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Father Joe

PostPosted: Wed Oct 10, 2007 6:13 pm


CellShader
Orkz... Marinez... 3:1... Orkz in close combat... Ouch...

...I kinda like those odds. Shame the 'skins got in cc.
PostPosted: Thu Oct 11, 2007 5:07 pm


Hate to change the subject, but does anyone know the rules for the dreadnought assault drill?

i need to know cause im getting that and a dreadnought inferno cannon from forge world. (lots of burning!)

Flametempest


Shikokoro

PostPosted: Thu Oct 11, 2007 5:56 pm


I am kind of new to the Warhammer 40K world. My brother is the one who got me into it. I have been playing for about a year now, and I have finally chosen a race to go with. Of course, it is the Space Marines. I have been studying the Codex nonstop. And, I finally got an army list put together. I was wondering if any of you could let me know if there are any flaws in it and if there is something that I can do to better it.

1. HQ:
1- Captain: Artificer Armour, Plasma Pistol, Power Weapon. 110 pts
5- Space Marine Command Squad: Terminator Honours for the Sergeant, Apothecary, Company Champion, Bolt Pistols, Close Combat Weapons. 135 pts

2. Elites:
5- Terminators: Storm Bolters, Power Weapon, Chainfists. 220 points
1- Dreadnought: Assault Cannon, Dreadnought Close Combat Weapon, Storm Bolter, Extra Armour. 110 pts
1- Dreadnought: Twin-Linked Lascannon, Missile Launcher, Extra Armour. 140 pts

3. Troops:
8- Tactical Squad: Bolters, Meltagun, Sergeant with Bolt Pistol, Close Combat Weapon, Terminator Honours. 145 pts
8- Tactical Squad: Bolters, Meltagun, Sergeant with Bolt Pistol, Close Combat Weapon, Terminator Honours. 145 pts
8- Tactical Squad: Bolters, Sergeant with Bolt Pistol, Close Combat Weapon, Terminator Honours. 135 pts
5- Scout Squad: Sniper Rifles. 90 pts

4. Fast Attack:
7- Assault Squad: Bolt Pistols, Close Combat Weapons, Melta Bombs, Frag Grenades, Terminator Honours. 183 pts
4- Bike Squadron: Twin-Linked Bolters, Frag Grenades, Attack Bike with Heavy Bolter. 146 pts

5. Heavy Support:
1- Predator Annihilator: Turret-Mounted Twin-Linked Lascannon, Lascannon Sponsons, Pintle-Mounted Storm Bolter, Extra Armour. 160 pts
1- Land Raider Crusader: Hull-Mounted Twin-Linked Assault Cannon, Hull-Mounted Multi-Melta, Hurricane Bolter Sponsons, Frag Assault Launchers, Power of the Machine Spirit, Extra Armour, Pintle-Mounted Storm Bolter, Dozer Blades, Searchlight. 281 pts

This evens out to be exactly 2000 pts. Let me know what you think.
PostPosted: Fri Oct 12, 2007 2:15 am


Looks solid. Though a few questions.

One, is the HQ riding in anything?

Two, why have a tactical squad without a meltagun. I think there are other ways you could move those points around.

Third, no traits?

King Kento


Asmondai
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PostPosted: Fri Oct 12, 2007 2:15 am


Shikokoro

1. HQ:
1- Captain: Artificer Armour, Plasma Pistol, Power Weapon. 110 pts
5- Space Marine Command Squad: Terminator Honours for the Sergeant, Apothecary, Company Champion, Bolt Pistols, Close Combat Weapons. 135 pts


Seems like a reasonable HQ unit, nicely cheap and with the Captains
special rule gives an nice add up to the whole army,
althou command squad isn´t really needed for someone like him.


Shikokoro
2. Elites:
5- Terminators: Storm Bolters, Power Weapon, Chainfists. 220 points
1- Dreadnought: Assault Cannon, Dreadnought Close Combat Weapon, Storm Bolter, Extra Armour. 110 pts
1- Dreadnought: Twin-Linked Lascannon, Missile Launcher, Extra Armour. 140 pts


Mmmmmmm, two dreggys. whee
Looks alright, would have been a nasty bonus to give the CC-dreggy the Venerable rule
and the anti-tank dreggy the Tank Hunter skill just to annoy your oppoment
and give a tactical advandages to yourself.

O.O An assault cannon & heavy flamer is a wise point spend on the terminators,
or even better, a twin assault cannons.
Rending is your friend, use it well. :3


Shikokoro
3. Troops:
8- Tactical Squad: Bolters, Meltagun, Sergeant with Bolt Pistol, Close Combat Weapon, Terminator Honours. 145 pts
8- Tactical Squad: Bolters, Meltagun, Sergeant with Bolt Pistol, Close Combat Weapon, Terminator Honours. 145 pts
8- Tactical Squad: Bolters, Sergeant with Bolt Pistol, Close Combat Weapon, Terminator Honours. 135 pts
5- Scout Squad: Sniper Rifles. 90 pts


Looks alright in here.

