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A ridiculously simple way to build a decent Space Marine List.
Most of what we face out there every week at our local clubs / gaming stores are not optimized lists. In fact, most of them flat out suck. It's the shallow end of the pool in terms of competitive play. When you see what people are posting on the forums, it's even worse.... facepalm worse. Many lists seem to be thrown together with absolutely no thought given to composition at all.
In looking at the different "how to build a list" articles, you find a lot of great advice that talks about redundancy and duality, and the other words that end in "y" - which is certainly great advice. But I think we can simplify the process a bit more for the newer player while the 'bigger' concepts sink in.
As a caveat, my main army is Space Wolves and it's only recently that I've been brought kicking and screaming into the fold of treating the game as a competitive exercise. Mostly thanks to this board and some clue delivered painfully by my buddy Kennedy's Eldar - who kept beating in my face every time we got a game. But, I did "find the faith" when it came to list building.... And even though I'm pretty new to a lot of the concepts, I think I may just have a very simplified way of looking at the problem that yields pretty good results for Space Wolf and Marine lists. That being said, please bear in mind that the advice here is really tailored to Marine lists and may not be suitable across the board.
One of the most useful concepts that I've picked up from YTTH is the importance of "torrent of fire". If you don't have the ability to pump out a gazillion shots every turn, then you better be awful darn tough because any good list you face will certainly be able to do that to you. I see a lot of guys on the forums post up list advice and all they have is 1 Dreadnought, 1 Predator, and 1 Vindicator which is, in my opinion, a surefire way to lose a game of 40K against a barely competent list my goal is to keep folks from thinking that's ever a good idea.
So, the simple advice is to do this: for 2000 points I think you need at least 8-9 things that will pose a medium to long range threat (24"-36") In addition, they all need to be Str 7 or higher. This lets you pop transports, the big Tyranid bugs, and side armor on pretty much anything. You will also need some melta to get rid of Land Raiders and other things that get too close for comfort. You will need that many items because most good lists will have at least that many facing your army. And once your opponent can overload you with his shooting you're pretty much done. So the goal is to have enough firepower to put a beating on your opponent's forces and so that the loss of any one or two things in a turn won't prevent you from hitting your opponent back. In other words, you gotta be able to give, as well as take, a punch to the face. If you have a glass jaw, then fight's over. Having only four or five units that can give a punch is setting you up to get KO'd.
Thankfully, you're not really all that rich in choices. So your decision matrix shouldn't be that taxing on the brain. By the very nature of this method, you're going to fill out some FoC slots. So, out of the Marine Codex at 2K, you're looking at Razorbacks, Speeders, Rifleman Dreads, AutocLas Predators. For Space Wolves, it's pretty much the same except that you add Long Fangs and Living Lightning Rune Priests.
As long as you have at least 8-9 (BTW I think more is better) then you should be OK. You may not have a GREAT list... but you won't get stomped for lack of firepower. To scale this for 1500, I would suggest you have at least 7-8 effective things.
Even with this method, it doesn't guarantee that you'll build "the perfect list" - but it should ensure that you'll put up a fight and not get punked.
To illustrate this, I'll put up a list I've been working on that I call "the best of the worst" - It's a single rock Codex Marine list I wrote because there are some guys at my local gaming store that just don't have models to drop a truly competitive list. Playing my competitive list against their sub-par list just isn't fun for either of us. I'm not challenged and they're not really in the fight. So I set out to make a list that would put us on a more level playing field but still be tough. So as an exercise in list building I took a bad idea (single rock army) and tried to minimize it's inherent weakness (400 points in ONE selection) -- Right off the bat, I know this will struggle to be competitive... but the idea is to minimize the suck by focusing on it's firepower output.
So here's the 2K list....
* Librarian in Terminator Armor
* Terminator Assault Squad – 4 w/ Thunder hammer, Sgt with LC – In a Land Raider Redeemer with Multi Melta
* Two10 man Tactical squads with ML and Flamer in Razorbacks (TL Las)
* Two Rifleman Dreads
* Three Typhoons
* Three Preds (Autocannon and Las sponsons)
It is not a great list. I make no argument that is. But between the Razorbacks, Dreads, Typhoons and Preds, I have 10 units on field that can spit out a decent amount of fire every turn. (11 if I count the two MLs that will be deployed when my Tacs combat squad and sit in cover) This should keep me in the game against most opponents even with the points sink albatross around my neck. I'm shorting myself by only having 4 rather weak scoring units, but that was the tradeoff for putting enough firepower into the list to hit my "9 units with firepower" threshold. You'll notice I don't really count the LR cause I don't think it'll be able to consistently do something useful every turn.
Point I'm trying to get at with the illustration is that even with a self imposed penalty, you can build a good list without too much effort. Just keep the idea in mind that Torrent of Fire = Good and you're half way there. Now to make yourself a great list, that's another story and one I'm still working on myself.
Hope this helps....
