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| sucks at reserve rolls ![]() Join Date: Feb 2006 Location: Bavaria, Germany Age: 24
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Rep Power: 70 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | (First of all: sorry for my English. I am not a native speaker and mistakes may be common.) I have been introduced to Warhammer 40.000 tabletop by two friends of mine and am now planning on collecting my own army. Of course, finances are always on the short, so I would like to initiately buy only those miniatures I will definitely use in an army that can hold its stand against both a Necron and a Chaos Marine army. Of course I already have a Codex: Space Marines and have read through the rulebook. Also I am not completely new to tabletops, already having played one or the other game of Necromunda gang fights. Nonetheless I lack knowledge and experience and therefore call for your help with my forces. Thank you very much in advance! This is what I will probably be facing: Chaos Space Marines (1 Khorne General, about 10 Khorne Berzerkers and 10 Chaos Space Marines, 5 Terminators, 4 Chaos Space Marine Bikes, 1 Predator [Annihilator in the all-laser configuration, most surely]) OR Necrons (1 Necron Lord, 20 Necron Warriors, 1 Tomb Spider, 3 Destructors and either a Monolith, or 5 Pariahs and a heavy Destructor) Sorry, this information is vague at best and does not take into account any special equipment or abilities. Forgive me: my Scouts are still in training and recon is not perfect - yet. This is what I was intending to field: HQ: Master of Sanctity on Space Marine bike with plasma pistol and melta bombs (15 ![]() Troops: TacSquad Red: Sergeant and 4 Marines, laser cannon and plasma gun (10 ![]() TacSquad Blue: Sergeant and 4 Marines, laser cannon and plasma gun (10 ![]() TacSquad Green: Sergeant and 4 Marines, laser cannon and plasma gun (10 ![]() TacSquad Gold: Sergeant and 4 Marines, plasma cannon and plasma gun (105) Scout Squad: Sergeant and 4 Scouts, missile launcher and 4 sniper rifles (95) Elite: - Fast Attack: Bike Squadron: Veteran Sergeant with plasma pistol, power weapon and combat shield, 4 Space Marine bikers, two melta guns, attack bike (27 ![]() Landspeeder Tornado: heavy bolter and assault cannon (8 ![]() Heavy Support: - Let me explain my intentions: Since the Necron seem to be most effective over medium distances and the Khorne army will rely on close combat, I have decided to put emphasis on stationary, long-range forces and combine them with powerful, fast units to make lightning quick hit-and-run counter attacks. The infantry will set up in the farthest corner I can find that still gives good overview and leaves many lines of sight (our battle-field fortunately seems to provide little cover) while the fast attack forces will deploy more to the middle of the contrary end of my set-up zone. The Chaplain is supposed to lead the bikers from cover to cover in an attempt to outflank the opponent (or at least keep a handful of his units busy, only to buy more time for my fire-base) while the main force will take out support units (the Predator or Monolith / Destructors) first and then blast at every target stupid enough to present itself. The landspeeder is more of a libero to speed from hot-spot to hot-spot and give support fire where needed. I have chosen to include that many heavy and armor piercing weapons because I am facing foes that have a 3+ armor save minimum and a Monolith is not an easy target to destroy while in case of the Predator I want to be reasonably sure to be able to harm it in my first shooting phase, keeping its evil laser cannons from blasting my poor soldiers (or speeders or bikes). The Khorne infantry must never be able to assault my troopers, therefore the many plasma weapons. Originally I was planning to field a Devastator squad with four plasma cannons instead of a forth tactical squad, and instead leave the tactical squads with heavy weapons only instead of the special ones, but it turned out to be too much of a risk and too much of a cost. This way I have lots of protection for my vital weapons (many troopers can fall before I lose the ones that matter) and spare points to be spent on further units. I know this list seems very unusual. It looks strange even to me as a newbie. But for all I know it is not as stupid as it might look, and now it is up to you to show me, where I am wrong or better off otherwise. Before I leave this post to your evaluation, I may as well bring forth another suggestion: Since I read about Assassins yesterday I was wondering if it weren't useful to forget about one of my laser-cannon-tactical-squads and the useless combat shield on my Veteran Sergeant (those enemies, Necron Lord and Pariahs, that ignore armor saves, ignore invulnerable ones too) and instead buy a Vindicare Assassin who could then easily take out the Khorne General even if he joined with the Berzerkers. That would eliminate a big threat (the initiative 5 problem disposed my Chaplain-lead biker squad could easily cope with the Berzerker unit) and would surely not be the only target the Assassin would be useful against. Given his stealth suit and his long-range weapon it is not too risky a thing to deploy him, either. I hope you're not too tired from all the text. Now let's hear what you think! Thank you a lot. Edit: some typos corrected. Last edited by Red Archer; February 28th, 2006 at 23:58. |
