Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 5 posts ] 

Space Marine List Critique, Please

 Post subject: Space Marine List Critique, Please
PostPosted: Sun Feb 05, 2006 5:53 pm 
Brood Brother
Brood Brother

Joined: Tue Jul 26, 2005 1:20 am
Posts: 23
Here's my 3,000-point Codex SM list.  It's a bit of a jump from what I usually play, but in swapping the Thunderhawk for a Landing Craft I was hoping to get a bit of flexibility.

1 LC
2 Tactical formations
2 Devastator formations, each w/ Hunter, one w/ SC
2 Terminator formations
1 Scout formation
1 Land Speeder formation

With my old list, I'd noticed that a single formation of Terminators often isn't enough to turn the tide.  Two formations, teleporting together, seem like they have more potential.

I like my Thunderhawk w/ Assault Marines+Chaplains, but I've had mixed results, and the general mood seems to favour termies over two AMs.

I also used to field more characters - chaplains with the terminators and the assault marines, and a captain in the land speeders.

Against shooting-intensive armies (e.g. IG, Tau, Eldar), the idea is to do a partially airborne refused flank, but get into the enemy deployment zone immediately.  Teleport in the terminators on turn 1, on a flank, and bring in the LC as my first activation.  It would carry either tacticals or devastators, depending on whether I want close combat or a fire fight.  The other core troops (tacs or devs) rush up to bolster the middle.  Speeders and Scouts screen the weaker flank.

Against armies more effective in close combat (nids, chaos, orks) I might try the same think, if a flank looked weak.  But as likely, I'd use the scouts as flank-screening troops for a central ground-based push for turn one while space opens up in the enemy deployment zone.  I can then use the LC to do a swoop-and-pickup as my last activation, plopping them down at the start of turn 2 (supported by newly arrived Terminators).  This would allow for a feint of sorts, pushing my weight left early on and then redeploying it on the far right.

I like that the LC can take quite a few different combinations, allowing me to tailor the deployment to different opponents.  Devastator-backed terminators might make a nasty air assault.

Anyways, any observations about how this is hopelessly underpowered and what modifications might be useful to bring it in line would be appreciated.

Certain modifications are easy for me to do (by Feb 18), others less so.

What I have painted & ready to go:
Thunderhawk
2 Assault Marine formations w/ Chaplains
1 Typhoon
Tactical captains
Land Speeder w/ Captain

I own but have unpainted:
Land Raiders
Warhound
More tacticals, devastators, termies

I could field a few of these with some conversion time:
Razorbacks
Predators

Not going to buy in the near term:
Drop pods
Spaceships

_________________
Email me for Epic near Toronto!


Top
 Profile Send private message  
 
 Post subject: Space Marine List Critique, Please
PostPosted: Tue Feb 07, 2006 2:44 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jun 28, 2005 12:21 am
Posts: 57
Location: Memphis, TN
Here's my input:

1 LC
&
2 Tactical formations
Add six rhinos and you have a full ship. That may not be what you want. You may want to put a Dev formation in here instead of both tacticals.

2 Devastator formations, each w/ Hunter, one w/ SC
Put the SC in one of the Tactical formations. Give these guys Rhinos for mobility, you can't garrison them because of the Hunter.

2 Terminator formations
If that's your experience, go with it.

1 Scout formation
Rhinos again, unless you garrison them.

1 Land Speeder formation
don't garrison, unless you spread them way out when facing template armed opponents.

I see a lot of weakness in your list, and the boat anchor is the landing craft. You have too many points tied up in that, and the only way I see to play it is to smash a flank on the first turn, then land the LC on the opponents blitz at the end of turn 3.

But a Thawk loaded with Devs and Assaults (Chaplain with the Assaults, Librarian with the Devs if you have the points) will be much more effective, simply because you will be hitting on 3's instead of 4's. According to percentages it works out the same, but we all know it's better to try and hit with 8 shots at 3+ instead of 12 at 4+ and another 6 at 6+

I also see a need to put a Whirlwind battery somewhere in your force. You can easily prep someone for an assault with a preliminary barrage.

I would actually suggest if you are going to use this list, put the Devs (with Rhinos) and Hunters on the LC, and use it to break a vital part of the enemy line, usually a flank. You don't want to drop the LC in the middle of the enemy line and have him perform a pincer movement on you.  ???

Then get the LC off the board at the end of turn 1 and use it to grab or contest an objective at the end of turn 3.

Hope that helps.

_________________
Visit my blog The Conservative Zone

Somewhere off in the distance, a lone Ork stompa commanda was shouting, ?YOU WANT A PIECE OF THIS?? - Honda


Top
 Profile Send private message  
 
 Post subject: Space Marine List Critique, Please
PostPosted: Tue Feb 07, 2006 8:54 pm 
Purestrain
Purestrain

Joined: Sat Jan 31, 2004 6:42 pm
Posts: 3305
Location: West Yorkshire, UK
Quote (MemphisMark @ 07 Feb. 2006 (01:44))
2 Devastator formations, each w/ Hunter, one w/ SC
Put the SC in one of the Tactical formations. Give these guys Rhinos for mobility, you can't garrison them because of the Hunter.

I thought that you were allowed to garrison with one single figure (excluding War Engines) with speed>15cms? In which a single Hunter would be ideal.

Cheers

James

_________________
My TOEG- Blood Angels and Deathbolts
My Painting Blog- Evil Sunz, Goffs
My Epic trades list


Top
 Profile Send private message  
 
 Post subject: Space Marine List Critique, Please
PostPosted: Tue Feb 07, 2006 10:28 pm 
Brood Brother
Brood Brother

Joined: Tue Jul 26, 2005 1:20 am
Posts: 23
Thanks for the feedback; I made a couple of mistakes, though.  I forgot to mention that there were Rhinos everywhere, and that I plan on a formation of whirlwinds:

1 LC
2 Tactical formations w/ Rhinos
2 Devastator formations w/ Rhinos, each w/ Hunter, one w/ SC
2 Terminator formations
1 Scout formation w/ Rhinos
1 Land Speeder formation
1 Whirlwind formation

(The scouts can garrison, even if they have rhinos, since half or more of formation's units are scouts.)

_________________
Email me for Epic near Toronto!


Top
 Profile Send private message  
 
 Post subject: Space Marine List Critique, Please
PostPosted: Tue Feb 07, 2006 11:53 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
I think it sounds like a fun list to use.

I disagree with Mark that the LC is a problem.  I think it is a great unit.  Obviously, it's main purpose is air assault.  However, it can strafe relatively well and with DC4 and good FF and armor you can use it to assault all by itself against a weak unit.  It would be perfect for picking off a broken formation that had supposedly retreated out of the main battle - a quick clipping assault by the LC and the whole formation routs.

_________________
Neal


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 5 posts ] 


Who is online

Users browsing this forum: No registered users and 13 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net