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1750 points Space Marines - the Death Dealers

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1750 points Space Marines - the Death Dealers

Postby timewizard » Sun Feb 07, 2010 12:09 am

This list is created for a specific enemy. My friend plays Necrons and he hates speeders, so I naturally put 3 of them in this list! The Librarian has gate of infinity and terminator armor so that's why the locator beacons and teleport homer. I don't think I need meltas because the Necrons have only 1 vehicle, and the meltas don't get extra damage on the monolith. He also likes to field a lot of destroyers and heavy destroyers. Let me know what you think.

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HQ: Space Marine Librarian
   1 Space Marine Librarian @ 130 pts (...in Terminator Armour; Smite; The Gate of Infinity)
      1 ...in Terminator Armour (Psychic Hood; Force Weapon; Storm Bolter)

Elite: Terminator Squad
   4 Terminator Squad @ 230 pts (Power Fist x4; Storm Bolter x4; Cyclone Missile Launcher)
      1 Sergeant (Power Sword; Storm Bolter)

Troops: Tactical Squad
   9 Tactical Squad @ 205 pts (Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Flamer; Heavy Bolter; Rhino)
      1 Sergeant (Frag Grenades; Krak Grenades; Bolt Pistol; Chainsword)
      1 Rhino (Searchlight; Smoke Launchers; Storm Bolter)

Troops: Tactical Squad
   9 Tactical Squad @ 255 pts (Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol x9; Bolter x7; Plasmagun; Plasma Cannon; Razorback)
      1 Sergeant (Frag Grenades; Krak Grenades; Teleport Homer; Bolt Pistol; Power Weapon)
      1 Razorback (Searchlight; Smoke Launchers; Twin Linked Heavy Bolter)

Troops: Scout Squad
   4 Scout Squad @ 90 pts (Frag Grenades; Krak Grenades; Scout Armour; Camo Cloaks; Bolt Pistol x4; Sniper Rifle x4)
      1 Sergeant (Frag Grenades; Krak Grenades; Scout Armour; Camo Cloaks; Bolt Pistol; Sniper Rifle)

Elite: Dreadnought
   1 Dreadnought @ 160 pts (Searchlight; Smoke Launchers; Dreadnought CCW; Storm Bolter; Plasma Cannon; Drop Pod)
      1 Drop Pod (Locator Beacon; Storm Bolter)

Elite: Dreadnought
   1 Dreadnought @ 160 pts (Searchlight; Smoke Launchers; Dreadnought CCW; Storm Bolter; Assault Cannon; Drop Pod)
      1 Drop Pod (Locator Beacon; Storm Bolter)

Fast Attack: Land Speeder Squadron
   1 Land Speeder Squadron @ 90 pts (Heavy Bolter x1; Typhoon Missile Launcher x1)

Fast Attack: Land Speeder Squadron
   1 Land Speeder Squadron @ 90 pts (Heavy Bolter x1; Typhoon Missile Launcher x1)

Fast Attack: Land Speeder Squadron
   1 Land Speeder Squadron @ 90 pts (Heavy Bolter x1; Typhoon Missile Launcher x1)

Heavy Support: Vindicator
   1 Vindicator @ 125 pts (Searchlight; Smoke Launchers; Siege Shield; Demolisher Cannon; Storm Bolter)

Heavy Support: Vindicator
   1 Vindicator @ 125 pts (Searchlight; Smoke Launchers; Siege Shield; Demolisher Cannon; Storm Bolter)
"I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire." - Erwin Rommel
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Re: 1750 points Space Marines - the Death Dealers