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| Member Join Date: Jan 2006 Location: Australia, the crowded bit. Age: 36
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Hey Red Archer, welcome. I don't have time to go into much, but the first thing I thought was how vunerable squads of 5 are. I would try to have them at 6 men at least. Drop the Chaplain to the cheaper one and lose his meltabombs to free up points. If all the heavy weapons can't kill the tanks, nothing will. Your chappie is for scything down troops. More later RoV
__________________ Beware the Agapanthers! Codex Astartes: More a guideline than a rule... Romans 8:38 |
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| | #3 (permalink) |
| Senior Member ![]() Join Date: Apr 2005 Location: Beecher Illinois Age: 21
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Yes that is a major thing you need to eliminate one of the squads and beef up the others since scoring units are very important in most games. I have also noticed that you have only one squad that is mobile now for a standard lastman standing game (you all know you play them) that is ok however when you have to secure up to 5 objectives or at least a majority to win, you will find that you are at a sever disadvantage. Consider the trait that allows you to trade a heavy weapon for a special weapon and make that squad ten strong with a terminator honor srgt with a powerfist. That squad is capable of laying down a lot of fire that will obliterate the chaos marines and can handle a weakened berserker squad in cc. Remember for the necrons IGNORE the monolith and kill his warriors reduce him below 25 % and he automatically looses. And welcome, May the forum be with you ......... Always
__________________ Necorn Work In Progress Click Link http://www.librarium-online.com/foru...ml#post1356774 |
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| | #4 (permalink) |
| sucks at reserve rolls ![]() Join Date: Feb 2006 Location: Bavaria, Germany Age: 24
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I am grateful for your advice! I see your point. The sole purpose for my army was to wipe out the enemy. I was too fixed on that because my first mission(s) will surely be seek and destroy scenarios and thus I failed to take into account any other type of confrontation played. I will try and see to that swiftly. But aside from too little mobile and/or potentially scoring units the mix of weapons and troop types is acceptable (against said enemies)? And the Assassin - even though it isn't my style to play with allies, especially independant, almost overpowered, characters (who are, moreover, killing in secret without having the guts to reveal themselves) - what do you think of the idea of hiring him? Thanks for the tip on forcing the Necron to auto-retreat. I didn't know about that rule... |
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| | #5 (permalink) |
| LO Oldie ![]() Join Date: Nov 2005 Location: California, USA
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in order to field an assassin, you must first field an inquisitor and they suck! Plus, in addition that you can only use 1 allied elite slot, that means you must take an allied inquisitor lord which will take up one of your HQ's as well as soak up tons of your points
__________________ 1000pts Orks 1500pt Iron Claw Space Marines |
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| | #6 (permalink) | ||||||||||||||
| LO Zealot ![]() Join Date: Nov 2004 Location: Montreal, Quebec Age: 28
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Hello Red Archer, welcome to LO. Ive come to comment on your list as you requested. Quote:
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So, in conclusion, id drop both of these squads for an 8 man, 4 missile launcher dev squad. It will provide perfect firepower for dealing with your enemies. I guarantee your oponents will begin to fear this squad in no time. Quote:
After going over your points and the things I suggested you dont really have anything else to do with the points from the plasma pistol here so you may as well keep it. If points are needed however, id drop this first. You may want to keep it on the chaplain instead actually cosnidering the higher BS and more wounds in case it does go badly. Quote:
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In any case, you made a very good list for a newbie to the game. If you do want to go with what you put down you wont regret buyng any of those pieces. Chances are they will always be used. Have you considered any traights? As the list is currently, you dont need any. But when you expand there are a couple traights that work VERY well with the firebase + counter assualt unit. Uber Drop pod squads (cleanse and purify + take the fight to them) as well as infiltrating devastators (honour your wargear OR see but be not seen) both work marvels with this type of list. Honour your wargear also allows you to take more devsatator squads, wich, ,obviously, for this type of list is great. In any case, build your 1000 point army first. From what I can see im sure it will do well. As to the maneuverability/scoring problem. Remember, if your oponent doesnt have any scoring units left, well, you win dont you. Between the bike squad and the pseeder you have enough to take an additional quarter to the one you deploy in, if you detsroy enough of your oponents forces, youll win those missions easilly. Oh, one last thing, you can feel free to ignore all my advice except one thing. Drop the sniper scouts. They arent very good and certainly arent necessary. Cheers Mate! Chaosbrynn
