Wednesday, July 15, 2009

Re: 1500 Marines

By Froggage

Robert Sztremer wrote:

Hi Jimmy,

First of all, I want to say thanks to Stelek, you, and the entire group running this blog. Ever since a friend mentioned it to me, I became a regular reader and even managed to put my two cents in on a couple of posts, LOL. Really, thanks for doing a great job to support 40k community.

I'm starting to build a Marine army from scratch. Here's where I'm heading with 1500 points:

HQ: Master of the Forge (Full Servo Harness, Power Sword) (115)

Elite: Dreadnought (Dreadnought CCW, Multi-Melta, Heavy Flamer) (115)
Elite: Dreadnought (Dreadnought CCW, Multi-Melta, Heavy Flamer) (115)
Elite: Dreadnought (Dreadnought CCW, Multi-Melta, Heavy Flamer) (115)

Troops: Tactical Squad (Meltagun, Missile Launcher, Razorback, Sergeant with Power Weapon) (230)
Troops: Tactical Squad (Meltagun, Missile Launcher, Razorback) (215)
Troops: Tactical Squad (Meltagun, Missile Launcher, Razorback) (215)

Fast Attack: Land Speeder (Multi-Melta, Heavy Flamer) (70)
Fast Attack: Land Speeder (Multi-Melta, Heavy Flamer) (70)
Fast Attack: Land Speeder (Multi-Melta, Heavy Flamer) (70)

Heavy Support: Predator (Autocannon, Heavy Bolter Sponsons) (85)
Heavy Support: Predator (Autocannon, Heavy Bolter Sponsons) (85)

I'm going to play it as a shooty list with a little bit of assault punch. I'd like to overwhelm my opponent with a large number of dangerous targets. All troops will be split into combat squads with meltagun and sergeant in transport and missile launcher out in the open sniping at the enemy. The HQ will join the combat squad in the Razorback with PW Sergeant. If the need/opportunity arises, they can jump out and kill a mediocre unit in CC.

I was thinking of maybe dropping one Dread and putting lascannons on the tac-squads and going with Missile Launchers on Land Speeders-- it would make the army more dangerous on long range, but it's one Dread less. Also, should I bother with power weapons and making HQ and one combat squad a bit assaulty? On the other hand, I'm really at a loss on what to do about the HQ. A Conversion Beamer? A Librarian? Above all, I'd like to keep my list highly competitive-- a lot of good players in my store.

I'd love to get your tips on above issues and in general on how to improve this 1500 list. Also, an idea on how to expand it to 1750, 1850, and eventually 2000 would be really great.

Many thanks in advance.

Robert

Reply:

First, you are welcome, we like to hear that people appreciate our work. Sorry it has taken me so long to get to some of these. I will hopefully clear my backlog soon.

My first question is how married are you to the razorbacks? If you are ok, but dont' try to make tac marines what they aren't: assaulty. I would put the MoF on a bike with conversion beamer which you can afford by dropping all the CC upgrades and the HF from the dreads. If you aren't you can go with rhinos and give the tac marines MM and MG or MM and flamer plus melta bombs on the sarge.

To go to 1750 add another pred, speeder, and a 5 man scout squad with camo cloaks, sniper rifles and ML. (See the best of SM list.)

1850 maybe add another speeder, and give the dreads HF.

2000 add another speeder, Telion and 2 more scouts.

Give it a try and let me know how you like it.
Jimmy

6 comments:

Ixitxachitl said...

I usually bring Telion + 2 Tacticals at 1500 and use the extra points to pick up combi-meltas for the Sgts and such. If you're in a rhino, being able to drive up and for one turn put out two Melta shots can be a big boon.

I think at 1500 mine looked like...

MoTF with Beamer

3x MM dreads
3x MM/HF Speeders
2x Tacs with Melta/ML in Razorbacks and combi-meta on Sgts
Telion +4 Scouts (cloaks, snipers, HB)
3x AC/HB Predators

I prefer Rhinos to RBs but I wanted to give them a try and they worked pretty well. The thing I missed the most was playing MM-Turret after zipping out into the midfield, but two MLs in the backfield did some decent work as there was plenty of light armor for them to go after.

