1000 point mostly ranged SM - Warhammer 40K Fantasy
 

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  1. #1
    Member SAiNT-138's Avatar
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    1000 point mostly ranged SM

    This is my first stab at making a SM army for friendly play, so here goes...

    1 CAPTAIN - HQ 103 POINTS
    -bolt pistol & power weapon
    -iron halo
    -frag grenades

    1 COMMAND SQUAD - HQ 145 POINTS
    -1 company champion + power weapon, combat shield & bolt pistol
    -6 space marines + bolt pistols & close combat weapons

    1 DREADNOUGHT - ELITES 115 POINTS
    -assault cannon
    -close combat weapon & heavy flamer

    1 DREADNOUGHT - ELITES 135 POINTS
    -twin-linked lascannon
    -missile launcher

    8 SPACE MARINES - TROOPS 126 POINTS
    -6 bolters
    -1 flamer
    -1 sergeant + bolt pistol & close combat weapon

    8 SPACE MARINES - TROOPS 126 POINTS
    -6 bolters
    -1 flamer
    -1 sergeant + bolt pistol & close combat weapon

    5 SPACE MARINES - TROOPS 80 POINTS
    -4 bolters
    -1 heavy bolter

    6 DEVASTATORS - HEAVY SUPPORT 170 POINTS
    -4 missile launchers


    1000 POINTS
    37 MODELS

    The tables we play on usually have a lot of cover towards the center, while some have cover up the sides and open areas running down the middle (think of a dry riverbed) so I tried to make something versatile. Thanks in advance.


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  3. #2
    Illustrator Extraordinair Adrian MalSeraph's Avatar
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    Okay mate, let's take a look.

    1 CAPTAIN - HQ 103 POINTS
    -bolt pistol & power weapon
    -iron halo
    -frag grenades
    Not bad. Good support choice, to add leadership and provide CC support when the enemy hits your lines. Good.

    1 COMMAND SQUAD - HQ 145 POINTS
    -1 company champion + power weapon, combat shield & bolt pistol
    -6 space marines + bolt pistols & close combat weapons
    And the added Command Squad. Not bad, again, good CC support.


    1 DREADNOUGHT - ELITES 115 POINTS
    -assault cannon
    -close combat weapon & heavy flamer
    Good anti-infantry. Good for hordes with low armour. You MUST give this guy Extra Armour. Mandatory for good Space Marine Vehicles.

    1 DREADNOUGHT - ELITES 135 POINTS
    -twin-linked lascannon
    -missile launcher
    Venerable and Tank Hunters would be good, but isn't necessary. But you MUST take Extra Armour

    8 SPACE MARINES - TROOPS 126 POINTS
    -6 bolters
    -1 flamer
    -1 sergeant + bolt pistol & close combat weapon
    I see alot of anti-infantry here. Not a bad choice, but have you considered a plasma gun for heavily armoured specialty troops (read: Terminators)?

    8 SPACE MARINES - TROOPS 126 POINTS
    -6 bolters
    -1 flamer
    -1 sergeant + bolt pistol & close combat weapon
    Same as above.

    5 SPACE MARINES - TROOPS 80 POINTS
    -4 bolters
    -1 heavy bolter
    Not bad. Nice and inexpensive anti-horde.

    6 DEVASTATORS - HEAVY SUPPORT 170 POINTS
    -4 missile launchers
    Not bad, see if you can find some points to add two more guys.



    Not a bad list, but a bit mediocre. Could you give us some insight on what you usually play against, so that we can better understand your choices.

    I can make more recommendations and changes once I know this.

  4. #3
    Senior Member Sinjin's Avatar
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    This list is really unfocused. I understand you want versatility, but the way you get that is by having different squads. The golden rule is give a squad 1 job, then the equipment necessary to do that job.

    Quote Originally Posted by SAiNT-138 View Post
    1 CAPTAIN - HQ 103 POINTS
    -bolt pistol & power weapon
    -iron halo
    -frag grenades
    Once you have the Iron Halo he is really expensive. More expensive then a Chaplain. With a power weapon he needs Terminator Honors. I would probably drop the Iron Halo and go with a combat shield (the one that gives 5++ and allows you to still carry a pistol)

    Quote Originally Posted by SAiNT-138 View Post
    1 COMMAND SQUAD - HQ 145 POINTS
    -1 company champion + power weapon, combat shield & bolt pistol
    -6 space marines + bolt pistols & close combat weapons
    Without any kind of transport, I can almost guarantee that this squad will never see combat. Too easy for your opponent to shoot you to uselessness before you reach his lines, or he can just avoid you altogether with your limited shooting range and your limited movement. Squads geared towards assault that only move 6" is a really bad idea.

    Quote Originally Posted by SAiNT-138 View Post
    1 DREADNOUGHT - ELITES 115 POINTS
    -assault cannon
    -close combat weapon & heavy flamer
    Give this guy a Drop Pod or ditch the Heavy Flamer. Flamers are not good weapons on things that only move 6" Also he needs extra armor.

    Quote Originally Posted by SAiNT-138 View Post
    1 DREADNOUGHT - ELITES 135 POINTS
    -twin-linked lascannon
    -missile launcher
    See Adrian's comments.

    Quote Originally Posted by SAiNT-138 View Post
    8 SPACE MARINES - TROOPS 126 POINTS
    -6 bolters
    -1 flamer
    -1 sergeant + bolt pistol & close combat weapon

    8 SPACE MARINES - TROOPS 126 POINTS
    -6 bolters
    -1 flamer
    -1 sergeant + bolt pistol & close combat weapon
    These squads need work. As above, flamers are a REALLY bad idea on guys that only move 6". And the sergeant is much better off with a bolter like his fellow marines…no reason to lose the shooting for 1 extra attack in CC.

    Quote Originally Posted by SAiNT-138 View Post
    5 SPACE MARINES - TROOPS 80 POINTS
    -4 bolters
    -1 heavy bolter
    Not bad.

    Quote Originally Posted by SAiNT-138 View Post
    6 DEVASTATORS - HEAVY SUPPORT 170 POINTS
    -4 missile launchers
    Another rule is you want to have 1 Bolter marine for every Heavy Weapon marine in a dev squad. This gives the squad lots of wounds before you have to start removing the important guns. So with 4 ML's you want a total of 8 guys.

    Hope that helps.

  5. #4
    Member SAiNT-138's Avatar
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    Thanks all, this does help a lot. About the extra armor for dreadnoughts though, this was one of the upgrades that almost everyone recommended that I NOT take on my chaos army lists.

    I will be putting this army mostly against Chaos and a shooty Ork.

    Also 90% of the time we play with no infiltrate and no deep strike.
    Last edited by SAiNT-138; December 21st, 2006 at 22:59.

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