__________________ Mentor of Space Marine Commanders far and wide. Efficiency VS Point Cost VS Ease Of Use - Your best bets: 1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant 2) 8 man Devastator squad - 4 missile launchers 3) Land Speeder Tornado - HB + AC Last edited by Chaosbrynn; March 1st, 2006 at 17:24. | ||||||||||||||
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| | #7 (permalink) |
| sucks at reserve rolls ![]() Join Date: Feb 2006 Location: Bavaria, Germany Age: 24
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Wow! This was more help than I was ever hoping for. I don't know how to thank you for investing so much time and thought into my army! I will make sure the Emperor gets word of your great deeds in assisting your fellow battle-brothers! You are probably very right about the sniper unit. They are the only part of my army that was fixed before I even had a Codex, as I just love the models. But it is true that they won't be of much use in this configuration considering the forces my army will be up against. I shall get rid of them and see where the points are best put to. The 4-ML-Devastator squad seems very potent to me if guarded by enough spare bolter marines and it's firepower is more than big enough to compensate the loss of one tactical squad. I'll see to that, thank you very much! Moreoever I am most glad about all your hints concerning the equipment of my Sergeant and my Chaplain, for this is often the most difficult choice for me to make. I can imagine the battle-field and set-up and therefore by some rate judge which troop types and configurations make sense, but when it comes to utilizing special equipment and other more detail things, one is in need of far more experience than I can come up with. You can't possibly ascertain how grateful I am for all your advice! One more thing on the Sergeant: I gave incomplete information on that issue. Since both my friends switch between different army lists between games I don't feel bad doing so, too. Therefore, the Sergeant with the power weapon was only one configuration, which was intended to come to use against the Necron. My reasoning was that with exception of the Lord, all Necron units have an initiative value below 4, so it will make a difference if my Sergeant makes a handfull of kills before the enemy may strike. On the other hand against the Chaos Marines, whose units mostly share the initiative value of 4, it does not matter if I hit simultaneously with of after the enemy. So here, the power fist is clearly the better option. Are these thoughts valid, or is the advantage of the power fist more important, even against low-initiative Necrons? About the Assassin: I had not known that I am obliged to also field an Inquisitor as I am not that much into its rules and none had mentioned it here before you. Then, of course, I will have to drop that thought again. And no worries: it doesn't make me sad one bit. As for traits: I have considered some of them, but I did not find it necessary to decide on them yet, since - as you said - my army as it is works well without. Let me thank you for your thoughts and tips on that, I will gladly look back upon them when the time for enlargement to 1,500 points has come. The only trait I might use is to "uphold the honour of the Emperor". This is because the Chaos Marine player friend of mine is the only veteran of W40K in my group (the Necron player is as bloody a beginner as me) and he has never posessed too much terrain. That resulted in 3 lone buildings in the middle of the battle-field making up for all terrain there was in the Necron players first (and only) game. So cover saves will be largely unavailable anyway, and a 6+ invulnerable save against AP3/2/1 weapons might come in handy if you get a lucky roll. Of course this situation is unbearable and I have already put more thought into designing new terrain than in coloring my own troops. So hopefully the battle-field will be more deserving of its name when I begin play. I will now have to be going through my troops to see what options remain after cutting down equipment and the scout troopers, as you suggested. Then I shall implement the missile squad and see how it goes! It will take me some time, but I will post my new list as soon as it is ready, and of course I shall inform you how the Marines prevailed against the enemies of the Imperium! Hopefully your tactical hints here and in all your tactica (of course I have read them) will stay in my head long enough for remembrance in the midst of battle, enabling me to crush all xenos and heretics as is our very duty.
