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1500pts C:SM 6th ed


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#1
Byronicus

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Hi all,

New player at Warhammer 40k. 6th ed kinda caught my attention and after much deliberating , I have decided to start collecting Badab War Astral Claws. I found the fluff and history of the infamous chapter to be the biggest reason why I could see myself having alot of fun with this army, and the Forge World kits/models are kick ass !

Before I set out in buying my toys in earnest, I wanted to kinda get a consensus to a list I have created. I would appreciate some feedback and some knowledgable constructive criticism for my benefit. I wanted to thank everyone in advance for taking the time to review this for me. This is my first post and I hope to have many more in the future.

Here it is :

Space Marine Captain ( Iron Halo , Combi-flamer, Powerfist, Terminator armour)= 155pts ** I have the Forgeworld Huron , hence the combi-flamer**

Space Marine Librarian ( Terminator armour, Force Weapon. Not entirely sure which Psyker power set to choose)= 125pts

TROOPS

5 Man Scout squad. ( 1 x Missle Launcher , 4 sniper rifles * including sergeant* , camo cloaks)= 100pts

10 Man Tactical ( 9 troopers , Missle launcher , flamer , Sergeant * Chainsword, meltabombs* ) Rhino as transport = 210pts

10 Man Tactical ( 9 troopers, Missle launcher , Meltagun , Sergeant * Chainsword, Meltabombs*) Rhino as transport = 210pts

ELITES

6 Man Sternguard Squad ( Flamer , Meltagun , Sergeant* Chainsword*) Drop pod as transport = 195pts

5 Man Terminator Squad ( Storm bolters , powerfists , Sergeant * power weapon , storm bolter) = 200pts

FAST ATTACK

5 Man Tac Bike Squad ( 3 bikers * 1 x meltagun , 1 x attack bike w/ multi-melta , 1 Sergeant w/ chainsword+ bolt pistol) = 175pts

HEAVY SUPPORT

Predator ( Turret twin linked lascannon , side mounted heavy bolters) = 130pts

1500pts

Thoughts and advice are most welcome. Thanks again

Cheers!
Byronicus :D

#2
Byronicus

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Shall I assume this list is not viable ? Or just go with it and learn the hard way ?

Thanks again for the help .

#3
DarkGuard

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Shall I assume this list is not viable ? Or just go with it and learn the hard way ?

Thanks again for the help .


Patience, your list hasn't even been on a day yet, it can take time for people to get round to it, many of us live busy lives you know. ;)

Now, in general, you have a solid base, but there's some polish issues.

Now polish issue number one is the fact that you have 280pts wrapped up in HQ at 1500pts. At this points level you want a cheapish one, so drop the Captain, you have little use for him beyond beatstick, which isn't always a good reason to include someone. That's 155pts saved, which is a good saving. But then you should spend 15pts on a storm shield for the Libby, so 140pts saved.

Troops are fine, I'm skipping over them for now.

Elites need some work though. You need a special weapon on the Terminators, I'd recommend a cyclone missile launcher and a chainfist to round the squad off, so you've got 105pts left now. Also, with Sternguard, don't take the special weapons. There's two exceptions, the heavy flamer, because it's a powerful weapon, and the meltagun if you're making an anti-tank squad. Otherwise, content yourself with combi weapons for the same price, but these will let you keep your ammo, which is why you have Sternguard. You also have 105pts, so net another couple, add lots of combis, preferably meltas (especially if in a Pod), plasmas are good as well though, and take a special combat weapon on the Sergeant, either a lightning claw (with meltabombs) or a power fist.

I've got a better and cheaper version of that bike squad for you: 2x multi-melta attack bikes. Same amount of melta shots, only one less wound, and 75pts less. As a rule of thumb, you only take bike squads in Troops, otherwise anything they can do can be done for cheaper elsewhere.

Finally, out of all Predator variants, that's the worst one. With the hull point system anti-tank is still about rate of fire, not quality, but that vehicle doesn't have a rate of fire to help out. Either take a dakka pred for 85pts, which will do a similar job against vehicles and more against infantry, or take a combi-pred for 10pts less which is much better against vehicles. If you take the dakka pred you'll find you have enough points for another, maybe even a Typhoon if you switched the biks around.

Hope that helps, and welcome to the B+C. :)
IA: Knights Seraphic - Sons of the Lion, Condemners of the Hunt, Knights of the Imperium.
Seraph's Wings - WIP, short story of the Knights Seraphic
Knights Seraphic special characters
Codex: Space Marines 101 - a basic guide to using Codex: Space Marines
Enemies 101 - a basic guide for fighting the armies of WH40K, by Shadowstalker Grim
Sternguard: a Tactical Analysis - a comprehensive guide on using Sternguard Veteran squads in C:SM

#4
Byronicus

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I am terribly sorry if I came across rushed. I am generally on my feet from dusk till dawn and I am my own worst enemy when it comes to allowing me some time to breathe. Thanks very much for taking the time to offer me some great advice!! I am busy taking notes and going back to the codex to do a new list.

Cheers!

