Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9348 Location: Singapore
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Hello. And welcome to the ongoing series on '40K armies that CS spends too long thinking about and which will never leave the paper'...
So, I find myself in GW again (a wife that works in a shopping center is a bad idea!), and things go foggy. Next thing I know, I am leaving the store with a copy of the Marine 40K Codex... I now have almost all of these.
Sitting around, I decide to put together a small Marine list, just to see how interesting it would be. Now, not being a 40K player, I construct my lists backwards. I dont set a points value, and instead just list the things that I would like in the list, and then round it up to the next 500 points with wargear and additional units.
A few of the choices here are background driven - no Scouts, shadowy and insular Chapter driving the traits selected - and a few are because the options sound cool - Chaplain on bike rather than jump pack.
So, the end result is this:
Warhammer 40K ? Imperial Marines: Angels of Wrath ? 2000 Points
Traits - Minor divergence See, but don?t be seen (advantage, sombre) We stand alone (minor drawback)
HQ1a (148 points) Codicier Librarian (100) Fury of the Ancients (psychic power) (3) Iron halo (25) Power weapon (15) Storm bolter (5)
HQ1b (193 points) Command Squad ? five Marines (75) Apothecary (25) Company champion (20) Missile launcher (20) Lascannon (35) Infiltrate (x6) (18)
HQ2 (115 points) Reclusiarch Chaplain (85) Marine bike (30) ? attached to bike squad
Elite1 (245 points) Terminator squad ? five Terminators (200) Assault cannon (20) Assault cannon (20) Chain fist (5)
Elite2 (105 points) Dreadnought (105)
Elite3 (65 points) Techmarine (65) ? attached to Devastator squad
Troops1 (172 points) Nine Marines (135) Missile launcher (10) Infiltrate (27)
Troops2 (159 points) Eight Marines (120) Heavy bolter (5) Melta gun (10) Infiltrate (24)
Troops3 (100 points) Five Marines (75) Melta gun (10) Infiltrate (15)
Fast1 (265 points) Ten Assault Marines (220) Terminator honours (15) Thunder hammer (30)
Fast2 (178 points) Four Marine Bikes (128) Attack Bike with Heavy bolter (50)
Fast3 (70 points) Land Speeder (50) Typhoon upgrade (20)
Heavy1 (185 points) Five Devastator Marines (75) Missile launcher (20) Missile launcher (20) Lascannon (35) Plasma Cannon (35)
1500 Point games will drop the following units (1490 points remaining): Chaplain on bike (115) Terminator squad (245) Five man Marine squad (100) Attack bike upgrade (50)
The plan:
The force has a 'heavy core', consisting of the Devastator Squad, attached Techmarine, and the Dreadnought. The Dread gains the protection and additional save of the Tech, the Devastators gain the to hit reroll of the Tech and the Devastators also gain the close combat protection of the Dread - if any enemy unit gets close, Dreado gets in the way and at the least gives them an additional turn of shooting. If they get past him, the Tech and Devastator sergeant should provide an additional speed bump.
The bikes and Chaplain are set to zoom around and generally charge any fragile enemy units after softening them up further. The Assault Squad finds the biggest enemy threat and jumps on it, with the Thunder Hammer aiming to slap it into next week. The Land Speeder Typhoon is a mobile gun platform, aiming to find the best fire corridors, fire and then reposition.
The Terminators are just cool... and Deep Strike, not to take out the largest target but to channel the enemy and be used a little more subtley. That just leaves four squads which can infiltrate - two Tactical, the command squad and a light recon squad designed to keep moving.
Now, I really like this force, as it has everything that I feel it needs. But, have I done anything dumb, or broken any rules? Any feedback welcomed on it.
Thanks.
_________________ https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond. https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.
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