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SM List Critique please
Topic Started: 19 Jul 2008, 12:08 AM (412 Views)
Sachiel
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Lieutenant
hey guys...last night i was playing around with the space marine codex and a few bits and pieces, and i came up with the following list;

HQ
Space Marine Chapter Master
Power Weapon
Bolt Pistol
Artificer Armour
Terminator Honours
Furious Charge

Command Squad - Sergeant & 4 Marines
Sergeant Terminator Honours
Sergeant Teleport Homer
Marine Terminator Honours
Heavy Bolter
Apothecary
Frag Grenades
Furious Charge

ELITE
Dreadnaught
Venerable
Smoke Launchers
Extra Armour

Terminator Sergeant and 4 Terminators
Sergeant has Power Weapon
2 Assault Cannons
1 Chainfist

TROOPS
Scout Sergeant and 4 Scouts
Sergeant Terminator Honours
Teleport Homer
Heavy Bolter
All have Boltguns
Frag Grenades

Sergeant and 9 Tactical Marines
Heavy Bolter

Sergeant and 9 Tactical Marines
Heavy Bolter

Sergeant and 4 Tactical Marines
Multi-Melta

FAST ATTACK
Landspeeder Tornado

Landspeeder Tornado

HEAVY SUPPORT
Predator Anhilator
Heavy Bolter Sponsons
Smoke Launchers
Extra Armour

TOTAL POINTS - 1498

can i have your opinions on it please, comments suggestions, pretty much anything is welcome.
I want this list to be a decent playable force for a while, whilst i sort out a lot of guard stuff, nd my GK's whilst very pretty and extremely hard, aren't the most balanced of forces to be playing pick up games against some of the idiots in the local shop here...

anyway before i go off on a tangent, there is my list, what do you guys think


- wednesday
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Brambleten
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The Red Hood
i personally dont see how much help the Heavy bolter in the command squad could be, as you want them to be rushing forwards to make use of the furious charge and termie honors, not stuck back shooting. i would personally use a flamer, but a melta would be fun as well and throw in some extra anti tank. overall looks like a solid list
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# Digits
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Shadowkin
I was thinking the same. Give power weapons to the command squad.

Where are the assault weapons for your tac squads?? meltas, flamers etc - never leave home.....
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Sachiel
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Lieutenant
hey guys, a few changes made.

Brambleten - i don't know why i included that HB in the command squad, consider the junk gotten rid of now.

Digits - the main idea with the two 10 man squads was to sit back and open up on anything that moves and make it something that "used to move" if you get my meaning. with a lot of the infantry centric lists you see in 5th edition cause of the troops scoring only rules, i didn't see the point in taking assault weapons...might have to look at that later.

The most major change has really been the swapping of my army commander, I am making this army Pre-Heresy Thousand Sons and do wanted the army led by a psyker, so the Master has been swapped for a Librarian.

Epistolary
Artificer Armour
Bolt Pistol
Terminator Honours
Force Weapon
Psychic Hood
Fear of the Darkness
Storm of the Emperor's Wrath
Furious Charge

a few other things have been gotten rid of as well, the heavy bolter from the couts and the multi-melta on the combat squad changed to a meltagun so that these two units can rush forwards behind the commanders and termies and capture objetives late in the game.
The Dreadnauight has lost its Venerable status, again due to me keeping to the background and making the army Pre-Heresy.

so just for a run down the list is:

HQ
Epistolary
Artificer Armour
Bolt Pistol
Terminator Honours
Force Weapon
Psychic Hood
Fear of the Darkness
Storm of the Emperor's Wrath
Furious Charge

Command Squad - Sergeant & 4 Marines
Sergeant Terminator Honours
Sergeant Teleport Homer
Marine Terminator Honours
Apothecary
Frag Grenades
Furious Charge

ELITE
Dreadnaught
Smoke Launchers
Extra Armour

Terminator Sergeant and 4 Terminators
Sergeant has Power Weapon
2 Assault Cannons
1 Chainfist

TROOPS
Scout Sergeant and 4 Scouts
Sergeant Terminator Honours
Teleport Homer
All have Boltguns
Frag Grenades

Sergeant and 9 Tactical Marines
Heavy Bolter

Sergeant and 9 Tactical Marines
Heavy Bolter

Sergeant and 4 Tactical Marines
Meltagun

FAST ATTACK
Landspeeder Tornado

Landspeeder Tornado

HEAVY SUPPORT
Predator Anhilator
Heavy Bolter Sponsons
Smoke Launchers
Extra Armour

TOTAL POINTS - 1498

And i know about the Bell of Lost Souls ruleset for Pre-HEresy stuff which was posted in my other thread about "counts-as" but i prefer to use the marine list, as the one for the 1k sons in BoLS set is kinda boring, i do want to keep true to the fluff, but i would also like the option of having a few exotic bits, if you know what i mean!

