Login

Username:


Password:


Remember me



Forgot Password?




 Merchandise




1100pts Space Marines - First draft

Post your army lists here!

1100pts Space Marines - First draft

Postby IMF2000 » Wed Jun 11, 2008 3:11 pm

Basically I started with a Space Marine Megaforce, what you see below was in the box and I have tried to make sense of it. I know that quite a few tweaks need to be made so I really appreciate any feedback! :D

So far I have built and undercoated all the models and just about painted the first five. I may re-do some models like the command squad and commander etc, depends on the advise I get. 8)

Cath's Eldar List (my Fiancee) is linked in the sig, she is also new to WH40K. Her list needs updating to include Harlequins. I'll get her to post up a list separately.

Code: Select all
1100 Pts - Ultramarines Roster - IMF2000

HQ: Master
   1 Master
      Lightning Claw (x1); Plasma Pistol (x1); Command Squad
      1 Iron Halo
      1 Command Squad
         Plasmagun (x1)
         1 Apothecary
            Bolt Pistol & CCW
            1 Narthecium
            1 Reductor
         1 Company Champion
            Bolt Pistol; Power Weapon
            1 Combat Shield
         1 Company Standard Bearer
            Bolt Pistol & CCW
            1 Company Banner
         1 Sergeant
            Bolter

Troops: Tactical Squad
   9 Tactical Squad
      Bolter (x7); Meltagun (x1); Missile Launcher (x1)
      1 Sergeant
         Bolt Pistol & CCW

Troops: Tactical Squad
   4 Tactical Squad
      Bolter (x4)
      1 Razorback
         Twin Linked Heavy Bolter; Dozer Blade; Searchlight
      1 Sergeant
         Bolter

Troops: Scout Squad
   4 Scout Squad
      Sniper Rifle (x3); Missile Launcher (x1)
      1 Sergeant
         Sniper Rifle

Fast Attack: Assault Squad
   4 Assault Squad
      Jump Packs; Frag Grenades; Bolt Pistol (x3); Close Combat Weapon (x4); Plasma Pistol (x1)
      1 Sergeant
         Jump Packs; Frag Grenades (squad); Bolt Pistol & CCW

Heavy Support: Predator Annihilator
   1 Predator Annihilator
      Twin Linked Lascannon; Heavy Bolter (x2); Extra Armor; Searchlight

Elite: Dreadnought
   1 Dreadnought
      Missile Launcher; Twin Linked Lascannon; Smoke Launchers

Total Roster Cost: 1100

User avatar
IMF2000
Veteran Sergeant
Veteran Sergeant
 
Posts: 237
Joined: Wed Jun 11, 2008 12:00 am

Postby killmaimburn » Wed Jun 11, 2008 4:06 pm

Wotcha (and welcome to the site) are these all the models you have (any swapsies available?)
Do your squad totals include the sergeant or is the "1 Sergeant " on top of the unit size? (I'm just being picky.. I'll assume you add them together :D )
I like the first troops choice (solid all rounder) i like the predator (but watch out for the doom that is 5th ed :x ) I like the dreadnought.
I like the scouts, I used to run them like that.(the power gamer in me decided that either 4 bolters and a heavy bolter pumped out more shots (and got to do it a lot as they were low on my enemies priority list)or that a 5 man tactical squad with a lascannon was more threatening to tanks, but its still a fair build for scouts.)
The assualt squad is interesting (cheap points wise) but with a single special shot and mostly being for (non specialist) close combat I think its a unit to sweep up already weakened units.If in the future you can add a few more blokes and a power fist to your (now veteran sergant) that would make it able to attack full squads.Watch out again for 5th ed hurting fists, and what may happen to the codex in the autumn)

I don't quite understand what 5 bolters are doing in a razorback.. do you have a reason? Its not particularly cheap.. they aren't great in CC and the tank could really do with shooting from further away how do you see that unit working?
Command squads.are a bit like devastator squads with one of each weapon in..they suck up points and don't seem to do any one good job all that well (note that will briefly change with 5th ed) in 4th your stopping your IC (the master) from being effectively invisible (if he's not the closest target he can't be shot in 4th ed. That units about 300 points for 6 space marines, thats not so great..How about moving the plasma gun into the tactical squad who don't have a weapon and dumping the command squad for now (you can use the models in other units to look cool, and wait until you get more stuff and see how you can config it once your a bit more settled in?)
Those points saved will mean you can play in 1000point games ( a bit more standard for pickup games)

What do you reckon? (hope i haven't been too harsh do say :D )
and again welcome
KMB
Last edited by killmaimburn on Wed Jun 11, 2008 4:10 pm, edited 3 times in total.
Barely even lurking..
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
World of ME First try at Apoc Batrep WHAT/WHO is AOS?
User avatar
killmaimburn
Now Vanus Clade
 
Posts: 6581
Joined: Fri Sep 21, 2007 12:00 am
Location: Nottingham, mid-land
Blog: View Blog (1)

Postby mattjgilbert » Wed Jun 11, 2008 4:53 pm

Yeah I think command squads can be a bit pricey like KMB says and you may get little out of them. They are probably better suited to larger point games.