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| | #8 (permalink) | ||||||||
| LO Zealot ![]() Join Date: Nov 2004 Location: Montreal, Quebec Age: 28
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As to the different races, consider it this way: Necrons are freaking terrible in close combat except lords and C'tan. Pariahs are junk as they only have one attack. So in general, we, as SM, ,have very little to worry about from Necrons in close combat. Getting 4 attacks before or after they attack will make little to no difference in the end. Wounding on a 2+ however, certainly does make a difference as oposed to a 4+ or even a 3+. More importantly, Immortals, lords and Destroyers all have T5. If you do face these in close combat, and honestly you should try to as they are terrible in close combat (except the lord) the double strength will help take them out. As to chaos, I would still take the fist. Technically the sword may be better as your guaranteed to get your attacks in. Now, so long as your not being charged by a full berserker squad, chances are you wont lose the entire bike squad and your fist will get its attacks anyways. Either way, consider this: your oponents HQ, without demonic toughness (find out if he has it) is T4. Guess what happens if you get to charge him with your re-rollable pfist? He turns to goo. Instakills are a great thing to have on your side. It also gives you a way to take out vehicles with the squad in close combat. Without it, getting into close combat with a dreadnought will be the death of you as you wouldnt be able to hurt it. In any case, the 5 point difference in the end is minimal and the benefits of a powerfist far outway a power sword for the oponents your facing. Quote:
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. Secondly, cover saves are the way to go. Technically you should be playing with 25% cover, thats the accepted (and fair) ammount. Each oponent should be allowed to place half the terrain pieces. So, if your playing on a 4'x4' board, you should have 1'x1' of terrain. say thats 4 pieces of equal size, you get to place 2 of them and your oponent gets to place 2 of them. This will let you get a good cover save bonus when needed. Placing these terrains in your deployment zone and using your first turn to move a squad into each can really save your ass. Gives you an invulnerable save against shooting, and when those khorne go to assault you, you will go first unless the have frags, in witch case you go at the same time. As I believe khorne has many units possesed of Furious charge that can be an increidble bonus as otherwise they would be going before you.Quote:
__________________ Mentor of Space Marine Commanders far and wide. Efficiency VS Point Cost VS Ease Of Use - Your best bets: 1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant 2) 8 man Devastator squad - 4 missile launchers 3) Land Speeder Tornado - HB + AC | ||||||||
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| | #9 (permalink) |
| LO Zealot ![]() Join Date: Feb 2006 Age: 17
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ok to start try to combine the squad numbers together because 5 men are going to run away pretty quikcly and by combining them will lessen that possibility other than that it's a god start and i wouldn't include an assasin in such a low point game as it would be a huge points drop nice job and good luck ( u will need it in cc against khorne bezerks) |
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| | #10 (permalink) | |
| LO Zealot ![]() Join Date: Nov 2004 Location: Montreal, Quebec Age: 28
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For the oponents hes facing and the route hes chosen to fight them, 5 man squads are perfectly fine.
__________________ Mentor of Space Marine Commanders far and wide. Efficiency VS Point Cost VS Ease Of Use - Your best bets: 1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant 2) 8 man Devastator squad - 4 missile launchers 3) Land Speeder Tornado - HB + AC | |
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