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1500 point list - need all the help I can get!


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3 replies to this topic

#1
Crimmy

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Hi,

basically, I haven't had a chance to play in years, and I recently read a 40k book (titanicus) and remembered how much I liked the game. I got a space marine book while on holiday, and have been playing with army lists. I know the idea is to find a list, play with it, modify it, play with it, and keep doing that if you need to, but I need to save money for uni stuff, and so I cant spend too much of my money , so I cant completely change my list if my first ones completely wrong. So, it'd be really helpful if you guys with your loads of experience could help me get a list I wont have to edit too much.


HQ: 155

Master of the forge: 100
Conversion beamer: 20
Space marine bike: 35



Elites: 260

Sterngaurd veteran squad: 125
5 extra members: 125
Plasma cannon: 10



Troops: 405

Scout squad: 75
snipers: free
heavy bolter with hellfire shells: 10
serg. Telion: 50
10 camo cloaks: 30
5 extra members: 65

Tactical squad: 90
5 extra members: 80
flamer: free
plasma cannon: 5



Fast attack: 230

2 Attack bikes: 80

3 Attack bikes: 120
3 multi meltas: 30



Heavy support: 450

Land raider: 250
Sergeant chronus: 70
Hunter killer missile: 10
Storm bolter: 10
Multi melta: 10

Thunderfire cannon: 100



1500 points in all


My thoughts for everything were:

master of the forge: relatively cheap HQ choice, and with the conversion beamer it can be used as an anti infantry model, and as an anti tank model. And, with the space marine bike, I can move him 12" and still fire the conversion beamer, due to the relentless rule, so I can get the master of the forge to the correct range before firing in the same term.

The sterngaurd veterans were to bolster the lack of troops, and the different ammo types can be useful against some of the heavier troops, and at longer ranges then normal. The plasma cannon is to combat strong elites/HQ choices.

the tactical squad was chosen to combat enemy troops squads, and the plasma cannon and flamer were use3d to add a little diversity.

the scout squad was the same as the tactical squad, and serg telion seems awesome from what I've read on here, so I couldnt resist.

the normal attack bikes are for anti infantry

the multi-melta armed attack bikes are to rush to enemy armour, get within 12", and then use the extra dice roll for armour penetration given to melta weapons within half range. Then theyre to go and combat elites/HQ choices.

Thunderfire cannon is for anti infantry, and generally harrying anything the enemy has.

the land raider was for all round support.



Any suggestions for improvements, or anything you would change?

#2
El_Jairo

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First of all, don't mention specific cost of special characters and upgrades. You can only put cost for a total unit if it doesn't reveal what the specific costs are. That is to respect GW's IP.

I was liking your idea of putting the MotF on a bike to be able to get him in the right position. Sadly you can't shoot heavy weapons after you have moved. Bikes are relentless and this only lets you assault after firing a weapon that would normally inhibit assault.

I like you list a lot because I run almost the same kind of list. Only I run a Librarian and Techmarine with the sterguard squad and I have a Dreadnought.
The both IC's give me some CC punch and now in 6th the Techmarine can repair de Land Raider from the inside.

Some remarks:
who is going into the land raider? Depends on the mission?
I wouldn't add Chronus to it. If you are concerned about having it moving each turn, extra armour will do fine. Certainly since in 6th you can always snap shot you weapons, taking into account the upgrade of PotMS and the land raiders weapons are already twin-linked. So I don't think Chronus is worth all these points.

What I think you list lack a lot is some character or unit that can do some damage in CC. Eventually you will have to take care about that too.

Furthermore I wouldn't put 1 Plasma Cannon with the Sternguard, either pick two and combat squad them or rather pick combi-weapons as they allow you to keep the special ammunition bolters.

That's my 2 cents

Edit: some extra rule remarks.

Edited by El_Jairo, 05 August 2012 - 02:18 PM.


#3
Krimsonkilla

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relentless allows you to use heavy as though you havent moved aswell. MOTF on a bike would be handy for raining death! also agree with the sternguard, combi weapons all the way. scouts can lose 1 camo cloak cause Telion does not get one. if you are putting the sternguard in the raider... they could do with some combi flamers and meltas so you can shoot and assault out of it. also if you combat squad the sternguard you can pop out with flamers and melta guys seperate :)

also dont under estimate heavy flamers for sternguard..... they have never disappointed me

Edited by Krimsonkilla, 06 August 2012 - 03:56 PM.


#4
Febelcrofas

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Telion actually has a camo cloak as part of his profile now as of 6th codex update, and the cloaks and his stealth special rule stack! +2 to cover saves, yes please!

When you absolutely positively know that your next dice roll is going to obliterate your enemy, we call that "showing him his nan".

Piezel Tactica 101




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