Welcome to Librarium Online!
After 2 full 40k armies, starting but never fully realizing 3 other 40k armies, and building 3 large fantasy armies. I find myself desiring to go 'back to the basics'. My first army ever was space marines. I enjoyed them for a time, but gradually moved away from them. My setup was a very simple very shooty list. Coming back to my marines I decided to refine the fluff, army list, and tactics I used before.
One of the things I lover about my old list was the honor your wargear trait. I don’t really like any of the current space marine elites. Dreads are ok, never used em though. I had some termies, but they were expensive and didn’t do anything extraordinary. My elite devs however, were awesome. Four missile launchers with tank hunter’s special rule decimated my enemies. I could cut down meq's with krak missiles, destroy masses of light infantry with my frags, and destroy any tank thanks to my tank hunter’s special rule.
I still have some of my old models and built this list so that I would need few additions to my range of models. I also decided to take trust your battle brother as I really like that trait and fits with the fluff of my army, which I will post at some point in the future. Plus i never like the old las plas squads i used.
As of yet unnamed captain, chapter master, bolt pistol, power weapon-91
I always loved my old chapter master, he always performed admirably and his leadership helped considerably.
2x6 devastator’s, 4 missile launchers, tank hunters-376
Since the iron titan’s home world is a forgeworld that produces many many missiles, the iron titans always get the best of them. Their favorites are the special ‘iron fist’ missiles that provide superior armor penetration.
3x10 tactical marines, veteran sergeant, power fist, true grit & counter attack-630
They help mow down anything that moves through the artificial choke point engage anything that makes it to the iron titans lines. Very versatile squads that can threaten just about anything and are awesome in both cc and shooting and can hold objectives well. Considering adding a special weapon but don’t want heavy’s.
9 scouts, bp&ccw, vet sarge, power fist-145
Disruption etc, help hold up part of the enemies forces and divide them so the rest of my army can worry about the other part of their army
Funnel of doom. Missiles are never in short supply for the iron titans, so this is their favored tank.
The tactics are pretty simple. Usually I’ll load up all the whirlwinds with castellan missiles, though I might switch one depending on the enemy. The tac squads are versatile and their isn’t really anything I cant use them for. I think they will be very good at holding objectives and such. The master provides leadership and has the cc prowess to cut down most things that attack my devs and whirlwinds.
The dev’s purpose is pretty clear, get into a good position and shoot. If I can funnel the enemy into bunching up his units to get around the mine fields I can unleash some real hell with my frags. Even meq’s will have a tough time if their all in base to base.
As I said before the scouts will be disruption. They can kill any tank that tries to sit back and shoot and any shooty squad. They can also kill most enemy hq’s with their power fist, as well as do a lot of damage on the charge.
edit: woops, acidentaly wrote whirlwind points
Last edited by kelmay; November 22nd, 2006 at 18:41.
information IS power
First off, what are your drawbacks? You have to take a major and a minor drawback.
The list itself is quite solid, though static. Good firepower, but you lack flexibility in spite of the rather diverse capabilities of missile launchers and the tactical squads (which I like a lot btw).
I'd say either get some mobility in your list or mobilize your firepower. Keeping with your current theme two things almost immediately come to mind.
1. Get one of your tactical squads a transport. In this army I'd prefer a Rhino over a drop pod as you'll still be able to team up your firepower earlier in the game.
This is an easy and quite cheap option.
2. Get a terminator squad. I understand you're not very fond of them but IMO they could really help this army. For one they can move and fire heavy stuff. The option of teleportation also helps, especially as you have a scout squad which can be given a teleporter homer. Finally they're also good in close combat.
On the fluff side, you can arm them with yet more missile launchers, though that's not a very good idea if you intend to teleport them.
Sorry I forgot to list the drawbacks. The first is eye to eye. Most of the members of my chapter like to make a slow steady advance on the battlefield. While a most of the former sons of ignus (part of the fluff) that were recruited by the chapter like to hit hard and fast, they prefer fighting close quarters to shooting from bikes or speeders.
The minor drawback is death before dishonor. It takes a lot to remove the iron titans from a foothold or a piece of ground they've captured. They almost never give ground they've conquered until every one of them is dead.
As for what you said about speed, I think I could try that. When I increase the list to 2k Iâ€™m just going to add 2x10 assault squads with a vet sarge with power fist, exactly 500 points. In case you didnâ€™t notice, I like power fists. I suppose I could drop the scouts, add a transport to one of my tac squads, sort of a vanguard unit like I had my scouts as. Then I'd just use the rest of my points to add members to my devastator squads.
information IS power
Although you have 4 hidden powerfists and a low-power Master you lack considerably in ap2 ranged firepower.
Shooty armies are going to love you. You have 12 models in properly shooty squads, once those go down, unless your opponent is badly hurt by Whirlwinds you're in alot of trouble.
My DA would love you, dump fire on the Devs turn 1/2 take them out and let the Tanks have free reign. The Scouts are good, but Drop Pods to land 30 Tactical Marines on them might be more disrupting, foot sloggin' drops you down the Target Priority list and lets your Devs take the brunt, which they arent capable of withstanding.
Dropping a Whirlwind would allow you to add 5/6 Marines to the Devs, and as a main target they need that.
Every time you read this sig: a fairie dies!
Though you've certainly got a point Silver Wings I don't quite agree with you that it's as black as you make it seem.
3 Whirlwinds can do a hell of a lot of damage (unless you get some pretty bad scatter rolls) and as long as there's a decent amount of terrain on the board he should be able to position his army in such a way that only part of the army can bring their firepower to bear. I know it would limit his ability to pick foes but it's better to kill some and live than to kill a few more and die.
If the opponent decides to clog his force up to mass fire on the devastators he makes an excellent target for the big number of templats in this army.
Nevertheless, adding some extra marines to the Devastator squads is a good idea. Many people seem to like 8 strong squads for this.Giving the Tactical squads drop pods wouldn't solve the target priority problem as the opponent would have little else to shoot at but the devastators. Rhino's would complement this army much more.Originally Posted by Silver WingsHmm... you could also consider changing one Tactical squad into an Assault squad.Originally Posted by kelmay
That would require you to shave points from the scouts. However, few enough to enable you to keep a 5 man Scout squad with sniper rifles (and a missile launcher?) I think.