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Hey all. Looking for some input on the list I am looking at running for a while. I guess as much as anything else I would like to know if you guys think it would be fun to play *against* as well as play with.

Thanks in advance for your criticisms and input.

-TZ

1500 pt Codex Space Marine

HQ:
Space marine Captain w/ terminator armor (SB, PW) 140 pt

Troops:
Tactical Squad x10 w/ Flamer, Plasma Cannon; Sgt w/ PW 190 pt


Tactical Squad x10 w/ Flamer, Plasma Cannon; Sgt w/ PW 190 pt


Tactical Squad x10 w/ Flamer, Multimelta; Sgt w/ PW 185 pt


Tactical Squad x10 w/ Flamer, Multimelta; Sgt w/ PW 185 pt


Tactical Squad w/ Flamer, LasCannon; Sgt w/ PW 195 pt


Tactical Squad w/ Flamer, Missile Launcher; Sgt w/ PW 185 pt

Heavy Support:

Devastator Squad x10 w/ 2 Heavy Bolters, 2 Missile Launchers; 230 pt


1500 pt on the nose. 71 power armored marines.

What do you all think?
 

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An all infantry marine list? It'd certainly be an interesting change from the usual mech spam armies you see, though Space Wolves do it slightly better.

I do have a couple of suggestions though:
-ditch a couple tactical squads. 6 is massively overkill, and you'll need the points for my other suggestions anyways
-Run your devastators in 5 man teams, with 4 missile launchers each if at all possible. grab multiple teams too, for the extra firepower.
-add some scouts. At the very least, you'll want to look into a sniper team with Sgt Tellion. It couldn't hurt to have a couple other 5 man teams with power fists/combi-meltas too. Between Infiltrate and Scout, they can move around the battlefield a fair bit better then your regulars.
-In the same vein, you should also play some Biker or Assault marines. There's good arguments for both, but basically your reason is for the mobile anti-tank that they can add. Either a 3 man bike unit with 2 meltaguns, or a 5 man jump unit with 2 plasma pistols.
-you should also reconsider the Captain. in this case, I suggest either a Librarian (cheap) or one of the more infantry-oriented characters (Pedro, Lysander, etc). If you look through their rules, you'll find that some of them have abilities which would be quite a boon to an infantry force.
 

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I like the all infantry theme.

HQ: He is basicly just an extra few attacks and I5. I would replace him for a librarian to give the army some Psy defence and the choice of powers. Gate of infinity and Nullzone would be my preferences.

Troops: Stick with 6 Tac squads. A PW in each squad is good especially as you have no combat specialist units to help you out of dificult fights. If you have any points left over upgrade a few to PF. Your army may fight as a static gunline more often than not so flamers aren't the ideal special weapon. I would take plasma guns especially in squads that have AP2 heavy weapons. A few flamers are ok. As the often only fire once per game can't you get Combiflamers on the squad leaders (especially if they have a PF then you wounldnt get the ectra weapon attack anyway). I like MM for squads in drop pods or rhinos but not for footsloggers. The enemy are rarely generous enough to park heavy tanks within 12" of your MMs.

Heavy: Not keen on them. Static and you must combat squad them to split fire. Better to swap them for 3 MM attack bikes and 2 HB attack bikes. Same wounds, better firepower, much better manouverability and higher toughness. They can even turbo boost.
 
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