Hopefully once this is compete and i have a job and thus funds, i will expand the army, would really like to add another librarian in the HQ slot just for fluff's sake. Also would love a unit of veterans, but time will tell.

anyway again critiques please.
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Sachiel
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Lieutenant
OK back again witha diffrent list but hear me out:

After taking a look at the CSM codex under someones advice (sorry i can't remember, your in my other thread though so cheers)

I have put together the following list. This will still be Pre-Heresy, so i have tried to kep the Chaosy-ness to a minimum. i think thi list is slightly stronger then the marines one but i need your opinions again:

HQ
Sorceror
(power armour, bolt pistol, force weapon, frag and krak grenades)
Familiar
Doombolt
Warptime
Meltabombs

ELITES
Chaos Terminator Champion and 4 Terminators
Champion has: Pair of lightning claws
Squad has: Chainfist
Reaper Autocannon

Champion and 4 Chosen Marines
(power armour, boltgun, bolt pistol, close combat weapon, frag and krak grenades)
Champion has: Pair of lightning claws
Squad has: 2 Meltaguns
2 Power Weapons

Chaos Dreadnaught
(smoke launchers, searchlight)
Twin Linked Autocannon
Dreadnught Missile Launcher

TROOPS
Champion and 9 Chaos Space Marines
(power armour, boltgun, bolt pistol, close combat weapon, frag and krak grenades)
Champion has: Twin Linked Bolter
Squad has: Heavy Bolter

Champion and 9 Chaos Space Marines
(power armour, boltgun, bolt pistol, close combat weapon, frag and krak grenades)
Champion has: Twin Linked Bolter

Champion and 9 Chaos Space Marines
(power armour, boltgun, bolt pistol, close combat weapon, frag and krak grenades)
Champion has: Twin Linked Bolter

HEAVY SUPPORT
Predator
(Smoke Launchers, Searchlight)
Turret mounted Twin-Linked Lascannon
Heavy Bolter Sponsons
Extra Armour
Havoc Launcher

Champion and 4 Havocs
(power armour, boltgun, bolt pistol, close combat weapon, frag and krak grenades)
Champion has: Twin Linked Bolter
Squad has: 2 Lascannons
2 Missile Launchers

Total points cost - 1500
consists of: 5 Terminators, 2 Vehicles and 41 Marines.

I was thinking of sticking the sorceror with a marines unit (not the one with the Heavy Bolter) and having him move forwards with them until the Termies turn up, and them running around with them, or the Chosen after they have finished their initial tank hunting/infiltrating role.

again, comments and suggestions welcome


- wednesay
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Brambleten
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The Red Hood
the chaos list looks more fun to play, purely down to the fun of having a chaos dread mauling half your force on its own, then mauling half the opposition
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Sachiel
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Lieutenant
heh, yeah Brambleten, i was really having dificulty deciding wether or not to take that, cause how can i justify this crazy dead in my force if they are meant to be loyalists, and in the csm book it tells how the chaos dreads go nuts over the years through fear and paranoia!

hmmm...if it does i might just say that the dread has battle psychosis and goes crazy from time to time, eh?
i highly doubt that Dreadnaught technology was understood fully during the great crusades (and it is understood even less in the 41st millenium anyway).

other then that though, is this a solid list?

i mean i still have the sorceror/librarian, the unit of termies, the run up and hit them in the face squad (chosen/command squad) lots of troops, a dreadnaught (even if one is crazy) however the chaos list has more tank hunting stuff in it, so i might go for that one, plus i don't have to dick about explains bout autocannons/ssaultcannons and the like either!

- wednesday
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Brambleten
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The Red Hood
it looks a solid list. does your sorcerer have mark of tzeentch? if it doesnt then it can only have one power, not warptime and doombolt. if it doesnt, i would personally get rid of warptime and get an extra chosen guy, just to give the other guys a slightly higher chance to live ( i almost put take the first wound, but thats when i remembered that i was thinking 4th ed). leaves you 7 points, i think. where in the codex is a familiar?
apart from that, i see no problems with the list
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Sachiel
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Lieutenant
Familiar - page 85

from the wording it says that i can have one more psychic power, hence doombolt and warptimebut if i get rid of warptime i should get rid of the familiar as well

or should i swap Warptime for Wind of Chaos, and drop the meltabombs on the sorceror?

- wednesday
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Brambleten
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The Red Hood
aah. completely missed familiars, as i usually only use a raptor lord.
as you can only use one power in the shooting phase (i could be wrong, but the wording suggests thus) i would keep warptime and use doombolt, as it seems to be more reliable on paper. i would give melta bombs to a champion rather than a HQ purely so there is less chance of being caught in a blast if a tank is fully blown up
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