Shikokoro
4. Fast Attack:
7- Assault Squad: Bolt Pistols, Close Combat Weapons, Melta Bombs, Frag Grenades, Terminator Honours. 183 pts
4- Bike Squadron: Twin-Linked Bolters, Frag Grenades, Attack Bike with Heavy Bolter. 146 pts


Same here, looks alright unit.

Shikokoro
5. Heavy Support:
1- Predator Annihilator: Turret-Mounted Twin-Linked Lascannon, Lascannon Sponsons, Pintle-Mounted Storm Bolter, Extra Armour. 160 pts
1- Land Raider Crusader: Hull-Mounted Twin-Linked Assault Cannon, Hull-Mounted Multi-Melta, Hurricane Bolter Sponsons, Frag Assault Launchers, Power of the Machine Spirit, Extra Armour, Pintle-Mounted Storm Bolter, Dozer Blades, Searchlight. 281 pts


Loose the pintel-mounted storm-bolter,
an Annihilator isn´t going to do anything with it since it´s mostlikely too far
away to use it or gets blowed up before the change to use it.
Destructor gets benefit of the storm bolter because of the tank´s moved
and firing rule, making it pretty much a moving killing machine for infrantryes.

Good-good, strom bolter on Crusader works, but loose the searchlight.
What on earth are you going to do with it if there is no "nightfigth" rule?
And I somehow doubt it is going to need it since it can only shoot 24" anyway... ^^"



Overall: some minor changes I suggest in the army, but overally I don´t
see why this army wouldn´t kick enemyes behinds.
Althou it does lack some ranged anti-infrantry support, but this is nicely balanced with the fact that bolters are devastating in rapid-fire range.

Careful amount of anti-tank weapons and couple good close combat
squads is a nice addition to the armies performance.
PostPosted: Fri Oct 12, 2007 8:09 pm


Asmondai

Good-good, strom bolter on Crusader works, but loose the searchlight.
What on earth are you going to do with it if there is no "nightfigth" rule?
And I somehow doubt it is going to need it since it can only shoot 24" anyway... ^^"


You have much to learn. Besides the fact that its only ONE point to have the searchlight, so why not, you never know when that night fight scenario may happen.

Also, at short range its very rare that someone is going to botch the night fight range, but for 1 point, it doesnt hurt to ensure that its always going to hit.

Finally, keep in mind that if one imperial vehicle with a searchlight can make its spotting distance, then other models dont have to if theyre shooting at that same target. So if the crusader is right on them, then the devestators 40some inches back dont have to worry anymore and are back in range as if its daylight.

King Kento


Shikokoro

PostPosted: Fri Oct 12, 2007 8:53 pm


King Kento
Looks solid. Though a few questions.

One, is the HQ riding in anything?

Two, why have a tactical squad without a meltagun. I think there are other ways you could move those points around.

Third, no traits?


One, no, the HQ isn't riding in anything. I didn't want to only have one transport vehicle in the entire army. There isn't really a point in trying to get one squad into the midst of combat while the others still have to cover their ground at a slower rate. Or, that is what I think.

Two, I took into account what you and Asmondai said. I took the pintle mounted storm bolter off of the Annihilator and put another meltagun into the third tactical squad. I learned that with the range of the lascannons, and it being an anti-vehicle weaponry, that it was kind of pointless to have it on there.

Third, no there are currently no traits. I didn't want to try and mess with those quite yet. I figured that I could just field a normal space marines army without having all of the excess rules until I get used to playing with the 40K rules. Yes, I have read the rule book over and over, but it wont do me any good until I get some games in and learn from experience. Maybe, after that, then I will throw in some traits and modify my army a little bit.

I am used to playing fantasy battle. So, I am trying to learn the rules of 40K and it is taking me some time.
PostPosted: Sat Oct 13, 2007 4:59 pm


Okay! I finnally settled on a 1500 point army.
what do you think:

HQ:
space marine master- termie armor, bolter, power weapon
space marine captain- storm bolter, power fist, iron halo
5 man command squad- meltagun, company champion

Elite:
5 termies- 2 assault cannons
dreadnought- inferno cannon, assault drill

Troops:
20 marines- 2rocket launchers, flamer, plasma gun
10 marines- bolt pistols+chainswords, flamer

fast:
5 assault marines, 2plasma pistols

Heavy:
vindicator- hunterkiller missle

total: 1469pts

Flametempest


Nuclearwinter

PostPosted: Sat Oct 13, 2007 7:15 pm


Flametempest
Okay! I finnally settled on a 1500 point army.
what do you think:

