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Space Marine Army for Review

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Dustin Carroll

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Apr 26, 1999, 3:00:00 AM4/26/99
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Hello all, I am currently participating in a league game on the 31st of
April. I am going to be fielding Space Marines vs. a variety of
opponents and missions. The point value is set a 1250 points.

1 Space Marine Chaplain w/ Jump Pack, Bolt Pistol, Terminator Honors.
5 Assault Space Marines w/ 2 PP. Veteran Sargent w/ Power Weapon

9 Space Marines w/ Flamer, Missile Launcher.
Rhino Transport w/ Smoke Launchers

5 Space Marine Scouts w/ BB and CC weapons.

5 Space Marine Devistators w/ 2 Missile Launchers, 2 Lascannons.

1 Space Marine Dreadnought w/ Plasma Cannon, Power Fist, Storm Bolter,
Smoke Lauchers.

3 Space Marine Bikes w/ 2 Meltaguns
1 Attack Bike w/ Multimelta

Land Raider w/ Smoke Launchers

1239 points. I don't know what to add. Please don't flame/diss too hard.

Thanks,
Dustin


Rob Fungsang

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Apr 27, 1999, 3:00:00 AM4/27/99
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Dustin Carroll wrote in message <37252A58...@redshift.com>...

>Hello all, I am currently participating in a league game on the 31st of
>April. I am going to be fielding Space Marines vs. a variety of
>opponents and missions. The point value is set a 1250 points.
>
>1 Space Marine Chaplain w/ Jump Pack, Bolt Pistol, Terminator Honors.
>5 Assault Space Marines w/ 2 PP. Veteran Sargent w/ Power Weapon
>
Melta bombs for the chaplain and veteran sgt would allow this squad to tank
hunt if something goes wrong with the bikes. I would enlarge the squad to 9
men.

>9 Space Marines w/ Flamer, Missile Launcher.
>Rhino Transport w/ Smoke Launchers
>

Add a pintel storm bolter here.

>5 Space Marine Scouts w/ BB and CC weapons.
>
>5 Space Marine Devistators w/ 2 Missile Launchers, 2 Lascannons.
>

This squad needs to be larger, otherwise you start losing hvy weapons with
the second death. 9 men if you plan to stand in the open; 8 if they are
going to use the Land Raider.

>1 Space Marine Dreadnought w/ Plasma Cannon, Power Fist, Storm Bolter,
>Smoke Lauchers.
>

Add an identical dread. By itself, it will just stand out as an obvious
target.

>3 Space Marine Bikes w/ 2 Meltaguns
>1 Attack Bike w/ Multimelta
>
>Land Raider w/ Smoke Launchers
>
>1239 points. I don't know what to add. Please don't flame/diss too hard.
>

Rob Fungsang

Jacob Englander

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Apr 27, 1999, 3:00:00 AM4/27/99
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Dustin Carroll <bur...@redshift.com> wrote in article


<37252A58...@redshift.com>...
> Hello all, I am currently participating in a league game on the 31st of
> April. I am going to be fielding Space Marines vs. a variety of
> opponents and missions. The point value is set a 1250 points.
>
> 1 Space Marine Chaplain w/ Jump Pack, Bolt Pistol, Terminator Honors.

Add frag grenades and meltabombs - 6 points

> 5 Assault Space Marines w/ 2 PP. Veteran Sargent w/ Power Weapon

Exact same as my squad, but only because I haven't finished painting the
others. In a small to medium sized game like the one you are playing, this
squad will do a great deal of damage if you keep them in cover long enough
to do damage.


>
> 9 Space Marines w/ Flamer, Missile Launcher.
> Rhino Transport w/ Smoke Launchers

Take out the missile launcher (and the guy who carries it, saving 25
points). The flamer is fine, since you are in a rhino anyway. Make sure
your sergeant has a bolt pistol and close combat weapon, not a bolter. I
know bringing this squad to 8 men will hurt you break point wise, but you
need the points.
Save:25 points

>
> 5 Space Marine Scouts w/ BB and CC weapons.

Looks good, but these guys are fragile. Keep that in mind, and I'd say
stick them in HtH as fast as possible (just a guess, since I've never
played with any scouts myself)

>
> 5 Space Marine Devistators w/ 2 Missile Launchers, 2 Lascannons.

