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Space marines revenge

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Post  Commander James of the Ul Fri Mar 05, 2010 10:41 pm

Today while working on my favorite tractor I thought of a 2000 pt list and wanted some opinions. And weather or not it would be to over the top or not.

HQ
Space Marine Captain -combi melta, lighting claw, artificer armour 140

Troops
I Troop- sergeant plasma pistol, power weapon, troops missile launcher, plasma gun.
Rhino - storm bolter 255

II Troop - sergeant, power fist, troops missile launcher, plasma gun
Rhino - storm bolter 250

Elites

Terminators- 5 , assault cannon 230

Assault terminators-5 200

Sternguard Veterans Squad 10- sergeant power fist, troops, plasma cannon plasma gun, two combi plasma guns 305

Heavy Support

Land Raider- multi-melta 260
Land Raider Crusader- multi-melta 260
ThunderFire Cannon 100

No I'm not scared about not putting in any fast attack Yes land speeders are awesome but with the new tyrinad codex I don't think so. The speeders and the assault squad with the jump backs are usually all dead by the end of the 3rd turn. And No this list is not for Tau. Broad sides would just love the land raiders

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Post  Terran Fri Mar 05, 2010 10:42 pm

Can we, from now on, call this the Tractor List?
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Post  Commander James of the Ul Fri Mar 05, 2010 10:47 pm

Ya I was also thinking about how Dawn of War and "farming" could go together... I wonder how how many las cannons could fit on a 8010 (big ass) combine hhhmmmm lol

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Post  Guest Sat Mar 06, 2010 11:09 pm

Today while working on my favorite tractor
I love saskatchewan.


Question: Are the sternguard in a transport, or foot? I presume the termies/assault termies and captain are in the Land Raiders?

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Post  Guest Sun Mar 07, 2010 12:02 am

Power fists on tac squads are useless - you want them losing combat and running away using combat tactics. Forgetting the mathhammer, it guarantees only around half a wound extra anyway. same thing with the power weapon (although less so)

Is the storm bolter on the rhino extra, or the one included? Shouldn't buy an extra one, it's completely useless... out of boredom I put an extra one on my rhinos and truly it did nothing. man those uber bolter shots sure scare... no one... lol

plasma on troops is 4th ed imo, go melta or go home. it is really marines only true anti-tank unless you want to start spamming lascannons (in which case, wolves do it better).


over the top? nowhere near, my vulkan list is stronger than this and no one has yet to call it over the top. at least to my face. jocolor

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Post  Commander James of the Ul Sun Mar 07, 2010 11:10 pm

the reason for the power fist is because sometimes you need them. Like when Jim decides to send a sentinal in CC. POWER FIST THE F___KER... lol and the power weapon is for much for CC, I like them for up against choas. And yes the storm bolter is the upgrade. Two bolters on a rhino is awesome. You know they will kill at least 2 troops in the game making the ten point upgrade worth it

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Post  Guest Sun Mar 07, 2010 11:38 pm

Oi, Lets see.

Right off, take all my suggestions with a grain of salt. I'm just making recommendations as to my own style of playing marines, some you may like, some you probably wont!

Drop the regular termies. Regular termies have recieved the short end of the stick in the current codex. They shoot worse than sternguard, they assault WAY worse than assaulties. I originally wanted to play with both regular and assault termies, but game after game, I find that I just can't get them to do a damn thing. As a comprimise, if you really want regular style termies, Grey Knights are an okay medium ground, paticularly if you've got a land raider to shove them in already.

The bolter on the rhino. I understand the appeal, but most games your rhino will never get to use it. It cruises, it cruises, it drops people and then maybe starts to shoot next round, if it ain't dead. I'd drop it in favor of something else, either wargear, extra models etc.

Sternguard, Drop the Plasma cannon and plasma gun. Sternguard are regular marines with a single bonus attack and their special ammo types. Every special weapon you put in is costing you points IMHO. I'd swap a couple for combi-meltas. If at all possible, Drop pod these suckers. Drop pod sternguard are really, really scary and should never be underestimated.