HQ:
space marine master- termie armor, bolter, power weapon
space marine captain- storm bolter, power fist, iron halo
5 man command squad- meltagun, company champion

Elite:
5 termies- 2 assault cannons
dreadnought- inferno cannon, assault drill

Troops:
20 marines- 2rocket launchers, flamer, plasma gun
10 marines- bolt pistols+chainswords, flamer

fast:
5 assault marines, 2plasma pistols

Heavy:
vindicator- hunterkiller missle

total: 1469pts



it's ok, but lacks mobility. I would suggest taking out the Master of the chapter (too many points for such a small game) and getting a land speeder instead. If you do, the one with the heavy bolter and the assult cannon is a great choice. Massive firepower on a mobile platform.

Also, don't put flamers in squads with rocket launchers. replace them with plasma at least.
PostPosted: Sun Oct 14, 2007 12:44 am


Shikokoro
King Kento
Looks solid. Though a few questions.

One, is the HQ riding in anything?

Two, why have a tactical squad without a meltagun. I think there are other ways you could move those points around.

Third, no traits?


One, no, the HQ isn't riding in anything. I didn't want to only have one transport vehicle in the entire army. There isn't really a point in trying to get one squad into the midst of combat while the others still have to cover their ground at a slower rate. Or, that is what I think.

Two, I took into account what you and Asmondai said. I took the pintle mounted storm bolter off of the Annihilator and put another meltagun into the third tactical squad. I learned that with the range of the lascannons, and it being an anti-vehicle weaponry, that it was kind of pointless to have it on there.

Third, no there are currently no traits. I didn't want to try and mess with those quite yet. I figured that I could just field a normal space marines army without having all of the excess rules until I get used to playing with the 40K rules. Yes, I have read the rule book over and over, but it wont do me any good until I get some games in and learn from experience. Maybe, after that, then I will throw in some traits and modify my army a little bit.

I am used to playing fantasy battle. So, I am trying to learn the rules of 40K and it is taking me some time.


Well your commander is geared more towards hand to hand, so it makes sense to get him up to the lines faster. Whereas tactical squads are more shooting oriented. I personally put everything in transports, but some people prefer footslogging. And i can understand wanting some uniformity in your army. Perhaps consider HQs in terminator armor, besides keeping them alive, they can deepstrike right into the heathens on the other side.

I suppose I can understand not wanting traits just yet. But once you feel comfortable with the game, Id very much reccomend giving your guys a little booster shot with some rule changes.

King Kento


King Kento

PostPosted: Sun Oct 14, 2007 12:50 am


Flametempest
Okay! I finnally settled on a 1500 point army.
what do you think:

HQ:
space marine master- termie armor, bolter, power weapon
space marine captain- storm bolter, power fist, iron halo
5 man command squad- meltagun, company champion

Elite:
5 termies- 2 assault cannons
dreadnought- inferno cannon, assault drill

Troops:
20 marines- 2rocket launchers, flamer, plasma gun
10 marines- bolt pistols+chainswords, flamer

fast:
5 assault marines, 2plasma pistols

Heavy:
vindicator- hunterkiller missle

total: 1469pts


I dont believe models in terminator armor can have bolters unless they are combibolters. So you need to change that to a combi weapon or a storm bolter. Id agree on dropping an HQ. Either replace it with another type of HQ, or another unit entirely. No point in being redundant. Id actually reccomend keeping the master for the 10 Ld, and dropping the captain.

im confused witht he first set of marines. You cant have 20. perhaps specify what the squad makeups are.

otherwise it seems solid. not my thing, but its workable. Any traits?
PostPosted: Sun Oct 14, 2007 1:42 am


King Kento
Flametempest
Okay! I finnally settled on a 1500 point army.
what do you think:

HQ:
space marine master- termie armor, bolter, power weapon
space marine captain- storm bolter, power fist, iron halo
5 man command squad- meltagun, company champion

Elite:
5 termies- 2 assault cannons
dreadnought- inferno cannon, assault drill

Troops:
20 marines- 2rocket launchers, flamer, plasma gun
10 marines- bolt pistols+chainswords, flamer

fast:
5 assault marines, 2plasma pistols

Heavy:
vindicator- hunterkiller missle

total: 1469pts


I dont believe models in terminator armor can have bolters unless they are combibolters. So you need to change that to a combi weapon or a storm bolter. Id agree on dropping an HQ. Either replace it with another type of HQ, or another unit entirely. No point in being redundant. Id actually reccomend keeping the master for the 10 Ld, and dropping the captain.

im confused witht he first set of marines. You cant have 20. perhaps specify what the squad makeups are.

otherwise it seems solid. not my thing, but its workable. Any traits?