Give these guys two more men, so they can shoot out of a transport (half of
seven rounding up: 4). Then put them in the Land Raider, sit them on a
hill somewhere, and don't move them. That will give you four lascannons,
two missile launchers, and a heavy bolter to pound at anything that needs
to be pounded - 30 points

>
> 1 Space Marine Dreadnought w/ Plasma Cannon, Power Fist, Storm Bolter,
> Smoke Lauchers.
>

> 3 Space Marine Bikes w/ 2 Meltaguns
> 1 Attack Bike w/ Multimelta
>
> Land Raider w/ Smoke Launchers
>
> 1239 points. I don't know what to add. Please don't flame/diss too hard.
>

> Thanks,
> Dustin
>


This gives you exactly 1250 points, and hopefully you have enough extra
marines lying around to make the changes. This will give you a good,
strong army, similar to my own (except I don't have a land raider).
Remember that you have two squads designed specifically for assault. Use
them wisely, and don't let them take too many casualties from shooting. If
you end up assaulting a terminator squad, use your normal assault squad.
You should get two kills from the plasma pistols, and then you have 10
power weapon attacks before they get to strike, not to mention 12 normal
attacks. This normally crushes a squad. Good luck!


rai...@my-dejanews.com

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Apr 27, 1999, 3:00:00 AM4/27/99
to
In article <8SaV2.3096$3F1.1...@news13.ispnews.com>,
"Rob Fungsang" <nigh...@954access.net> wrote:
>
> Dustin Carroll wrote in message <37252A58...@redshift.com>...

> >Hello all, I am currently participating in a league game on the 31st of
> >April. I am going to be fielding Space Marines vs. a variety of
> >opponents and missions. The point value is set a 1250 points.
> >
> >1 Space Marine Chaplain w/ Jump Pack, Bolt Pistol, Terminator Honors.
> >5 Assault Space Marines w/ 2 PP. Veteran Sargent w/ Power Weapon
> >
> Melta bombs for the chaplain and veteran sgt would allow this squad to tank
> hunt if something goes wrong with the bikes. I would enlarge the squad to 9
> men.
>
> >9 Space Marines w/ Flamer, Missile Launcher.
> >Rhino Transport w/ Smoke Launchers
> >
> Add a pintel storm bolter here.
>
> >5 Space Marine Scouts w/ BB and CC weapons.
> >
> >5 Space Marine Devistators w/ 2 Missile Launchers, 2 Lascannons.
> >
> This squad needs to be larger, otherwise you start losing hvy weapons with
> the second death. 9 men if you plan to stand in the open; 8 if they are
> going to use the Land Raider.
>
> >1 Space Marine Dreadnought w/ Plasma Cannon, Power Fist, Storm Bolter,
> >Smoke Lauchers.
> >
> Add an identical dread. By itself, it will just stand out as an obvious
> target.
>
> >3 Space Marine Bikes w/ 2 Meltaguns
> >1 Attack Bike w/ Multimelta
> >
> >Land Raider w/ Smoke Launchers
> >
> >1239 points. I don't know what to add. Please don't flame/diss too hard.
> >
>
> Rob Fungsang
>
>

Geez Rob! Your only suggesting adding around another 250 pts. That kind of
gets him over the limit on the 1250, Just a leeeettlle bit. ;)
--
Rail 42

"The Rail is in the air. Break Squelch and Die!"

-----------== Posted via Deja News, The Discussion Network ==----------
http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own

rai...@my-dejanews.com

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Apr 27, 1999, 3:00:00 AM4/27/99
to
In article <37252A58...@redshift.com>,

Dustin Carroll <bur...@redshift.com> wrote:
> Hello all, I am currently participating in a league game on the 31st of
> April. I am going to be fielding Space Marines vs. a variety of
> opponents and missions. The point value is set a 1250 points.


The first thing I see as someone who fights against a lot of SM foes is a
preponderance of Anti-tank weaponry. Your Devastators, Dreadnought, bikes
and the HW's in your tactical squads are all geared towards killing tanks.
In a 1250 point battle I don't think you'll be faced with that many tanks to
kill. You will be challenged to kill enough models in an assault oriented
army (orks and tyranids especially) in time to save your butt. In a league
style environment you need to be able to kill the hordes too. Heavy Bolters
are the best all around HW for going against large numbers of troops. It has
no problem taking out light vehicles like Ork trucks or DE Raiders either.
Unless no one in your area is playing those armies. If all you have to fight
are other SM's, you are probably in good shape.

