Librarium Online Forums banner

1500 Chapter

345 views 8 replies 4 participants last post by  Araith 
#1 · (Edited)
Alright, I just one overed the list again..Still without any insight on the HQ choices, or what it should be...


--Troop
Tactical Squad with 10 marines
Plasma gun x 2
Infiltrate
pts 200

Tactical Squad with 10 marines
Plasma gun x 2
Infiltrate
pts 200


Tactical Squad with 5 marines
1 Lascannon
Infiltrate
pts 105


Tactical Squad with 5 marines
1 Lascannon
Infiltrate
pts 105


--Elite
Dreadnought
Extra Armo
Smoke Launchers
pts 110

Dreadnought
Lascannon
Missile Launcher
Extra Armor
pts 140

--Fast Attack
Assault Squad with 10 marines, 2 Plasma pistols
Veteran sergant,Power Fist,
Melta Bombs
pts 270

--Heavy Suport
Devastator squad with 8 marines, 4 Missiles
Infiltrate
pts 224



Clense&purify
See, but not Seen
--0-1 LS--No Drop Pods



Once again, not trying to be a tourney gamer, just want to have a unit that can hold it's own against whatever it comes against be it armored div/nec/tau

reminder: must have 2 dreads for chapter story

any criticism will be helpful.....and still need help deciding HQ
 
See less See more
#2 ·
Alright, I just one overed the list again..Still without any insight on the HQ choices, or what it should be...
That's what were here for.


--Troop
Tactical Squad with 10 marines
Plasma gun x 2
Infiltrate
pts 200

Tactical Squad with 10 marines
Plasma gun x 2
Infiltrate
pts 200
Good anti-infantry choice. When you infiltrate, put them near the weak points of your opponent's armies, such as small, elite units (Terminators, Destroyers) or Expensive Assault units (Assault Marines, Harlequins, Immortals). That way you break your opponents back early, and hopefully preserve your army.

Tactical Squad with 5 marines
1 Lascannon
Infiltrate
pts 105


Tactical Squad with 5 marines
1 Lascannon
Infiltrate
pts 105
I don't think that you'd want them to have infiltrate. They already have a long range, and you want to keep them protected to maintain they're anti-armour potential. I'd deploy them in my zone.

A counter-argument though would be that you can gain better lanes of fire when you have almost free reign over a 6' by 4' board. I'd set them up as infiltrators to get line of sight to weaker side armour or where you are unobstructed by terrain.

--Elite
Dreadnought
Extra Armo
Smoke Launchers
pts 110
No drop pods huh? Well then, he'll be a mediocre choice in this army. As Dreadnoughts tend to be kitted more for shooting than close combat, see if you can fanangle the points to add a Missle Launcher to him. Keep the assault cannon as well, then this dreadnought should make a good low armour, horde squad killer.

Dreadnought
Lascannon
Missile Launcher
Extra Armor
pts 140
He's good, I'd just add Smoke for extra protection.


--Fast Attack
Assault Squad with 10 marines, 2 Plasma pistols
Veteran sergant,Power Fist,
Melta Bombs
pts 270
This is a common mistake. The very nature of the Space Marines is that they can do it all. A jack of all trades, and a master at none.

There are two setups for Assault Marines: Anti Tank and Anti Infantry

Assault Marines (10)
Veteran Sergeant; Powrefist
2x Plasma Pistols
260pts

This is the anti-infantry setup. They target the static units in an army to block line of sight from the static, long range shooty units in the back. With a high rate of movement, they can often get a 2nd turn assault if played right. Or third turn if you utilize cover. Cover is great for Assault Marines for the protection from being 6" in terrain and the cover save. High volume of attacks also make for easy and swift kills. The Guard platoon's bane.

Assault Marines (5)
Meltabombs
120pts

This is a cheap and fast anti tank unit. These guys also utilize cover as does the anti-infantry set-up, but these guys opt to jump over the enemy lines to hit ordnance pieces (Basilisks) that annoy your Marines. They ignore infantry squads, because of low numbers. They're likely to get outnumbered and beaten in a CC with large squads.

Some comeback with the "What If" argument (What if there is a tank...). If that situation ever comes up with any army or squad setup, you've already made a tactical error.

--Heavy Suport
Devastator squad with 8 marines, 4 Missiles
Infiltrate
pts 224
Same arguement as the Lascannon teams.

To me, this list seems to be fairly balanced, but I think that you could try to include a little more anti-infantry (only a little!)


A viable HQ unit for this army would probably be the Master Leadership boost combination.

Master
Power Sword
Bolt Pistol
Iron Halo
116pts

The purpose of this guy is to bolster armies that are steadfast and need to hold their ground. Your army exemplifies this type of army, so a raised leadership can only help.

This guy will hang out in the back of the army as a support unit. He can hold is own for a short time if the enemy breaks your line, but without support, he'll die easily.

He makes a great CC support unit as well. If you decide to hold the Assault Marines back, then when the enemy hits your lines, he'll assault the offending unit with the Assault Marines. This way the enemy is forced to target either the Master or the Assault Marines. This lessens the pressure on the Assault Marines, and will result in a greater chance of killing the opponent.

If you want, you can give him a Jump Pack to travel with the Assault Marines, but this is discouraged. The Master is here for Ld, leave the assault bit to the Chaplain.
 