Storm bolters

Assault cannons

(forgets name) missile launcher thingies

and powerfist, chainfist, shield thing, lightning claws, and....thunder hammers?

I thought that was all they could use in way of weapons.

Temporarily Sane


Temporarily Sane

PostPosted: Sun Oct 14, 2007 1:44 am


Nuclearwinter
Flametempest
Okay! I finnally settled on a 1500 point army.
what do you think:

HQ:
space marine master- termie armor, bolter, power weapon
space marine captain- storm bolter, power fist, iron halo
5 man command squad- meltagun, company champion

Elite:
5 termies- 2 assault cannons
dreadnought- inferno cannon, assault drill

Troops:
20 marines- 2rocket launchers, flamer, plasma gun
10 marines- bolt pistols+chainswords, flamer

fast:
5 assault marines, 2plasma pistols

Heavy:
vindicator- hunterkiller missle

total: 1469pts



it's ok, but lacks mobility. I would suggest taking out the Master of the chapter (too many points for such a small game) and getting a land speeder instead. If you do, the one with the heavy bolter and the assult cannon is a great choice. Massive firepower on a mobile platform.

Also, don't put flamers in squads with rocket launchers. replace them with plasma at least.


Yes....massive firepower....oops it touched a blade of grass and exploded...crap....
PostPosted: Sun Oct 14, 2007 8:34 am


King Kento
Flametempest
Okay! I finnally settled on a 1500 point army.
what do you think:

HQ:
space marine master- termie armor, bolter, power weapon
space marine captain- storm bolter, power fist, iron halo
5 man command squad- meltagun, company champion

Elite:
5 termies- 2 assault cannons
dreadnought- inferno cannon, assault drill

Troops:
20 marines- 2rocket launchers, flamer, plasma gun
10 marines- bolt pistols+chainswords, flamer

fast:
5 assault marines, 2plasma pistols

Heavy:
vindicator- hunterkiller missle

total: 1469pts


I dont believe models in terminator armor can have bolters unless they are combibolters. So you need to change that to a combi weapon or a storm bolter. Id agree on dropping an HQ. Either replace it with another type of HQ, or another unit entirely. No point in being redundant. Id actually reccomend keeping the master for the 10 Ld, and dropping the captain.

im confused witht he first set of marines. You cant have 20. perhaps specify what the squad makeups are.

otherwise it seems solid. not my thing, but its workable. Any traits?


Actually its a storm bolter

theres actually 3 tactical squads, its just that two are armed almost exactly the same so i lumped em together ( and i may drop a missle launcher)

The captain and command squad will probably be swapped for antoher assault squad with dual flamers. (i plan on having either one or the other of the hq's present in one battle, not both)

As for traits, they have Bring the fight to them, And death before dishonour

i'm suprised no one asked about the dreadnought's weapons. Inferno cannons and assault drills aren't usually seen on them in most games

Flametempest


King Kento

PostPosted: Sun Oct 14, 2007 3:58 pm


Flametempest
King Kento
Flametempest
Okay! I finnally settled on a 1500 point army.
what do you think:

HQ:
space marine master- termie armor, bolter, power weapon
space marine captain- storm bolter, power fist, iron halo
5 man command squad- meltagun, company champion

Elite:
5 termies- 2 assault cannons
dreadnought- inferno cannon, assault drill

Troops:
20 marines- 2rocket launchers, flamer, plasma gun
10 marines- bolt pistols+chainswords, flamer

fast:
5 assault marines, 2plasma pistols

Heavy:
vindicator- hunterkiller missle

total: 1469pts


I dont believe models in terminator armor can have bolters unless they are combibolters. So you need to change that to a combi weapon or a storm bolter. Id agree on dropping an HQ. Either replace it with another type of HQ, or another unit entirely. No point in being redundant. Id actually reccomend keeping the master for the 10 Ld, and dropping the captain.

im confused witht he first set of marines. You cant have 20. perhaps specify what the squad makeups are.

otherwise it seems solid. not my thing, but its workable. Any traits?


Actually its a storm bolter

theres actually 3 tactical squads, its just that two are armed almost exactly the same so i lumped em together ( and i may drop a missle launcher)

The captain and command squad will probably be swapped for antoher assault squad with dual flamers. (i plan on having either one or the other of the hq's present in one battle, not both)

As for traits, they have Bring the fight to them, And death before dishonour

i'm suprised no one asked about the dreadnought's weapons. Inferno cannons and assault drills aren't usually seen on them in most games


As for the dread, Im familiar with FW enough to know them. My only comment concerning it is its going to have to wander up to the front lines to use it at 6" inches a turn with only Armor 12 backing it. Id reccomend a drop pod.

Also an assault squad with flamers sounds like a good idea. Further, considering that youre not using transports, keep the missile launchers, you need the 48" guns to compensate for slow movement.
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