Having grown a little weary of my Space Wolves 'Shoot missiles at shit till I win' list I have gone back to a variation of an old classic Space Marine list. It obviously works differently to my Space Wolves so I'm having to re-learn how to use it again.....
The list shouldn't contain anything that's a surprise to anybody but here it is anyway,
2000 Pts - Space Marines Roster - Ver 1.0
HQ: Master of the Forge (1#, 120 pts)
1 Master of the Forge @ 120 pts (Converison Beamer)
Troops: Scout Squad (10#, 200 pts)
9 Scout Squad @ 200 pts (Sniper Rifle x8; Heavy Bolter w/Hellfire Shells; Sergeant Telion)
1 Sergeant Telion
Elite: Dreadnought (1#, 115 pts)
1 Dreadnought @ 115 pts (Heavy Flamer)
Elite: Dreadnought (1#, 115 pts)
1 Dreadnought @ 115 pts (Heavy Flamer)
Elite: Dreadnought (1#, 115 pts)
1 Dreadnought @ 115 pts (Heavy Flamer)
Troops: Tactical Squad (11#, 205 pts)
9 Tactical Squad @ 205 pts (Flamer; Multi-Melta; Rhino)
1 Sergeant (Bolt Pistol; Bolter)
1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)
Troops: Tactical Squad (11#, 205 pts)
9 Tactical Squad @ 205 pts (Flamer; Multi-Melta; Rhino)
1 Sergeant (Bolt Pistol; Bolter)
1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)
Troops: Tactical Squad (11#, 205 pts)
9 Tactical Squad @ 205 pts (Flamer; Multi-Melta; Rhino)
1 Sergeant (Bolt Pistol; Bolter)
1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)
Fast Attack: Land Speeder Squadron (2#, 140 pts)
2 Land Speeder Squadron @ 140 pts (Multi-Melta x2; Heavy Flamer x2)
Fast Attack: Land Speeder Squadron (2#, 140 pts)
2 Land Speeder Squadron @ 140 pts (Multi-Melta x2; Heavy Flamer x2)
Fast Attack: Land Speeder Squadron (2#, 140 pts)
2 Land Speeder Squadron @ 140 pts (Multi-Melta x2; Heavy Flamer x2)
Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))
Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))
Heavy Support: Predator (1#, 85 pts)
1 Predator @ 85 pts (Heavy Bolter (each side))
Total Roster Cost: 1955
The list is intentionally a few points short as I'm yet to finally decide on the Tactical Squads weapon loadouts. The default configuration listed above compliments the 'midfield' theme of the rest of the list though combi-weapons on the sergeants and/or Meltaguns for the special weapons guy are also viable options. Failing that I could go for the combat squad option and configure them like this,
Well I've already used all my other pictures of girls with Missile Launchers..... |
Troops: Tactical Squad (11#, 220 pts)
9 Tactical Squad @ 220 pts (Meltagun; Missile Launcher; Rhino)
1 Sergeant (Bolt Pistol; Combi-Meltagun x1)
1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)
Giving me a scoring Missile Launcher sitting at the back but moves the bias from primarily midfield into a more 'suicide' melta configuration that I'm not sure fits the list idea at all.
At 1750 the Landspeeders become singles as opposed to pairs but everything else stays pretty much the same.
Thoughts and comments are (as usual) most welcome.
Find the 75 points for Vulkan. Look at all the Melta and Flamers you have. :)
ReplyDelete@ Neil - The issue with Vulkan in a list like this is where to put him. Leaving him sitting with the Scouts is somewhat of a waste but there's also no space for him in a Rhino without having to fundamentally change the way the Tactical squad is used as soon as it becomes a nine man (or smaller) sized squad.
ReplyDeleteAdditionally if I replace the Master of the Forge with him then I lose the potential of a 2+ save (bolster building + Telions Stealth) for the objective holding Scout unit as well as reducing my long range fire-power (if only marginally).
Vulkan works best in a different sort of build imho ;-)
I'd, at the very least, try and fit some combi-weapons on those Sergeants. Possibly combi-flamers to mesh with the special weapons the Tacticals carry. P. fists and p. weapons are a little 'eh' on Space Marines, but they at least give you the ability to kill *something* in CC, so maybe spend the remaining points of those too?
ReplyDelete@ Lycaeus_Wrex - The Sergeants will most likely get Combi-Meltas which may result in me changing the units Flamers to Meltas as well.
ReplyDeleteI never put Power Weapons on Tacticals as the additional damage output is negligible and Power Fists are too expensive. I don't really want to 'barely' win combat anyway. I either win (because it's something squishy) or lose and then combat tactic away before shooting at the offending unit again.
But they look so cool...
ReplyDelete@ Lycaeus_Wrex - Admittedly, but their looks are outweighed for me by their practicality in this sort of list. For Chaos Marines (who have to win combat due to their lack of ATSKNF) they're essential but on Space Marine Tactical Squads...not so much ;-)
ReplyDeleteI agree with Neil. Why not add Vulcan as your HQ then swap a Predator for a Thunderfire in heavy support. The Techmarine that comes with the cannon can still bolster ruins for your scouts and you get the benefit of having Vulcan.
ReplyDelete@ John - The Conversion Beamer gives me a high strength, Low AP long Range Threat. A Thunderfire Cannon gives me an easy to kill unit that's only a threat to things that the rest of my army is more than capable of killing on their own.
ReplyDeleteYou do realize this is just Stelek's original "Best Of" list? It's still a solid list even now and it's arguably the spiritual father of every competitive list over the past 2 years.
ReplyDeletehttp://www.yesthetruthhurts.com/2009/01/best-of-tournament-space-marines-gt/
@ GWvsJohn - Yes, I am aware of that, lol. Which is why I referred to it as an 'Old Classic' at the beginning of the post ;-)
ReplyDeleteI've given Stelek plenty of credit for the whole 'Best-Of' concept in plenty of posts. I've gone back to it myself in an attempt to prove that 'Vanilla' Space Marines are still competitive as virtually everyone I know has jumped on the Space Wolves/Blood Angels/Grey Knights bandwagon.
Afterwards I'm going to try a 'pure' biker list which I believe you have quite a lot of experience with?