>
> 1 Space Marine Chaplain w/ Jump Pack, Bolt Pistol, Terminator Honors.
> 5 Assault Space Marines w/ 2 PP. Veteran Sargent w/ Power Weapon

I'd at least give the chaplain frag grenades. It's kind of silly for the
entire rest of the squad to be going at the same time as a unit in cover they
charge and not have the Chaplain go too.

>
> 9 Space Marines w/ Flamer, Missile Launcher.
> Rhino Transport w/ Smoke Launchers
>

> 5 Space Marine Scouts w/ BB and CC weapons.

These guys are a little thin on numbers to go hunting for hth on foot. I'd
convert them to a poor man's HW squad. Add two sniper rifles and maybe a HB
and give the rest bolters. This gives you a lot of anti infantry capability
at extreme range.

>
> 5 Space Marine Devistators w/ 2 Missile Launchers, 2 Lascannons.

I'd assume these guys are going in the Land Raider. I'd add at least one more
guy since only half of them can fire out of an APC at a time.

>
> 1 Space Marine Dreadnought w/ Plasma Cannon, Power Fist, Storm Bolter,
> Smoke Lauchers.
>

Does this guy really need Smoke launchers? I've never fought a SM commander
who doesn't put this guy in the middle of the force and fire every single
turn.

> 3 Space Marine Bikes w/ 2 Meltaguns
> 1 Attack Bike w/ Multimelta

As I said earlier, most of your force seems to be AT oriented. Here is a
great place to put a heavy bolter. I'd put one on the Attack bike and use
him to snipe at infantry units. I'd also separate him into his own unit.
That gives you the freedom of targeting two different units with bikes. If
you are convinced you need the multimelta, I'd take a Land Speeder instead of
the bike and not take the meltaguns for the bikes. The LS ignores terrain
and also is a little harder to kill. With a LS you can get into a position
to get flank or rear shots at vehicles quicker. A LS with Multimelta costs
the same as the assault bike. Since bikes can always fire out to their max
range of 24", even while moving, they make a good anti-infantry platform.
With the points you saved with the melta guns you can spend the points on the
scouts, or add extra devastator marines. If you want you can even add
another bike to give you a four bike squad.

>
> Land Raider w/ Smoke Launchers


Again with something as tough as a Land Raider, and with the intent to mount a
devastator squad in it, I don't see much point in using Smoke Launchers.

>
> 1239 points. I don't know what to add. Please don't flame/diss too hard.
>

> Thanks,
> Dustin

Rob Fungsang

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Apr 27, 1999, 3:00:00 AM4/27/99
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rai...@my-dejanews.com wrote in message <7g4qb8$2nm$1...@nnrp1.dejanews.com>...

>Geez Rob! Your only suggesting adding around another 250 pts. That kind
of
>gets him over the limit on the 1250, Just a leeeettlle bit. ;)
>--
>Rail 42


Well I missed the part where he mentioned 1250. I usually play by 500 point
increments, and naturally assumed 1500 points. Maybe he should just convice
his opponents increase the point limit. Much easier than contsructing 1250.
=)

Rob Fungsang

rai...@my-dejanews.com

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Apr 28, 1999, 3:00:00 AM4/28/99
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In article <sLoV2.3251$3F1.1...@news13.ispnews.com>,

Ah but variety is the spice of life I'd say. New challenges, new battles,
yada, yada, yada....

On another topic, I have noticed that my DE army seems to have a critical
mass point. At about 1500 pts it acheives the ability to hold it's own. In
smaller battles I fight, 750, 1000, etc. it just seems to get out matched.
Ever have that problem in other armies? -- Rail 42

Rob Fungsang

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Apr 28, 1999, 3:00:00 AM4/28/99
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rai...@my-dejanews.com wrote in message <7g64ti$94o$1...@nnrp1.dejanews.com>...
That pretty much describes marines in v2. Playing under 1000 pts. without 5
man squads was suicide. I think marines are suffer a similar problem at 500
pts.