However, you are using the models you have from the Megaforce and so are limited on choices! Also, learning what to take when comes down to experience.

I'd try and get smoke/extra arm. on both the dread and the pred if I were you. Searchlights only if you have a point to burn up at the end.

Pred is a good combo of anti-tank and anti-infantry so stick with it.
Last edited by mattjgilbert on Wed Jun 11, 2008 4:54 pm, edited 2 times in total.
User avatar
mattjgilbert
BladeDancer
Daemon Prince
 
Posts: 5847
Joined: Wed Sep 19, 2007 12:00 am
Location: Worthing, UK

Postby IMF2000 » Wed Jun 11, 2008 5:16 pm

Thanks for the comments so far! 8) I'll have a think about this and reply shortly.
User avatar
IMF2000
Veteran Sergeant
Veteran Sergeant
 
Posts: 237
Joined: Wed Jun 11, 2008 12:00 am

Postby Ljundhammer » Wed Jun 11, 2008 6:13 pm

Hi IMF2000,

There is a new Space Marine codex out soon. This may or may not change your thinking on your army build (from the look of it should be ok...).

If you have access to the Dar Angel codex that should give you a bit of a steer on how the new SM codex will look - or try the Blood Angels one on the GW website (note that there are specific differences in the organisation of DA & BA compared to other chapters so it will only give an outline of how things are changing). But you can expect combat squads, more expensive plasma & more expensive Dreadnaughts, but better HQs.

Back to your list. The impact of combat squads doesn't look to affect you as you are running fluff-tastic 10 & 5 man squads anyway.

Agreed that the Command squad needs trimming & the bolter only squad looks a little 'lost', but it's a good first stab.

Good luck.
When in deadly danger
When beset by doubt
Run in little circles
Wave your arms and shout
- parody of the litany of command
User avatar
Ljundhammer
Brother-Captain
Brother-Captain
 
Posts: 1563
Joined: Mon Oct 01, 2007 12:00 am
Location: Nottingham - the North

Postby IMF2000 » Fri Jun 13, 2008 12:46 pm

Ok guys, it has dawned on me that I need to have a serious think about my army list structure and make some changes!

What I need to work out first is what size forces to create lists for; I am thinking along the lines of:

400pts CP
1000pts
1500pts
3000pts

Basically units in the smaller armies will be used in the larger onces to reduced the number of models required and different variations in weapons etc.

I'm thinking best to start with 400, crack that and build up to 3000.

Can you think of any other point sizes I should build for?

Cheers.
User avatar
IMF2000
Veteran Sergeant
Veteran Sergeant
 
Posts: 237
Joined: Wed Jun 11, 2008 12:00 am

Postby LordMalekTheRedKnight » Fri Jun 13, 2008 1:01 pm

IMF2000 wrote:Can you think of any other point sizes I should build for?

personally ive enjoyed 1250 pt games. quicker and less cluttered than a 1500 but with more variety than a 1000 - also means you cant quite afford everything you might conceivably need, so you need to put lots of thought in and prioritise.

some people swear by playing CP at 500 (or even 750) pts, but i havent tried that (i stick to 400 personally).

hope that helps :)

~ Tim
8O :D OMG - Im a Dad - of THREE!! :D 8O
:) I am "LMTRK" on The Wizards Community and MTG Salvation
User avatar
LordMalekTheRedKnight
Lord Marmite
Lord General
 
Posts: 4876
Joined: Mon Aug 14, 2006 12:00 am
Location: Stamford, Lincs, UK

Postby Ljundhammer » Fri Jun 13, 2008 1:10 pm

IMF2000 wrote:Ok guys, it has dawned on me that I need to have a serious think about my army list structure and make some changes!

What I need to work out first is what size forces to create lists for; I am thinking along the lines of:

400pts CP
1000pts
1500pts
3000pts

Basically units in the smaller armies will be used in the larger onces to reduced the number of models required and different variations in weapons etc.

I'm thinking best to start with 400, crack that and build up to 3000.

Can you think of any other point sizes I should build for?

Cheers.


No, that looks a sensible way of doing things.

The standard list size (at least in my experience) is 1,500pts - I would build that list first (on paper) then construct the lower points from units in that army. I say this because different units can have different strengths & weaknesses at different points costs (for example at 1,000 points a Land Raider is very hard to kill, but very easy at 3,000 - equally penitient engines are boarderline cheese at 400 points, but are practically useless outside of CP). So what you use at 400 points may not make your army list in 1500 points.

