its doesnt go well with the long ranged autocannon.

    Quote Originally Posted by Mephysteaux
    Heavy 2 - Predator Annihilator - 148 pts
    Predator with Lascannons, Smoke

    Heavy 3 - Predator Annihilator - 148 pts
    Predator with Lascannons, Smoke
    Need extra armour, also they might have a hard time lining up vehicles since if you move you can only shoot one gun, and lets face it, whos gonna leave their tank in front of 3 lascannons?

    Quote Originally Posted by Mephysteaux
    Total - 2000
    Much less with those changes

    Quote Originally Posted by Mephysteaux
    OK, I feel like this is more rounded out than my 1000 list.

    Attach the Chappy to the Assault squad. Try to keep them covered as much as possible so they don't get shot up en route to their target. Annihilators are your main anti-tank, but the command squad can help out as well. Command squad, as I've used it in the past, has just been a fire/charge magnet. I added a few marines, put them in a rhino, and added a powerfist to the commander in hopes of remedying this problem. I know that a lot of people don't like scouts because of their lack of resiliance, but I really see them as a cheap form of fire power that infiltrates. Same is the reason I brought the sisters, minus the infiltrating. Dev squad and Destructor can tear up infantry, and the assault squad and terminator squad can both be sent out after a specific unit to take care of it. The one thing I would like to do is shave 3 points from somewhere so I can put a smoke launcher on my Rhino.
    Looks pretty good, consider some more anti MEQ and AT

    Quote Originally Posted by Mephysteaux
    I'd also like to note that part of what drives this list is monetary effectiveness. I have most of these models, so I really try to build lists around what I have available.
    If you want monetary effectivness, get the new megaforce when it comes out. only $150 on scifigenre.com

    hope this helps...
    2000pts Orks 4-2-1

  5. #4
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    I did retool this list a bit since I posted it. I'll get the changes up when I have my list with me.

    But, one problem I often have when posting lists, is since I make mine in Excel, and I don't have it set up to display squad size. I have each squad broken down into all the identical units have a point total, and I have to add the totals mentally and I'm off sometimes. However, I do have it set up to tell me my grand total, so I know I'm not too far over/under.

    As for my command squad, reason I have them in the rhino is to make them a bit more resiliant, annd a bit faster. I can park the rhino somewhere and shoot the missiles out the top with less fear of it getting destroyed than if I were toi just have my marines in the open. Powerfist is mainly for fear factor to keep them from getting charged.

    But, as far as monetary goes, this is my first army, and I'm building it slowly, but I only have about $40 worth of stuff left to buy (A rhino, blister of 2 special sisters, and 1 more jump pack).

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