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  1. #11
    Member Rudmed's Avatar
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    Quote Originally Posted by Klajorne View Post
    Whoah there, cowboy. Not all of us can go through every thread every day. Be patient, we like to help, just give us to the time to do so.

    In regards to your list:

    First off:

    Your land raider (and termies) are the keystone strategy to your entire list. You have to decide if you want to stick with this or not. In 1500 points, it's taking up a huge portion of your overall army cost, and if it gets blown up my a first turn alpha strike (like, say, a dread in a drop pod), you're going to lose a lot of your momentum right out of the gate.

    Which is not to say that you can't run a land raider with termies in a 1500 point list, but you have to commit to it and say: "This is the unit my army is centered around. I understand that it can be a one trick pony and losing it too early loses me the game." If that is the direction you want to go, that's no problem. Sometimes it will work for you, sometimes it won't. If you're sticking with it, I'd recommend two things: choose a different land raider (probably crusader over redeemer) and pick up assault termies. The land raider's primary role in the army is as an assault unit delivery system. The tank/shooter aspect of it is secondary. The crusader tends to be the best at this because of the extra capacity. Plus, I like the guns the best on it once you bolt a multi-melta on it. And if you're putting them in a land raider, assault termies will work better for you than normal termies. For one, you're not going to be using the storm bolters at all while they're in the land raider, and for twos they just don't have the survivability to be hitting at init1 without a stormshield.

    For your HQ

    You can stick with a captain if you want. There are better options, especially when you consider your land raider/assault termie deathstar you're building. A chaplain or librarian (in termie armour themselves if you're so inclined), will benefit your army much more. If you do want to keep your captain, drop the digital weapons. One dice being re-rolled isn't all it's cracked up to be for that many points, and could be better spent elsewhere. The rest of the kit is nice. You'll be amazed how long a guy with a 2+/3++ can live.

    For scouts, 10 is a little overboard, 5 will do you in most cases. Usually, if you have sniper scouts, you're camping them in the backfield on home objectives so that they're hard to shoot out with their 3+ cover save. Scouts aren't exactly anybody's favorite unit, so if you want to use them best use is as a cheap scoring unit. Sometimes sniper rifles will surprise you, by being able to take out high toughness targets or by pinning units. Overall, keep them minimal, keep them cheap.

    As for the rest of your troops, I'm rather at a loss on what you wrote there. Why is your squad with no heavy weapons more expensive than the one with a lascannon? Do the squads have the free upgrades like flamers and heavy weapons? In the case of heavy weapons, which ones? Powerfisted sergeants are a good call. I'm a big proponent of giving meltaguns to your tac marines (maybe with those points you saved from the digital weapons on your captain). Heavy weapons, you can't go wrong with missile launchers. A lascannon is meh against armour (worse than you'd think), and having only one in your army tends to have that "all your eggs in one basket" problem.

    Speaking of which: ironclads can be pretty nice as an alpha strike suicide unit, but if you only have one, you're going to have to be very mindful of where you place him. Since it's the only drop pod in your army, he's going to be in the middle of the enemy line, unsupported and all alone on turn 1. All anti-tank retaliation is going to be coming his way. This might work in your favour, as it can draw fire away from your land raider (where the real money's at), but you still don't want to be throwing away 180 some-odd points and getting nothing for it. You can make it work with one with some careful placing. What's better than 1 ironclad, though, is two ironclads, landing in the enemy backfield. Or you can go super cheap with just a basic dread in drop pod, and really keep it a suicide unit.

    I think that touches on the major points. Good luck with the tournies, and have fun.
    Okay...well sorry if the rush, but there was a reason for it. My dad and I were going to hit a store to acquire what we needed, and we already did..so I'm kinda commited except proxying a few things. I'm not sure how well people will take the chaplian cassius proxied the captain.

    Allow me to possibly post a new list, once I make some changes.

    My view of how to play Tau: "Look at an enemy squad. Blink once. If the enemy is still standing, then you're doing it wrong."

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  3. #12
    Member Rudmed's Avatar
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    Da new list!

    Space Marine Captain- 155 pts
    Gear: Relic, Storm shield, Artifcer
    Goal: Kill things!

    Scouts (x5)- 100 pts
    Gear: 1 Heavy Bolter, Camo Cloaks, 4 sniper rifles
    Goal: Take out high toughness targets! Make foes take pinning checks, and hold home objective.
    Question: Swap out for ML?

    Tactical Squad (x1 Combat squaded- 210 pts
    Gear: Sgt. with PF, Meltagun, and ML.
    Combat Squad 1: Run up and attack enemy home objective.
    Combat Squad 2: Provide fire support with ML and bolters.