#5
DarkGuard

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Don't worry too much about it. I'll normally bump my own lists after a couple of days, but rest assured, if the list isn't viable someone will comment on it eventually, it's the good lists we don't comment on much. Although some boards seem faster on here, this one only has about 4 or 5 regular contributors at the moment commenting on every list, and it can get tiring. So it's either wait a bit, or get a short reply. I hope the wait was worth it. ;)

I look forward to seeing the updated list. <_<
IA: Knights Seraphic - Sons of the Lion, Condemners of the Hunt, Knights of the Imperium.
Seraph's Wings - WIP, short story of the Knights Seraphic
Knights Seraphic special characters
Codex: Space Marines 101 - a basic guide to using Codex: Space Marines
Enemies 101 - a basic guide for fighting the armies of WH40K, by Shadowstalker Grim
Sternguard: a Tactical Analysis - a comprehensive guide on using Sternguard Veteran squads in C:SM

#6
Squirrel

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was toying with yoru list, to make your terms work, i think you should be deepstriking them in, and to make flamers work, your going to need no scatter, so put some teleporter homers in, then gave the unit effecitvely 3 flamers (cbflm,hf,avenger)
-set up tacts with meltaguns to help bust some transports to allow you to flame
-bikes really dont provide anything, they can tie stuff up in assault, but usually die goign through terrian. just left the attack bike to provide some additional armor busting (pt effecient)
-with your term squad being off table yoru going to have to make yoru on table presense as sturdy as possible.
-for that reason i think you should do stern in a rhino
-as well as change your scouts to 10 strong; hopefully you have models for both

-not to be offensive, but your pread configuration is by far the worst, the best for tank busting is autocannon, with 2 sponson lascannon

-only thing your list lacks in anti air, a way to fix it would be to replace pread with a 2xtl-autocannon dread.


1 capt 155 (tda,pf,cbflm)

1 lib 125 (tda,fstaff,avenger,null)

5 term 205 (1hf,4pf,maul)

10 tact 235 (melta,cbmelta/homer,ml)
1 rhino

10 tact 235 (melta,cbmelta/homer,ml)
1 rhino

5 stern 170 (2cbplas)
1 rhino

10 scout 180 (camo,9snipers,hb)

1 attack bike 50 (mm)

1 pread 120 (ac,2lc)

1475

#7
Byronicus

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Thanks very much !!

I am a bit overwhelmed by this whole process and I really want to get my army started , as I see everyone having a great time at my local GW. These tips will be invaluable.

I will say this for me though , I am somewhat restricted to my budget at this time. I picked up the Black Reach set as I figured that would be the best bang for the buck to start. I have around $400.00 in fantasy shrink wrapped still , so I am looking to exchange that in for my army.

I listen to a podcast and on several occasions now , they have mentioned that bikers are actually pretty good now. From what you have just advised me , Squirrel , you think otherwise. May I ask why ? Please don't take my question as being rude either , I am quite literally new to the game and although I am somewhat familiar with the theme of 40k , I am quite the novice in all other respects. So any insight would be wonderful.

Also....for the tank support , a friend of mine gave me his vindicator. Any thoughts on that ?

Thanks.

Edited by Byronicus, 10 August 2012 - 05:25 AM.


#8
DarkGuard

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Bikes are good as Troops choices, and with the new rules giving them a 5+ cover save pretty much all the time, and the fact that they can still turbo-boost quite far, they have got better. But in Fast Attack they don't offer anything more than attack bikes. If you took a bike Captain, you can move bikes to Troops which is where they supposedly shine (I don't play bike lists, I hate painting the models and refuse to play with unpainted models), but in Fast Attack they're one of the weaker choices. Fast Attack is all about supporting your main force, and there are other units that can support your main force better than bike squadrons can.

Also, the Vindicator isn't a bad unit now, with randomised weapon destroyed results, more Troops being in the open and the relative increase in importance of AP2. I'd stick it in the middle of a Rhino line with a dozer blade and push it so its weapon can cover midfield.

Squirrel also makes a good point about lack of AA. Rifleman Dreads are OK at it, but it's still hoping on lots of luck. A quad-gun with an Aegis Line is another idea, as a Stormtalon, both have Skyfire abilities.
IA: Knights Seraphic - Sons of the Lion, Condemners of the Hunt, Knights of the Imperium.
Seraph's Wings - WIP, short story of the Knights Seraphic
Knights Seraphic special characters
Codex: Space Marines 101 - a basic guide to using Codex: Space Marines
Enemies 101 - a basic guide for fighting the armies of WH40K, by Shadowstalker Grim
Sternguard: a Tactical Analysis - a comprehensive guide on using Sternguard Veteran squads in C:SM

#9
Squirrel

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regards to bikes, pretty much what darkguard said; with the exception they like jumpers are good, when they are both troops, and you have 25-30 at 1500 points. otherwise they really arent that tough, (plasma, autocannons, missiles, and any of the high rate of fire s6 weapons just dakka them down easier than marines pretty much. Another good way to run them is with fnp (but thats a blood angels or command squad thing), otherwise id just avoid them completely.

again I support dark guards thought on quad-gun, 2 riflemen dreads (2xtl-autocannon) at this point level would bring it out of lucky to dependable AA, but if you are going to take a one off: quad gun is the way to go.

#10
Byronicus

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Thanks again! ...updated list to be posted soon.
Cheers to you both!




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