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[40k] 1850 Space Marine list for review

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Steve Olk

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Nov 2, 2005, 1:36:25 PM11/2/05
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The goal of this list is to field an entire space marine Company, albeit one
that has suffered some attrition. it's primary goal is to out shoot most
opponets, but there's enough hard counter charge to tie up a dedicated
assault force for a while. it's mostly static, but the assault squads
should provide mobility for objectives and the like. anyway, here's the
list:

Master, Terminator Armor, Lightning Claws
provides Leadership 10, reasonable assault threat

Master of Sanctity, Frag, Melta Bomb, Honors, Bolt Pistol, Jump Pack
Leads an assault squad, general ass kicker

4 X (6 Marines w/ Lascannon & Plasma)
Firebase, provides great anti-tank & anti-MEQ firepower, enough bodies
to last

2 X (10 Marines w/ Flamer X2, Vet w/ fist)
They walk to where they are needed. Can grab a quarter, or stand and
shoot with bolters. first line of defense against hordes. Will probobly
die a horrible death against shooty armies

6 Assault Marines, flamer X2, Vet w/ Fist
6 Assault Marines, Plasma Pistol X2, Vet w/ Fist
Counter charge, flankers, objective grabbers, etc.

8 Devastators w/ 4 HB
8 Devastators w/ 4 ML
These guys shoot things

i'm pretty new to Space marines, so I'm not sure if I'm still trapped in my
IG mind set or if this army could compete on the table top. I'd see it
excelling agaisnt assault armies and vehicle heavy armies, but struggling
with a SAFH.

Steve


Ryan Elkins

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Nov 2, 2005, 3:32:16 PM11/2/05
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"Steve Olk" <sp...@case.edu> wrote in message
news:dkb0vd$beg$1...@eeyore.INS.cwru.edu...

> The goal of this list is to field an entire space marine Company, albeit
> one that has suffered some attrition. it's primary goal is to out shoot
> most opponets, but there's enough hard counter charge to tie up a
> dedicated assault force for a while. it's mostly static, but the assault
> squads should provide mobility for objectives and the like. anyway,
> here's the list:
IME, static = Lots of dead Marines. Mobility is essential.

>
> Master, Terminator Armor, Lightning Claws
> provides Leadership 10, reasonable assault threat
Is he an unaccompanied IC? If so, I'd think of attaching one of your 6-man
LC/PG squads to him as meat sh....protection.

>
> Master of Sanctity, Frag, Melta Bomb, Honors, Bolt Pistol, Jump Pack
> Leads an assault squad, general ass kicker
Think about dropping the BP for a plasma pistol or, if the points work out,
a storm bolter.

>
> 4 X (6 Marines w/ Lascannon & Plasma)
> Firebase, provides great anti-tank & anti-MEQ firepower, enough bodies
> to last
If these squads are set up to be dakka magnets, make sure they get some
cover in front of them, or they wil be gone quicker than you think!
You might think about switching out the plasma gun (?) for a ML. Anti-armor
and anti-troop in one go.

>
> 2 X (10 Marines w/ Flamer X2, Vet w/ fist)
> They walk to where they are needed. Can grab a quarter, or stand and
> shoot with bolters. first line of defense against hordes. Will probobly
> die a horrible death against shooty armies
Will probably die a horrible death, foot-sloggin' it! I'd drop 1 squad, and
use the points on a Rhino to speed me around. I'd also add a ML, and give
the vet a storm bolter (I like storm bolters, can't you tell?)

>
> 6 Assault Marines, flamer X2, Vet w/ Fist
> 6 Assault Marines, Plasma Pistol X2, Vet w/ Fist
> Counter charge, flankers, objective grabbers, etc.
Death from above!!

>
> 8 Devastators w/ 4 HB
> 8 Devastators w/ 4 ML
> These guys shoot things
Do they shoot armor or troops? Id cut it down to 1 6-man Dev squad with your
preference of Hvy Weps, and stick them in a Razorback with TLLC.

