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Discussion Starter · #1 ·
Hello, normally I try to steer away from playing Space marines. But I have decided to make a new army for a local tournament.
My army style is going to be similar to that of the Salamanders. (many Tactical marines, dreadnoughts, short range shooting)

The army is called The Legion of Xenophon. (The legion of strange voices)
I wanted a ghostly presence of the army.

So my list will be:

HQ
Obelix Omega (Vulkan He'stan) w/ Heavy Flamer
190

TROOPS
10 x Tactical Squad w/ TL - Multi Melta, TL - Flamer
Rhino Transport w/ EA
220

10 x Tactical Squad w/ TL - Multi Melta, TL - Flamer
Rhino Transport
205

ELITES
Ironclad Dreadnought w/ Seismic hammer, DCCW, TL - Heavy Flamer, TL - Melta
Drop pod
180

5 x Sternguard w/ 3 x Combi - Flamers, Sargent w/ Powerfirst
Razorback w/ TL - Heavy bolter
205

1000

Any comments and advice is welcome!
 

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I wholeheartedly suggest getting some power fists on the tactical sergeants, and maybe swapping the flamers for meltaguns. Tactical marines with bolters on their own aren't exactly bad against hordes, and your list is a little lacking in anti-armour.

Another thing I suggest is playing a venerable dread instead of an ironclad, and walking it onto the field instead of podding it. Venerable dreads tend to be a lot harder to kill.
 

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Discussion Starter · #3 ·
I wholeheartedly suggest getting some power fists on the tactical sergeants, and maybe swapping the flamers for meltaguns. Tactical marines with bolters on their own aren't exactly bad against hordes, and your list is a little lacking in anti-armour.
I was trying to get some power fists into the list but i couldn't find a reason to drop my sternguard or Ironclad dreadnought to fit them in. As for my anti-armour I don't believe anyone is going to be fielding any land raiders or monoliths, so I think that if I switch up the combi - flamers on the sternguard to combi-meltas i think that should boost my anti-armour by alot. If my melta's don't kill a tank, by that range they should be able to charge the tank. (given that the rear armour is 10 )

Another thing I suggest is playing a venerable dread instead of an ironclad, and walking it onto the field instead of podding it. Venerable dreads tend to be a lot harder to kill.
Okay i can see your point with the difficulty of destroying a venerable dreadnought. But i don't see a footslogging venerable dreadnought getting close enough to deny an objective. That's where the drop pod would come in. I also trust my ironclad with smoke launchers to survive a turn of shooting to get into close combat with anything that would endanger my tactical marines. In close combat, the dreadnought will be almost untouchable.

Here's my logic on the survivability on an Ironclad vs. Venerable

Ironclad
Free EA, Free Smoke
180 including transport
first turn arrival, smoke launchers, EA, gives me:
Armour 13 on visible sides, on average a SM will hit 2/3, then with a str 8-9 weapon, 1/2 of those rolls will pen or glance,then
50/50 chance to nullify any result, with only 1/2 of the results being harmful to my ironclad's role

16% chance that my dreadnought will be useless.

Venerable
15 pt EA, Free Smoke
225 including transport and upgrade to Heavy flamer (similar to ironclad's heavy flamer)
first turn arrival, smoke launchers, EA, gives me:
Armor 12 on visible sides, on average a SM will hit 2/3, then with a str 8-9 weapon 2/3 of those rolls will pen or glance, then
50/50 chance to nullify any result, 1/2 of the results being harmful to my venerable's role, then a forced re-roll giving a 50/50 chance agian to do harmful damage.

11% chance that my dreadnought will be useless.

I'm paying 45 pts more for 5% increase of survivability (Given that the rolls are average and have completely gone through all defenses)

However, the venerable dreadnought is better in the long run, better for prolonged amounts of firepower. Better at foot slogging, being a sponge for fire, while being a firebase itself. I however, do not need my dreadnought to do this.
 
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