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View Full Version : [Space Marines][1850][Tournament Revision] - Now with bikes!



ManusMarines
15th September 2007, 07:33
Here is a revision of the last 1850 point list I posted. I recently broke down and bought a bike squadron, and after test playing them I absolutely love them. Please comment/critique.

Ultramarine Interdiction Force - 1850 points

HQ
Gumbercules, Master of Sanctity: 146
- Jump Pack, Bolt Pistol, Crozius, Melta Bombs, Teleport Homer, Terminator Honors, Frag Grenades

ELITES
Miljinor, Dreadnought: 123
- AssCannon/Missle Launcher, Smoke, Armor

Aegis, Terminator Squad: 220
- 3x SB/PF, 1x AssCan/PF, 1x SB/PW

TROOPS
Strike Team Alpha, Tactical Squad: 170
- 7 Marines: 5x Bolter, 1x Heavy Bolter, 1x Meltagun
- 1 Veteran Sergeant: BP/Power Fist, Teleport Homer

Strike Team Beta, Tactical Squad: 165
-7 Marines: 5x Bolter, 1x Heavy Bolter, 1x Meltagun
- 1 Veteran Sergeant: BP/Power Fist

Strike Team Delta, Tactical Squad: 180
- 7 Marines: 5x Bolters, 1x Plasma Cannon, 1x Plasma Gun
- 1 Veteran Sergeant: BP/Power Fist

FAST ATTACK
Helions, Assault Squad: 216
- 7 Marines: 5x BP/CCW, 2x Plasma Pistol/CCW
- 1 Veteran Sergeant: BP/PF

Rough Riders, Bike Squadron: 212
- 2 Bikes: 2x Meltaguns
- 1 Veteran Sergeant: BP/Power Weapon
- 1 Attack Bike: Multi-Melta

HEAVY SUPPORT
Death Rain, Devastator Squad: 200
- 6 Marines: 2x Las Cannon, 2x Missle Launcher, 2x Bolters

Maximus Predatus, Predator Annihilator: 130
- TL Las Cannon, Heavy Bolter Sponsons

Vengeance, Whirlwind Missle-Launcher Platform: 85

Points: 1848
Models: 48
Vehicles: 3

BASIC STRATEGY
- Devastators, Whirlwind, and Tac Squad Delta (plas squad) stay put and form a decent fire base. Squad Delta sits in front of Devastators to act as fire magnet.
- Squad Alpha and Beta, along with the Predator, advance along one flank/up the middle. Squad Alpha and Beta leapfrog as to always have a total of 3 heavy bolters pumping out rounds at the enemy. Tank can also act as mobile cover.
- Bikes either turbo boost 18-19 inches to gain invulnerable save, and Assault Squad with chappy follows behind. Bikes act as fire magnets. They should survive the first turn due to 3+ invulnerable saves. They also kill vehicles and transports, as 2 meltaguns and a multimelta will wreck havoc against armor, or even MEQ/TEQ squads.
- Terminators drop in either 6" from the bikes, the chappy, or one of the tac squads, ensuring I'm getting loads of power fists and shooting in exactly where I need reinforcements.
- The Dreadnought either sticks slightly close to the Dev squad, or acts as a mobile rending platform and follows the leapfrogging tac squads and tank, or the fast guys along the other flank, depending on opponent faced.

Hopefully by turn two I will have a nice amount of attacks hitting one flank, while another flank holds the main part of the board with substantial firing and backup firing from the static firebase. I think this list is pretty balanced between shooty and assault, as squads with powerfists and power weapons abound. Let me know what you think.

Terminator
15th September 2007, 22:03
Great list, looks like you have all your bases covered. Very nice use of bikes too!