Brian said...

If you are starting from scratch, buy the razorback models. You can model them so they can easily be switched back and forth from rhino to razorback.

Rhinos are probably a better unit, but razorbacks are really fun to play with in friendlier games.

VirusSD1 said...

Oh he already had the Razorback models and he changes his list on a daily basis =P. At least I got him to pick a list for our local 1500 tournament.

Robert said...

Jimmy, thanks for your tips. Sorry I couldn't get to reply to this earlier. I actually sent one email to Stelek, then when I became more saavy with Marines and when realized that you're the on-site Marine expert (and with the 1500 tourney coming that Virus mentioned), I sent one to you.

Now that I finished assembling my 1500 point army for the tourney, I will get more practice and I'll see in practice how Marines really work. In few practice games I had so far, I tried splitting tac squads into combat squads with Razorbacks, but I didn't like it. In order to use those juicy weapons, you have to get out of the transport, which is not a good idea. But the main problem is that the heavy weapons half is stationary and if the enemy is smart you'll never draw a clear LOS to his units. I played one game with rhinos and liked it much better with the ability to fire from the hatch and if necessary to disembark and bring the rapid fire goodness of the entire squad on the enemy.

List I'm running for the tourney is:

MotF with conv beamer
5 scouts (camo cloaks, sarge with combi-flamer + melta bombs, heavy bolter, and 3x pistol + CC weapon)
2x tac squad (MM, MG, combi-flamer, melta bombs, rhino)
3x Dread (MM, HF)
3x Land Speeder (MM, HF)
3x Predator (AC, HB)

I'll let you know how it goes.

In the future, I think I'll try Vulkan out. I'm using a shitload of meltas and flamers, so may as well make them twin linked.

Ixitxachitl, MM turrets are awesome, but I think though I'll try them with flamer/combi-flamer, especially with Vulkan.

Brian, I got two razorbacks and one Immolator (for heavy flamer and MM bits). Razorback is like $5 more than a rhino and you get extra weapons (and with them options). The same goes foir Immolator. Planning to get one more Immolator just for those bits.

Virus, you're exagerating. It's every other day, LOL.

Newbie33 said...

I'm curious about how you use the Scouts. They seem like an ambush force/area denial piece, but I'm not sure about the heavy bolter with the scout troops. Do you take shots with it as the opportunity presents itself? Why the combi-flamer instead of a combi-melta? Even with the flamer I can't imagine that they take on too much in HTH, wouldn't a combi-melta and the squad in cover prevent vehicles from coming too close? If you could move through cover and fire the combi-melta it would mean that no vehicles would come within 10" or so of the scouts, and with the camo cloaks they could be sitting in 2+ saves most of the game, right?

Robert said...

Newbie33, these are good questions to which I have no good answers, LOL. I was under a deadline to submit the list, I couldn't decide, and in the end I didn't think it through.

I was planning to use scouts either as a retinue for MotF or as an alpha strike force. I gave them additional cc weapons because I figured that with BS3 sniper rifles they wouldn't do shit. I chose Heavy Bolter for the same reason-- BS3 missile launcher ain't that great.

Now if I get to go first and there is a target worth sacrificing the scouts for, I may just do that. They have a flamer to burn infantry, are sort of assaulty, and the Sarge has meltabombs for alpha strike tank busting.

Now, I had three games so far with that list, and I think I killed only two Plague Marines and stunned a Dreadnought with MotF and scouts combined (so far I always used them as a MotF retinue). I had couple 42"+ shots at a Predator but I always managed to roll a 1 or 2 and didn't even penetrate. And with the Dreadnought I had 42"+ shot, penetrated, but rolled 1 for damage.

So far total waste. But the cup ain't over yet.

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