My strongest suggestion though is: What do you want your army to do? I mean - do you like gunline armies, or uber assault armies, or combined arms, etc? If you pick an army list that works in the way you like to play the game you'll enjoy it more.

Most of my SM armies have a 12"-24" kill range, that's how I see SMurfs in my head - boltering stuff to death. So I tend not have many devestator/ assault squads & concentrate on tactical squads (obviously you need something else, otherwise your army becomes easy to counter). My IG & =][= armies are mobile fire-base armies, so have a lot of stormtroopers & chimeras, because that's how I like IG to play (I dislike the SaoD - I get bored quickly).

1 Pick a style of play you like.
2 Pick an army around that.
3 Check it's not completely rubbish (no-one likes to lose all the time).
4 Proxy playtest to check that is how you like to play.
5 Buy the army (in bits - having a whole army to paint is sould destroying).
6 Paint it.
7 Buy other units so you can mix & match.
8 Sell your soul to GW for more minis.
9 Buy another army.
10 Then play fantasy.
11 Then play specialist games.
12 Wait until you have spend an obscene amount of money at GW.
13 Bitch about GW on the internet.

Have I missed any steps? (Note only points 1-7 should be taken seriously - I think!?!?!)

Bye.
User avatar
Ljundhammer
Brother-Captain
Brother-Captain
 
Posts: 1563
Joined: Mon Oct 01, 2007 12:00 am
Location: Nottingham - the North

Postby IMF2000 » Fri Jun 13, 2008 1:37 pm

Ljundhammer wrote:My strongest suggestion though is: What do you want your army to do? I mean - do you like gunline armies, or uber assault armies, or combined arms, etc? If you pick an army list that works in the way you like to play the game you'll enjoy it more.


The trouble is, I'm not really sure! :o I'm such a new player, I've only really had two small games to date. I've settled on Ultramarines as I like SM and I like the colour (tee-hee).

Now I'm just trying to make sensible choices as I build up my forces, in terms of tactics, I'm a blank slate so if I can build up a force that is reasonable balanced to deal with most threats, I think that will be a good starting point.


Ljundhammer wrote:12 Wait until you have spend an obscene amount of money at GW.
13 Bitch about GW on the internet.


Already mastered these too ;-)
User avatar
IMF2000
Veteran Sergeant
Veteran Sergeant
 
Posts: 237
Joined: Wed Jun 11, 2008 12:00 am

Postby IMF2000 » Fri Jun 13, 2008 1:39 pm

I'm going to take your advice and build a 1500pt'er. Back soon :D
User avatar
IMF2000
Veteran Sergeant
Veteran Sergeant
 
Posts: 237
Joined: Wed Jun 11, 2008 12:00 am

Postby mattjgilbert » Fri Jun 13, 2008 3:50 pm

I've played 1000 pt games using the CP restrictions. They are really cool :)
User avatar
mattjgilbert
BladeDancer
Daemon Prince
 
Posts: 5847
Joined: Wed Sep 19, 2007 12:00 am
Location: Worthing, UK

Postby IMF2000 » Fri Jun 13, 2008 5:54 pm

Ok peeps, after taking extensive feedback from various sources I've come up with a 1000pt foundation list as below.

Please let me know what you think! If it looks good, this will form the basis of my 1500pt force and 400pt CP.

Cheers :D


1000 Pts - Ultramarines Roster - 1000-IMF2000

Code: Select all

HQ: Master
   1 Master
      Bolt Pistol (x1); Power Weapon (x1)

Troops: Tactical Squad
   9 Tactical Squad
      Bolter (x7); Plasmagun (x1); Missile Launcher (x1)
      1 Sergeant
         Frag Grenades; Bolt Pistol (x1); Power Fist (x1); Terminator Honors

Troops: Tactical Squad
   4 Tactical Squad
      Bolter (x3); Meltagun (x1)
      1 Razorback
         Twin Linked Heavy Bolter
      1 Sergeant
         Frag Grenades; Krak Grenades; Bolt Pistol (x1); Power Fist (x1); Terminator Honors

Troops: Scout Squad
   4 Scout Squad
      Sniper Rifle (x3); Missile Launcher (x1)
      1 Sergeant
         Sniper Rifle

Heavy Support: Predator Annihilator
   1 Predator Annihilator
      Twin Linked Lascannon; Heavy Bolter (x2)

Elite: Dreadnought
   1 Dreadnought
      Missile Launcher; Twin Linked Lascannon

Fast Attack: Land Speeder Squadron
   1 Land Speeder Squadron
      Heavy Bolter (x1); Assault Cannon (x1)

Fast Attack: Land Speeder Squadron
   1 Land Speeder Squadron
      Heavy Bolter (x1); Assault Cannon (x1)

Total Roster Cost: 1000


Last edited by IMF2000 on Fri Jun 13, 2008 7:06 pm, edited 1 time in total.
User avatar
IMF2000
Veteran Sergeant
Veteran Sergeant
 
Posts: 237
Joined: Wed Jun 11, 2008 12:00 am

Postby IMF2000 » Fri Jun 13, 2008 6:25 pm

OK, here is the 400pt CP, how does this look?