    Tactical Squad (x1 Combat squaded- 210 pts
    Gear: same as above
    Combat Squad 1: same as above
    Combat Squad 2: same as above

    Razorback 1- 75
    Gear: Twin-linked Assault Cannon
    Goal: transport and soften the enemy

    Razorback 2- 75
    Gear: TL Las cannon
    Goal: pop a few vehicles while delivering a combat squad

    Assault Termanitor Squad- 200
    Gear: SS and TH
    Goal: retinue of my captain, and beat the snot out of anything i want them to.

    Ironclad Dread- 165
    Gear: Heavy flamer, 2 hunter killer
    Goal: Tank Killer and assaulting the squad inside to maybe lock it in combat to ensure it survives a bit longer. Also eliminate high priority targets.

    Drop pod -35
    ...I think you can figure this much out.

    Land Raider Crusader- 275
    Multi-melta, extra armour
    Goal: transport assault terms and maybe pop a few transports.

    Well, tell me what ya'll think about it!
    My view of how to play Tau: "Look at an enemy squad. Blink once. If the enemy is still standing, then you're doing it wrong."

  4. #13
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    *deploys codex*

    Captain - Relic Blade and SS- I see the plan, ws 6 str 6 I5 pw and 3++ in def. Backed with the termies is nice. (ill come back to my love of poxy vulcan )

    Scouts - Heavy bolter is good if you know they are aiming at infantry, however given you can use frag missiles the ML offers you a 50% chnace to hit str 8 missile if ur forced to shoot say a dreadnaught in the face before it heavy flamers you. Id take the ML as its more flexible

    Tacticals Power fists in 5 man squads can be hit and miss (im also scrounging points to pay for vulcan) im not a fan of assualt cannons, they look good, and if you fighting the right enemy they are good, maybe you can convert up Las plas backsi know TL las is more reliable but lasplas is versitile. Dont glue the sword fist arm on just yet

    Ironclad - Maybe drop the 2 missiles and add assualt launchers, dreads with frags is win, and robbing people of furious charge if they clip the dread is also handy if somewhat dirty.

    THSS termies are win

    landraider - i know i blabber on about redeemers but they have a larger psychological impact than a crusader does, 2 independant str 6 ap 3 templates? people dont like that, and since its being used as a battering ram then why not redeemer it up and its 10 pts cheaper and holds 12 models so the captain can sit in too.

    I understand the basic principles your using.

    Things to consider.

    Your army is focused around the termies being delivered. Try to use terrain to shield the raider and beware of moving it in cover as you can guarantee you will roll a 1 on turn 1 and have 600 pts of close assualt units stuck, its not fun.

    Dread - I love ironclads i use 2 but im like that. Beware warp quake i had 9 scatters of 12" into warpquakes in 1 game, while it was funny it lost me the game, if someone has anti deepstrike units, consider running it behind the raider rather than mishapping off into a corner or not showing up.

    Scouts - 3+ in cover is nice rifles are handy for their special rules, the obvious things to avoid - Heavy flamers or rapid fire, you dont want to lose a turn or 2 from a bad break test to 2 cas.

    2 Tac squads - Solid enough they are scoring. Just dont expect miracles from them. Personally id try to keep the non ML part in the tank as long as you can unless you really need to melt something.

    As for my love of vulcan You can proxy him using any model which is captainy has everything you wanted on your cpatain, a free tl heavy flamer which is handy for thining down mobs of orcs or maybe killing the odd marine. But it makes all ur meltas TL and the TH master crafted.

    if you swap the 2 missiles on the dread into a launcher
    make the raider a redeemer
    make the fists weapons instead on the tac squads

    you have the points.

    Give it a try before you commit to which models you want to use, id say vulcan is more competative than a vanilla captain for his buffs

    Good luck

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  6. #14
    Member Rudmed's Avatar
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    Alright my new list is as follows.

    Vulkan -195

    Tactical Squad- 210
    Gear: PF, and Melta

    Tactical- 210
    Gear: PF and Melta

    Razorbacks 1- 95
    Las, Dozer, and armour

    Razorback 2- 95
    Assault, dozer, and extra

    Assault Term- 200

    Ironclad- 180
    2 HK, HF, and Ironclad Assault

    Drop pod- 35

    Landraider Crusader- 275
    Multi, armour.

    Now, I figure out what I will use for 5 points.
    My view of how to play Tau: "Look at an enemy squad. Blink once. If the enemy is still standing, then you're doing it wrong."

  7. #15
    LO Zealot Guthbrand's Avatar
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    As much as it anoys me you caved in and are now going for vulcan it is a tactically and competitively sound transition. And without the Land Raider your terminators would go from "beat the snot out of anything i want them to" to "take all the anti-tank fire the enemy has so they don't see combat." Using them to draw fire isn't always a bad way to go, tho I prefer regular terminators with a cyclone missile launcher and attached Librarian for that role. With Vulkan however, he's just asking you to exploit the Thunder Hammers.

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