#3 ·
If I include the HQ choice of Master with equip at 116 pts...I will still have 30 pts to spare....so that is more than enough to give me the ML and extra equip on the dreads to make them a tad more survivable......and what I was thinking...was since no DP on the dread and the troop mainstay infiltrating...that should/hopefully preocuppy the just of the enemy army in order to give the AC dread time to put the AC to use...and yeah the intent of the 5 man LC squads infiltrating is purely for anti tanking...i'll Infiltrate if I have to..otherwise i'll just deploy them standard with a good lane of fire...all terrain dependant of course


most of the people i'll be going against (around here) are either space marines(mainly dark angels), tau, , and necron....with some eldar and deamon hunters here and there...

no one i've seen uses DE/witch hunters chaos or da'Boyz...(asside from the shop owner who hasn't used his orks in well over a year)
 
#4 ·
If I include the HQ choice of Master with equip at 116 pts...I will still have 30 pts to spare....so that is more than enough to give me the ML and extra equip on the dreads to make them a tad more survivable......and what I was thinking...was since no DP on the dread and the troop mainstay infiltrating...that should/hopefully preocuppy the just of the enemy army in order to give the AC dread time to put the AC to use...and yeah the intent of the 5 man LC squads infiltrating is purely for anti tanking...i'll Infiltrate if I have to..otherwise i'll just deploy them standard with a good lane of fire...all terrain dependant of course


most of the people i'll be going against (around here) are either space marines(mainly dark angels), tau, , and necron....with some eldar and deamon hunters here and there...

no one i've seen uses DE/witch hunters chaos or da'Boyz...(asside from the shop owner who hasn't used his orks in well over a year)
Tau and Necrons huh?

The easiest way to defeat Tau is to get in Close combat. I'd highly suggest you make use of the ant-Infantry Assault marines. A full squad of Assault Marines is simply death to Tau Firewarriors.

Also, definitely utilize your lane picking advantage when infiltrating your anti-tank units. Tau vehicles can be tough, but aren't invincible.

Battlesuits and Broadsides can be tought to take down in CC. Aslo, they're harder to kill with mediocre weaponry (bolter) with a 3 or 2+ save. If your missle squad is alone and not contributing much, they can focus on Battlesuits and Broadsides. They'll instant kill all of them as they all have T4.
------------------------------------

The key thing to remember about Necrons is that they are tough. They are considered MEQ, but have a toughness of 5. Not good for your bolters.

Some say that you should attack Necrons in CC, due to their low I. But, they have the same WS as you, so they're going to hit you as well too. Plus, if the Necron General is smart, he'll use the Monolith or Veil of Time to pull his Warriors from combat and shoot you to death, I'm sure you've encountered this numerous times.

The way to beat Necrons is to pick the units with the Necron special rule, and make them dead. Pick one squad per turn, they'll be your targets. Shoot EVERYTHING you have at them until they die, then pick a new unit, and start anew. This should (note: should) result in a fairly quick Phase Out and win you the game.

Keep the dreadnoughts out of Gauss range, they'll simply tear you to shreads. Utilize your long range to harass them from afar.

You're going to hate me for this. IGNORE THE MONOLITH! It's there to draw a ton of fire, and it does a damn good job at it, too. It simply is points that should have been spent on Necron units so that his phase out number will be higher. His loss.

Also, ignore units that don't have the Necron Special rule:

Tomb Spyders
Scarabs
Pariahs

They were specifically designed to have a terror aspect on them, so that you focus on them instead of the precious Necron units. Pariahs can be nasty, but they aren't too much to worry about.

All in all, shoot "Necron" units until they're dead.

If you check the "Space Marines vs-" thread, I wrote a mini-tactica on how to beat Space Marines with Space Marines. Feel free to look at that.
 
#5 ·
Thanks much appreciated..

after about 2 1/2 months in the works my list might actually be "done"(for lack of a better word)

especailly on the necron sudgestions...tau I kinda figured out from reading and reading and reading (for some reason i was really interested on beating the tau and how to beat the tau without having a "anti-tau" army)
 
#6 ·
I actually think that Infiltrate isn't so bad on those lascannon and devastator squads. It allows them to deploy last, i.e. where they'd do best.

On the matter of the Assault marines, though I don't believe so strong in 2 standard set-ups, I do agree with Adrian. I'd stick with the anti-infantry role. Whole your army is shooty so a counter-attack unit would be most convenient.

As for the HQ, a cheap Captain with powerweapon, bp, frags and a Jump Pack will only set you back 97 pts, give you extra CC prowess at the place where you need it and the ever useful Rites of Battle which will be quite rewarding in such a troop heavy army.

On your foes I haven't got much to add other than two things on the Necrons.
While normally it is indeed best to shoot at units with the Necron rule, if there is no Lord with a Resurrection Orb in the vicinity it might be worth it to target lurking Tomb Spiders as they too allow Necrons to stand up even when targeted by instant kill and save ignoring weapons.

The key thing to remember about Necrons is that they are tough. They are considered MEQ, but have a toughness of 5. Not good for your bolters.
And Necrons have no toughness of 5. Just T4. Only their elites, the Immortals have T5.


Tai'shar
 
#7 ·
I would like the commander in the issue of points..

however...

A chap with artificer armor jump pack would put me at the 1500 mark....and would benefit my assault squad in a major way since they are the mainstay of my counterassault force....

but you're right the leadership aid isn't a BAD thing
 
#9 ·
Veteran sergeants with powerfists are a very good idea indeed.

As for the chaplain or captain, your choice. The chaplain is very nice, but with powerfisted Tactical squads, a big Assault squads and the fact that the squad is meant for counter assault the chaplain isn't really needed IMO. Still, the rules of both of them are interesting.

Anyway, if you choose the Captain it'll fit right in if you drop the meltabombs as suggested. For the Chaplain you'd have to drop some more.


Tai'shar
 
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top