If at all possible, consider one of the unique characters. They've still got a sort of stigma from previous editions, but they are very much cruicial to making strong 5th ed lists in any codex. Considering the use I'm guessing you're planning for your captain, might I recommend cassius? Boosts assault termies, has a combi-flamer, special ammo, huge toughness and feel no pain. I think he actually costs less too. =.=;

Love to see the thunderfire getting some use. Remember to jam the techmarine into bolstered cover to make it hard to kill (Loves his cannons)

Lastly, I'd drop the plasma pistol on the one sergeant. This one is entirely personal preference. I love the model, but I can never justify the points for something that so rarely sees use. Contrary to what HC says, I love the powerfists on Tac's. A powerfist makes a lot of people think twice before assaulting a tac squad. Iron clad? Doesn't care at all about assaulting a basic tac squad as they can't hurt it. Does care when there is a fist. Unit with attached IC? Doesn't care too much about attacking ten marines, does care a lot when the sergent can smash her 200 point face in with a single lucky hit.

Overall I like and hate the list. Some of your choices seem wonky to me, just out of my preference for the game. But overall I imagine it'd be fun to play if nothing else. =)

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Post  Guest Mon Mar 08, 2010 12:50 am

Sternguard, Drop the Plasma cannon and plasma gun. Sternguard are regular marines with a single bonus attack and their special ammo types. Every special weapon you put in is costing you points IMHO. I'd swap a couple for combi-meltas. If at all possible, Drop pod these suckers. Drop pod sternguard are really, really scary and should never be underestimated.
hmmm... me wants to make a sternguard drop pod list now, I always forget about their special issue ammunition. perhaps tomorrow, too tired right now.

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Post  Commander James of the Ul Mon Mar 08, 2010 8:42 am

ya I totally agree with the stern drop pod thing. The plasma cannon, gun, I'd hate to drop, I like using them to drop MC or special characters. but I guess missile launchers or multi meltas, they are cheaper in points. The multi meltas are just bloody hard to get. Next time in the den getting a drop pod.

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Post  Guest Mon Mar 08, 2010 8:50 am

If you really want to keep the plasma cannons, you might consider putting them on tacs. I believe they're cheaper there (Don't have my book handy.) And tac squads are more likely to have opertunities to fire it.

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Post  Guest Mon Mar 08, 2010 1:53 pm

No, you have to pay for plasma cannons (MM is free, plasma cannon is 5 points). rofl. Pay more for an inferior weapon? Yeah, good one GW...


multi-meltas are annoying as heck to obtain, however... if you had a devastator box set it has one (just one... $60 for a multi-melta, sigh) and converting one up from two meltaguns isn't hard either. And you can even buy a set of five (metal, sadly) meltaguns.

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Post  System Commander Mon Mar 08, 2010 2:58 pm

At least Plasma cannons have a spot in this edition.. they were horrible in last edition.. UNLESS.. you were playing Worldeaters that would be lucky enough to rage, charge the closest rhino, blow up and lose a fee guys, then wait around for the plasma cannons to hammer into your nice little clustered up tight assault formation.
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Post  Guest Mon Mar 08, 2010 10:30 pm

??? I may be wrong but I think you have that backwards. With the prevalence of cover in 5th edition, AP weapons are kinda "meh" (other than AP1 against vehicles). It's about either making the other guy roll dice until he doesn't have any models left, or negating cover completely (usually through flamers)

Plasma only really affects marines, and so you have a whole bunch of other armies that the premium of AP2 isn't doing much against. Even marines can sit in cover and not care as much.

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Post  Commander James of the Ul Tue Mar 09, 2010 8:37 am

Ya I agree about the plasma thing. And replacing them with meltas. They are cheaper and then I will have enough points for a drop pod for the stern guard. ha hahahahhaha hahahahahah. But I still like the AP thing. Choas marines armour save 3 and a cover save 4 hmm. Unless your playing some one with a horse shoe up his ass. troops will go down.

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Post  Guest Tue Mar 09, 2010 3:54 pm

plasma cannons are the only plasma weapon I use, and then only on vehicles.(GO PASK!) Normal plasma doesn't fit either of my play styles.
Style A : Sit back and shoot (Requires long range).
Style B: Run up, shoot, charge. Meltas do this better b/c they're assault, able to insta-kill T4, and much better vs vehicles. Granted the plasma guns give you that extra attack at the same range as meltas, but the ability to hurt yourself coupled with the loss of assault capacity hurts more than it helps IMO.

I agree that the plasma cannons ARE useful, but I just don't think they're worth the cost for infantry.

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Post  Guest Tue Mar 09, 2010 7:31 pm

Yes, Tau and vehicles are the only places were plasma truly fits. the executioner with pask, whilst being ridiculously expensive, is a very scary thing. Like very scary. no one likes five plasma templates chucked at them, not even thunder shield terminators =|

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