Postby killmaimburn » Sun Feb 07, 2010 10:55 am

Drop siege shields down to the smaller one, rerolling a 1 is *almost* as good as not testing..frees up 10 points..
Don't see what the scouts are doing.. what kind of lord does he take is it worth having telion? At least take a special weapon..gah.. if he's all destroyers the not too scattery blast heavy bolter that wounds on a 2+ might be tasty for 5 points :D I still figure the only scouts worth it are storm scouts or maybe sniper with telion against commisars nobs and other fragile embedded leaders.(I've been running both a fair bit with my whitescars :D)
hate the tacticals.. but thats the whole point of smurfs isn't it,( you put up with crap troops)
I still don't get 5th ed smurf regular termies either.Why does the libby have a 12" range gun agaisnt a highly mobile list..(unless you paid the extra 50)..surely he'll say "hmm be charged by termies and stuff.. no I shall move away".. and if your going after his pansie arsed troop choices.. why not use avenger ap2 same as ap3 against crons and this way a template should get more than 4 (especially due to its higher str and autohitting..Patr of me would be tempted by null zone, but thats just because its my baby, and when I didn't take it I was tarpitted by 3 wraiths for 4 turns.. that was very embaressing.
hope something there helps.

Consider taking a lucius pod and ironclad- 185 points, Getting the dreadnought locked in straight after landing and firing removes any chance he had of guass slowing you down.4 str 10 isn't to be sniffed at by the destroyers neither.
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Re: 1750 points Space Marines - the Death Dealers

Postby lostandthedamned » Sun Feb 07, 2010 11:18 am

Spend the saved points on a storm shield for your librarian.

You have smite anyway for a shooting attack and you then have a much lower chance of dieing, not only from shooting but also a much better chanceof surviving a Perils of the Warp.
It's a paranoia thing for me now as I see so many nid and Eldar players the make you test on three dice. I lost a librarian turn two recently after two Perils in a row.
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Re: 1750 points Space Marines - the Death Dealers

Postby timewizard » Sun Feb 07, 2010 8:13 pm

Good ideas both, thanks.

@KMB-Dropping the siege shields for dozer blades makes sense. I don't move them too far anyway because anything more than 6" I can't shoot the demolisher.

The scouts have a dual role. In objective missions, I place at least 1 marker in a ruin, preferably near the center. Then I park my scouts in the ruin. I give them camo cloaks and leaving them in the ruin gives them a 3+ cover save. Makes them very survivable along with holding the objective. In annihilation, I use them to plink at small units without WBB to whittle them down. They've done well in this so far. I have a land speeder storm, but it's still on the sprue so I have to get it in gear and build it up!

I take smite over avenger for the extra 4". Plus, I like to keep the libby with the termies and use GoI to quick move them around. My friend has a nasty habit of VoD his lord with a unit into my DZ or behind some vulnerable troops. That's why I gave one of the tac sgts a teleport homer. He will hold back with 4 bolter marines to protect the rear. In too many games, the Necron lord drops in and rolls no scatter, but I have the uncanny knack of scattering all over the landscape or rolling the dreaded doubles when I use it! :(

Lucius pod sounds great, but we're not playing with IA rules. The ironclad could be a good choice, but with the 2 dreads, I thought to pod the one with the plasma cannon between his destroyes and troops on turn 1, this way I can blast away at either and can gate the termies over for backup on turn 2. The other dread with the assault cannon would pod closer to his troops. Then I'll hook it up with the rhino mounted squad, drop in the termies and move up the razorback. Should be enough firepower and assault options to wipe out sufficient Necrons for phase out. :twisted: Of sourse, "No plan survives first contact with the enemy", right? 8)

@ lostandthedamned - the storm shield sounds okay, but I don't like that it negates the extra cc attack. The libby in termie armor gets a 5+ invulnerable save anyway, and that's usually sufficient. The dice gods have been good to me regarding perils of the warp, but I'm waiting for it to happen. The way my luck runs, i'll roll a '2' on the re-roll! :lol: But it is womething to think about, but 40 points is alot.

Thanks again both, I'll have to tweak the list a bit.
"I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire." - Erwin Rommel
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Re: 1750 points Space Marines - the Death Dealers

Postby mattjgilbert » Sun Feb 07, 2010 10:01 pm

How does a storm shield negate a CC attack?
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Re: 1750 points Space Marines - the Death Dealers

Postby timewizard » Mon Feb 08, 2010 3:13 am

You're right Matt, I have him equipped with a force weapon and a storm bolter, so he wouldn't gain an extra attack for 2 CCW anyway. Nice catch, thanks!
"I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire." - Erwin Rommel
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