>
> i'm pretty new to Space marines, so I'm not sure if I'm still trapped in
> my IG mind set or if this army could compete on the table top. I'd see it
> excelling agaisnt assault armies and vehicle heavy armies, but struggling
> with a SAFH.
>
> Steve
I'm not that new anymore, but still have much to learn. All of this you can
do with as you wish, its just how I'd do it.
Best of luck

drgrbek


Chris

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Nov 3, 2005, 12:49:37 AM11/3/05
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"Steve Olk" <sp...@case.edu> wrote in message
news:dkb0vd$beg$1...@eeyore.INS.cwru.edu...
> The goal of this list is to field an entire space marine Company, albeit
> one that has suffered some attrition. it's primary goal is to out shoot
> most opponets, but there's enough hard counter charge to tie up a
> dedicated assault force for a while. it's mostly static, but the assault
> squads should provide mobility for objectives and the like. anyway,
> here's the list:

+1 to the POV that says you'll be out-manuevered.


>
> Master, Terminator Armor, Lightning Claws
> provides Leadership 10, reasonable assault threat

Seems like a waste of BS5 in a shooty army.

>
> Master of Sanctity, Frag, Melta Bomb, Honors, Bolt Pistol, Jump Pack
> Leads an assault squad, general ass kicker
>
> 4 X (6 Marines w/ Lascannon & Plasma)
> Firebase, provides great anti-tank & anti-MEQ firepower, enough bodies
> to last

Try 2 LC squads, 2 ML squads. Balance is key.

>
> 2 X (10 Marines w/ Flamer X2, Vet w/ fist)
> They walk to where they are needed. Can grab a quarter, or stand and
> shoot with bolters. first line of defense against hordes. Will probobly
> die a horrible death against shooty armies

Big mistake. Never throw 400+ points away!

> 6 Assault Marines, flamer X2, Vet w/ Fist
> 6 Assault Marines, Plasma Pistol X2, Vet w/ Fist
> Counter charge, flankers, objective grabbers, etc.

That's now 4 Vet Sgts with powerfists. I'd suggest dropping two or three and
buying rhinos for the two full-strength squads. Drop one SM and put your
Master in one of the rhinos, the Vet Sgt in the other. Now you have a
firebase and a more valid assault force. By assault, I don't necessarily
mean close combat, either. If you're able to get both rhino squads and both
assault squads in range, that's 6 flamers and 2 plasma pistols, plus
countless rapid firing bolters.

>
> 8 Devastators w/ 4 HB
> 8 Devastators w/ 4 ML
> These guys shoot things

Yes, they do... and with a mobile distraction, they may actually get the
chance to do so. Otherwise, they're simply the highest priority in a static
line of troops. I'd consider trimming the squad size down to upgrade the HBs
to something more potent, even 2 plasma cannons can be ferocious.

>
> i'm pretty new to Space marines, so I'm not sure if I'm still trapped in
> my IG mind set

IMO, yes ;)

> or if this army could compete on the table top. I'd see it excelling
> agaisnt assault armies and vehicle heavy armies, but struggling with a
> SAFH.

You should be okay vs. vehicles as you have heaps of AA weapons.

cheers,

chris/bass/idoru


jockelinde

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Nov 5, 2005, 7:14:04 AM11/5/05
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In article <dkb0vd$beg$1...@eeyore.INS.cwru.edu>, Steve Olk wrote:

> Master, Terminator Armor, Lightning Claws
> provides Leadership 10, reasonable assault threat

A bit of an odd man out being the only model in the entire list in
terminator armour.


> Master of Sanctity, Frag, Melta Bomb, Honors, Bolt Pistol, Jump Pack
> Leads an assault squad, general ass kicker

I use a Reclusiarch with the same equipment attached to an assault
squad. The extra point of Ld can't be used, since he is already
fearless, and I don't think +1W is worth 15 points.

> 4 X (6 Marines w/ Lascannon & Plasma)
> Firebase, provides great anti-tank & anti-MEQ firepower, enough bodies
> to last

Good.

> 2 X (10 Marines w/ Flamer X2, Vet w/ fist)
> They walk to where they are needed. Can grab a quarter, or stand and
> shoot with bolters. first line of defense against hordes. Will probobly
> die a horrible death against shooty armies

Walking will be a problem for these guys. Try to find points to either
make them infiltrating veterans or give both units Rhinos.

> 6 Assault Marines, flamer X2, Vet w/ Fist
> 6 Assault Marines, Plasma Pistol X2, Vet w/ Fist
> Counter charge, flankers, objective grabbers, etc.

Good.

> 8 Devastators w/ 4 HB
> 8 Devastators w/ 4 ML
> These guys shoot things

Good.

As has been pointed out by previous posters the list risks becoming
out-manuevered. It looks like you're going for a footslogger theme. In
that case make the two full-sized units infiltrating veterans. That
should help you stop some manuevering.

--
Joakim

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