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Ethele
23rd August 2007, 21:53
As some of you may know, I posted a shooty 'mec list about four days ago for a tourney. Anyway, I came of with another list, and I'd like to know which one you all think is better.


List 1, Super Shooty 'Mec

Traits
Trust Your Battle-Brothers
Never Despair

Drawbacks
Eye to Eye
Die Standing

HQ
Captain; Storm Bolter, Power Weapon, Frags - 81pts (Joins 5 man 'tac squad)

Elites
Dreadnought; Assault Cannon, DCCW, Storm Bolter, Extra Armor, Smoke Launchers - 113pts

Dreadnought; Assault Cannon, DCCW, Storm Bolter, Extra Armor, Smoke Launchers - 113pts

Dreadnought; Twin-linked Lascannon, Missile Launcher, Venerable, Tank Hunters, Extra Armor, Smoke Launchers - 173pts

Troops
(All Marines have Trust Your Battle-Brothers)
Tactical Squad
5 Marines; Missile Launcher, Plasma Gun, - 110pts
Razorback; Extra Armor, Smoke Launchers - 78pts

Tactical Squad
6 Marines; Missile Launcher, Plasma Gun, - 128pts
Razorback; Extra Armor, Smoke Launchers - 78pts

Tactical Squad
6 Marines; Missile Launcher, Plasma Gun, - 128pts
Razorback; Extra Armor, Smoke Launchers - 78pts

Heavy Support
Vindicator, Power of the Machine Sprit - 155pts

Predator Annihilator; Lascannon Sponsors, Extra Armor - 150pts

Predator Destructor; Extra Armor, - 115pts


TOTAL - 1500 Points

List 2

Traits
Trust Your Battle-Brothers
Never Despair

Drawbacks
Eye to Eye
Die Standing

HQ
Master: Power Weapon, Bolt Pistol, Iron Halo, Terminator Honors, Frags, and Melta Bombs - 137pts

Elites
Dreadnought: Assault Cannon, Extra Armor, Smoke - 113pts
Dreadnought: Assault Cannon, Extra Armor, Smoke - 113pts

Troops
(All Marines have True Grit and Counterattack)
Tactical Squad:
8 Marines; Missile Launcher, Plasma Gun, Vet; Bolter Power Fist. - 194pts

Tactical Squad:
8 Marines; Missile Launcher, Plasma Gun, Vet; Bolter Power Fist. - 194pts

Tactical Squad:
8 Marines; Missile Launcher, Plasma Gun, Vet; Bolter Power Fist. - 194pts

Tactical Squad:
6 Marines, Meltagun, Razorback; Extra Armor, Smoke - 196pts

Fast Attack
Assault Squad:
8 Marines, Vet; Power Fist - 206

Heavy Support
Predator Annihilator: Lascannon Sponsors, Extra Armor, Smoke - 145

TOTAL - 1500

Not nearly as many tanks, still shooty though. Suggestions and Comments please :)

shotcoder
24th August 2007, 03:51
I have to say the first one, you have enough firepower to mow down nearly anything and now the razorbacks are protected byt the other tanks and dreads. The second one is alright because it has my favorite unit(assault marines) in it but theirs nothing too special about it.

Lemartes
24th August 2007, 10:31
I really like list 1, you never see razorbacks used but I think your list will pull it off...

You make me want to do a mechanized marine army too now...

Phail
24th August 2007, 12:05
1st one by far!

3 dreadnoughts, 3 razorbacks, 2 predators and a vindicator!!

Trash anything in its way, especially horde armies

Ae0n
24th August 2007, 18:03
I have to agree with everyone on your 1st list being the better of the two. It is EXTREMELY mobile, which lets you get your men to PoI. Another reason is that it is all mechanized; I always love to see an opponents face when nothing but tanks are deployed against him. It also gives you a surprise factor. Granted, Razorbacks only transport Power Armor, but it is the composition of the men inside them that gives off that aura.

The only thing I would do to change your list is to maybe make all your dreads AC/DCCW, and then make both of your Preds Destructors w/ LC Sidesponsons (This is just my opinion, but I find that combination works much better for me than full Anti-Tank/Foots) Aside from that, your first list is superb!

Ethele
25th August 2007, 02:36
Thanks for all the feedback guys, I'll definitely run the first one. It's ganna be really fun fighting 'Nids and Orks with it.

AeOn, I have the Lascannon/missile luncher dread because it can take out AV 14 things much more easily then even a 'pred with 3 Lascannons. The Tank Hunter skill makes the Twin-linked Lascannon glance AV 14 stuff on a 4+ (with will really help fighting necrons).

Thanks agin.

Terminator
3rd September 2007, 21:22
Actually, I believe the special rules for the Monolith negate Tank Hunter, if I remember correctly. Also, this may be a moot point, but I like the second list better. It seems much more balanced proportionally.

Lemartes
4th September 2007, 00:59
I'm fairly certain the tank hunters skill applies to monoliths, I think its just things that get 2D6 AP that are ignored (like melta weapons)

shotcoder
4th September 2007, 01:33
Tank hunters confers to the troops not the enemy they are shooting at. so I dont think the monolith would change the tank hunters ability at all.

MadMage
4th September 2007, 01:51
Actually, I believe the special rules for the Monolith negate Tank Hunter, if I remember correctly. Also, this may be a moot point, but I like the second list better. It seems much more balanced proportionally.

'Living Armor' gives Monoliths immunity to ALL Str bonuses on any weapon. The wording makes me think P.Fists, too, but I believe they work. F.Charge, T.Hunters, and Meltas do nothing.

Both lists are interesting. The first one has a nice flavor to it, but I repeat what I said in the other post: Your traits do nothing for either list's theme.