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1500 CF marines needs input, is for Competative play

310 views 6 replies 4 participants last post by  Sokhar 
#1 ·
Pedro Kantor
175
5xStern
- 2x Combimeltas
- Power Fist
- RazorBack
200
5xStern
- 2x Combimeltas
- Power Fist
- RazorBack
200
10x Tactical Marines
- Power Fist
- Flamer
- Heavy Bolter
- Razorback
235
10x Tactical Marines
- Power Fist
- Meltagun
- Lascannon
- Razorback
250
10x Tactical Marines
- Power Weapon
- Plasmagun
- Plasma Cannon
200
5xDevestator Marines
- 3x Missile launchers
135
and a
Dreadnaught
or
2x Attack bikes w/ Multimeltas
or Another Missile Launcher in the devestators and a Landspeeder Typhoon
(i own a dreadnaught already and was thinging its I4 powerfist might be helpful.
= 1500 or 1495 pts

Any ideas or potential weaknesses you can see? I am concerned about the assault phase at the moment but im not sure how i can recify this issue since i own pedro, a dreadnaught and the sterngaurd already.
 
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#2 ·
HQ: He's fine. Only risk is putting him in with a 5 man squad (assuming you combat squad the troop choices) It makes shooting the hell out of that 5 man unit quite proffitable if you can also kill Kantor.

Elites: Good.

Troops: Drop the heavy bolter for a ML or plasma cannon.

Heavy: Drop the PW from troops #3 and use the points to swap the devastators for 3 MM armed attack bikes. They have better toughness, more wounds and can move 12" and still fire the MMs at tanks. The turbo boosting and 2D6 penetration is just icing on the cake. I would prefer a dread or AC/2LC pred as your other choice.

Taking vehicles as fire support rather than attack bikes however does take some of the heat off your transports. The enemy can shoot preds or full razorbacks and it splits his heavy firepower.
 
#4 ·
Pedro Kantor
175
This is okay, you just need to give some thought to how you're using him, and if you're going to utilize his abilities to the fullest. Which squad is he going to be joining? One of the Sternguard? And wouldn't it be something to consider, adding some sort of assault-oriented unit, to take advantage of the +1 attack Kantor confers on nearby models? An Assault Squad with jump packs could work. Alternately if you stick with all the Razorbacks, you could take a 5-man Honor Guard squad to run with Kantor, and keep the opponent guessing as to which Razorback has the nasty assault unit.

5xStern
- 2x Combimeltas
- Power Fist
- RazorBack
200
5xStern
- 2x Combimeltas
- Power Fist
- RazorBack
200
Couple thoughts here. First, I like Sternguard in drop pods more than I like transports. They do the best damage within rapid-fire range, so making them drive across the board is counter-productive. And without heavy weapons, they're not going to sit back and shoot. So consider it a vote for pods. And secondly, I'd combine these squads into one ten-man squad. You could still split them to get two scoring units if need-be. But it also gives them more survivability. For all their nifty toys, Sternguard die just as easily as Tactical Marines, and cost 50% more.

If you combine the two squads you'll save 65 points from eliminating the redundant power fist and Razorback, 70 if you swap the Razor for a Pod. Speaking of that power fist, if you plan on having Kantor ride with the Sternguard, I'd go with just a power sword on the sergeant. Kantor already packs a power fist with plenty of juicy stats to back it up, so it would help to have a power weapon that hits at normal initiative, rather than two crushing fists that hit after your Sternguard have potentially gotten shredded in combat.

Other ideas, especially if you consider the pod, stick a heavy flamer or two in the squad. Annihilate hordes with ease. You've got combi-meltas for taking out tanks, and you could slap a couple combi-flamers for more anti-infantry, or even a combi-plasma or two to take on elite infantry or lgihter armor.

10x Tactical Marines
- Power Fist
- Flamer
- Heavy Bolter
- Razorback
235
10x Tactical Marines
- Power Fist
- Meltagun
- Lascannon
- Razorback
250
10x Tactical Marines
- Power Weapon
- Plasmagun
- Plasma Cannon
200
Not bad. The only thing I don't really care for is that the Razorbacks necessitate you combat-squading your units and leaving some of them behind. Two five-man scoring units works if your opponent can't kill anything, but if they have decent anti-marine capability, you just make eliminating your scoring units easier. Plus it weakens them in close combat.

If you decide to run the Sternguard in a pod, you might consider giving one of your Tactical Squads a pod as well. That way, depending on the opposing force and their deployment, you can decide if you want to drop the Sternguard in on the first turn, or hold them in reserve for a better opportunity. For a drop pod squad, I'd run a meltagun/multi-melta combination so they can try and roast a vehicle on landing, and threaten more in subsequent turns.

5xDevestator Marines
- 3x Missile launchers
135
If you free up points elsewhere, bulk this squad up. You don't want to have to start removing Missile Launchers after suffering only a couple of casualties. But honestly, I'd rather just run another Tactical Squad, or use the points towards an Assault Squad. For anti-infantry purposes there are better options (Predator Destructor), and you have plenty of other anti-tank options (Sternguard, Attack Bikes with Multi-meltas, Dreadnought with Multi-melta, etc)

and a
Dreadnaught
or
2x Attack bikes w/ Multimeltas
or Another Missile Launcher in the devestators and a Landspeeder Typhoon
(i own a dreadnaught already and was thinging its I4 powerfist might be helpful.
= 1500 or 1495 pts
If you go with the Dread, give 'em a pod. Get him stuck into the midst of combat quickly. Either a multi-melta for tank hunting, or an Assault Cannon and Heavy Flamer for going after infantry, and taking potshots at vehicles. Attack Bikes are a nice option as well.
 
#5 ·
Seems pretty awesome. But I agree with the sternguard comment- they'd be better together. I tend to use them in five man squads due to point restriction- and they always get annihilated. Also the amount of power fists you've got- I see why you've got them- but changing them to power swords will give you more attacks with your sergeants- at their initiative, which I find more useful- as the enemy usually target the powerfist guy before his initiative turn- cos you're probably (and hopefully not) going to find your tactical marines engaged with something that needs a powerfist to kill.

If your worried about the assault phase- I'd go for the dreadnought- being able to tie up a major unit which is unable to touch its front armour always helps- or maybe a vanguard veteran squad- 135p (with jump packs) and a FREE lightening claw!
 
#7 ·
or maybe a vanguard veteran squad- 135p (with jump packs) and a FREE lightening claw!
I'd recommend you re-read the Vanguard entry more closely, particularly near the end where it says that Vanguard "may purchase jump packs for +X points per model," as you've under-priced your unit by at least 40 pts.
 
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