Rob Fungsang

RGutman429

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Apr 28, 1999, 3:00:00 AM4/28/99
to
All i can say, is good job, to evereone whos commented on this army, but what
about the bikes? From experience, evereone who ive played against, takes them
on every chance they get, the bikes are not worth it, 40 pts on a 3+ saving
bike? I dont think so. The army uses what? 200 pts on the bikes and attack
bike? Dont even think of it! Take out all the bikes, and stick in three AB with
ehavy bolters, thats three bikes that need to fail a 2+ save, insted of three
that have a 50/50 chance and one that needs to fail a 2+ to die, PLUS you get
MORE firepower in my opinion against troops. hvy bolters kill ig, and eldar in
all shapes and sizes. Also, do boost the dev squad, and keep em in the raider,
i also recomend using the saved points to get rid of the 2 ml in the dev squad
and replacing them with lazes, you wouldnt use ml's against heavy tanks
anyhows. But now you dont even need to stick the raider up on a hill, it can go
tank hunting with a scout squad running by its side to assault any evil little
bastards with melata bomns who are in hte mood to blow it to hell.
ORRR against either a ork army or a eldar army, get rid of the lazes in the
raider altogether, and stick in heavy bolters, then orks go DIEDIEDIE and they
stay dead.
Another thing, is if you can convince the people you are gonna play to player
more points, stick in a librarian on the second assault squad, but doen forget
to give em all artieficers armor.


well...peace love and other bullshit

Lord of Shadows

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Apr 29, 1999, 3:00:00 AM4/29/99
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In article <7g64ti$94o$1...@nnrp1.dejanews.com>, rai...@my-dejanews.com
writes

>Ah but variety is the spice of life I'd say. New challenges, new battles,
>yada, yada, yada....
>
>On another topic, I have noticed that my DE army seems to have a critical
>mass point. At about 1500 pts it acheives the ability to hold it's own. In
>smaller battles I fight, 750, 1000, etc. it just seems to get out matched.
>Ever have that problem in other armies? -- Rail 42
NO specific army, but I always find 1500 point fantasy armies
alot easier to desing than 1000 point armies. Small 40K force I can do
though-all I've got.

>
>"The Rail is in the air. Break Squelch and Die!"
>
>-----------== Posted via Deja News, The Discussion Network ==----------
>http://www.dejanews.com/ Search, Read, Discuss, or Start Your Own

Strensall, blade of Solkan and Lord of Shadows
(Ag...@highroans.demon.co.uk)

"If it ain't broke, we have a problem"

Lord of Shadows

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Apr 29, 1999, 3:00:00 AM4/29/99
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In article <37252A58...@redshift.com>, Dustin Carroll
<bur...@redshift.com> writes

>Hello all, I am currently participating in a league game on the 31st of
>April. I am going to be fielding Space Marines vs. a variety of
>opponents and missions. The point value is set a 1250 points.
>
>1 Space Marine Chaplain w/ Jump Pack, Bolt Pistol, Terminator Honors.
>5 Assault Space Marines w/ 2 PP. Veteran Sargent w/ Power Weapon
>
>9 Space Marines w/ Flamer, Missile Launcher.
>Rhino Transport w/ Smoke Launchers
>
>5 Space Marine Scouts w/ BB and CC weapons.
>
>5 Space Marine Devistators w/ 2 Missile Launchers, 2 Lascannons.
>
>1 Space Marine Dreadnought w/ Plasma Cannon, Power Fist, Storm Bolter,
>Smoke Lauchers.
>
>3 Space Marine Bikes w/ 2 Meltaguns
>1 Attack Bike w/ Multimelta
>
>Land Raider w/ Smoke Launchers
>
>1239 points. I don't know what to add. Please don't flame/diss too hard.
Its a fairly well balanced force-the obvious thing to add is a
few more tactical marines a basic troop type I feel is somewhat
underused.
>
>Thanks,
>Dustin

VAMPiRE

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May 5, 1999, 3:00:00 AM5/5/99
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Lord of Shadows wrote in message ...

>In article <37252A58...@redshift.com>, Dustin Carroll
><bur...@redshift.com> writes
>>Hello all, I am currently participating in a league game on the 31st of
>>April. I am going to be fielding Space Marines vs. a variety of
>>opponents and missions. The point value is set a 1250 points.
>>
>>1 Space Marine Chaplain w/ Jump Pack, Bolt Pistol, Terminator Honors.
>>5 Assault Space Marines w/ 2 PP. Veteran Sargent w/ Power Weapon
>>
>>9 Space Marines w/ Flamer, Missile Launcher.
>>Rhino Transport w/ Smoke Launchers
>>
>>5 Space Marine Scouts w/ BB and CC weapons.
>>
>>5 Space Marine Devistators w/ 2 Missile Launchers, 2 Lascannons.

Devastator weapons always cost too much in dev. squads. maybe you can loose
a missile launcher and add another marine so that way if a lot of big guns
hit your dev. squad then you have some marines to take the fall for them.

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