400 Pts - Ultramarines Roster - 400-IMF2000
Code: Select all
Troops: Tactical Squad
   9 Tactical Squad
      Bolter (x7); Plasmagun (x1); Missile Launcher (x1)
      1 Sergeant
         Krak Grenades; Melta Bombs; Bolt Pistol (x1); Power Fist (x1); Terminator Honors

Troops: Tactical Squad
   4 Tactical Squad
      Bolter (x3); Meltagun (x1)
      1 Razorback
         Twin Linked Heavy Bolter
      1 Sergeant
         Frag Grenades; Krak Grenades; Melta Bombs; Bolt Pistol (x1); Power Fist (x1); Terminator Honors

Total Roster Cost: 400

Last edited by IMF2000 on Fri Jun 13, 2008 7:07 pm, edited 1 time in total.
User avatar
IMF2000
Veteran Sergeant
Veteran Sergeant
 
Posts: 237
Joined: Wed Jun 11, 2008 12:00 am

Postby LordMalekTheRedKnight » Fri Jun 13, 2008 7:26 pm

IMF2000 wrote:400 Pts - Ultramarines Roster - 400-IMF2000
Code: Select all
Troops: Tactical Squad
   9 Tactical Squad
      Bolter (x7); Plasmagun (x1); Missile Launcher (x1)
      1 Sergeant
         Krak Grenades; Melta Bombs; Bolt Pistol (x1); Power Fist (x1); Terminator Honors

the Sergeant is a little over-equipped. ;)
Melta Bombs are better than Krak Grenades in every way, so there is no point having both. that said, a Power Fist is usually going to be better than Melta Bombs (more attacks and easier to hit Walkers). and in Combat Patrol, Melta Bombs are probably overkill anyway... and with S4, even Kraks could be considered borderline overkill. i'd drop the Kraks and Meltas.

this unit seems more like a shooty unit than a CC one (doesnt even have an Assault weapon to fire before charging), so i would suggest switching the Bolt Pistol for a Bolter on the Sergeant, and only keeping the Power Fist if you really want it.
(also, under 5th ed having a Bolt Pistol to go with your Power Fist wont give you an bonus Attack anyway).

IMF2000 wrote:
Code: Select all
Troops: Tactical Squad
   4 Tactical Squad
      Bolter (x3); Meltagun (x1)
      1 Razorback
         Twin Linked Heavy Bolter
      1 Sergeant
         Frag Grenades; Krak Grenades; Melta Bombs; Bolt Pistol (x1); Power Fist (x1); Terminator Honors

this squad looks good (as did the other one), but again the Sergeant was a bit greedy when visiting the Armoury. ;)
drop the Kraks and Meltas... also, if its only the Serg who has Frags, then you may as well lose them too (if you can find anything else to spend the pts on), as he will rarely use them (only when charging, when the enemy are in cover, and when he doesnt want to use his Power Fist).

maybe use the freed up pts to put Smoke or Extra Armour on the Razorback? maybe even get a 6th Marine for the 2nd squad?

hope that helps :)

~ Tim
p.s. just so you know, ive not checked that your points have been added correctly
8O :D OMG - Im a Dad - of THREE!! :D 8O
:) I am "LMTRK" on The Wizards Community and MTG Salvation
User avatar
LordMalekTheRedKnight
Lord Marmite
Lord General
 
Posts: 4876
Joined: Mon Aug 14, 2006 12:00 am
Location: Stamford, Lincs, UK

Postby IMF2000 » Fri Jun 13, 2008 7:49 pm

Thanks for the advice there! The nades were all added purley to pad out the points use to 400. However another forum member pointed out that less points on the men is less points lost so I'm about to knock them off.

Would be good to get a handle on these new 5th edition rules before I shell out money to make these models, where can I get the low down on these changes please? :)

I'll see if there are enough points to add the sixth guy.

PS I'm using Army builder to create these lists.
User avatar
IMF2000
Veteran Sergeant
Veteran Sergeant
 
Posts: 237
Joined: Wed Jun 11, 2008 12:00 am

Next



Return to 40K Army Lists




 Social Links