Chris W
http://clt40k.wordpress.com/
Reply:
An nteresting take indeed.
Anyone else care to deal with the other races too? :)
Home Space Marines Warhammer 40k » Usermail: Space Marine List building guide
Thursday, July 29, 2010
Usermail: Space Marine List building guide
By
Stelek
Labels: Space Marines, Warhammer 40k
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13 comments:
great guide when u play on "desert warfare" tables. it truely is abt those 2 things: long ranged firepower paired with a couple of suicide meltas and spamming so much tht losing a couple of ur spammed long ranged threats isnt gonna hurt the overall preformance of the army tht much. the only thing i wld clarify in the article is that this only applies 2 desert tables, lke u guys play in the states. not all ytth users are from the us and probably play according to the rulebook, not us-home-brew terrain style. the article basically wrapped up what stelek has been tellin us abt marines the entire time. and when it comes to desert tables, this is pure win. this site is for noobs though, and if u dun tell them it will only work on these kind of tables, a beginner from f.e. poland will try the list, get his ass kicked royally and possibly discard the site or even worse, quit the hobby entirely
Eldar . . . Take 3 Fire Dragon Serpents, 3 Dire Avenger Falcon. And fill out the rest with a Council or Types.
Chaos . . . Either do MSU Rhinos or Oblits/Plaguess/Princes.
Orks . . . Take Lootas.
Okay, so I'm going to turn my usual reply on its head for a bit and ask you not to tar US players with that giant 'you all cheat and use empty tables', andreas. I get pissy when people describe wacky, inconsistent, unbalanced game design as 'British', so... fair's fair, right?
As far as the design advice goes, I actually quite like it, for what it is - a set of guidelines to make sure your list has what it needs before you start adding what you want.
"In looking at the different "how to build a list" articles, you find a lot of great advice that talks about redundancy and duality, and the other words that end in "y" - which is certainly great advice. But I think we can simplify the process a bit more for the newer player while the 'bigger' concepts sink in."
It is simple. I play IG. I know that none of my units are particularly survivable and so ... I need to know that I have multiple sources of the same ...
Enough AT for light and heavy tanks
Enough dakka to take out infantry
To that end I require multiple units serving the same purpose.
1. Choose Necrons
2. Craft List
3. ...
4. Fail
It just so happens high STR, high rate of fire works well against units in cover as well.
I am in the Northwest U.S. and I don't know of ANYONE that plays on empty "desert" tables. We all play with GW 25% terrain, usually filling one corner of the table with terrain pieces before setting up and then spreading them around the table.
Of course every once in a while the only table available is a lava table, and then the suck begins...
@Mobius
take lootaz AND BW/Buggy/Trukk spam
How about Mech Daemonhunters with no allies...
1850pts (FULL OF FUN AND FAIL) (Long winded too to add to the fail) (DH Players Slap me now, especially if I missed something in the list, I don't play them all that often, so I may not have certain things correct with points/forg)
Inq Lord: Hood, Mystics x2, Melta Warriors x2
Rhino, Stormbolter,HK: 192pts
HQ: Bro Cap: Stormshield
Retinue: 5x Grey Knight Terminators: 2xTH/SS 301pts
Troops:
IST: x5: 2xMelta: Rhino Stormbolter/HK 145pts
IST: x5: 2xFlamer: Rhino Stormbolter/HK 135pts
IST: x5: 2xFlamer: Rhino Stormbolter/HK 135pts
IST: x5: 2xFlamer: Rhino Stormbolter/HK 135pts
Elite: Inquisitor: Melta Warrior: x2, Rhino Stormbolter/HK 125pts
Elite: Inquisitor: Melta Warrior: x2, Rhino Stormbolter/HK 125pts
Heavy:
Grey Knight Dreadnought: TLAC, ML, HK: 140pts
Grey Knight Dreadnought: TLAC, ML, HK: 140pts
Land Raider Crusader: HK 270pts
For 2k you can run Smoke/EA on everything add a terminator to the GK Retinue, and have some points left over for another melta warrior in one of the Inquisitor suicide squads.
The downside to this list is it sucks. The upside to this list, is you have a nice Alphastrike: 12 Krak Missiles and 4 TLAC's flying out at the enemy on your first turn, 4 Suicide melta squads, 3 non troop versions that you can hurl at the enemy and train the rest of your rhinos behind. And you have a craptastic amount of str4 spam to throw at squads along with 3 dual flamer units (shitty rhinos only let you fire one, but you could get out and finish the job if needed followed up by prancing str3 rapid firing hellguns. HOW AWESOME IS THAT! Lol. I can just hear the massed cringing of all the zombye's now mwahahaha.
@Andreas... In all honesty, terrain features were assumed to be at 25% with some LoS blocking bits. Those will create firelanes that will let you overload your opponent if you think a little bit in your movement phase... I have honestly NEVER played on a desert board... Also, the long range bit came from this simple bit of fact. Short range stuff won't hit a target 48" away... but the 48" range stuff can hit things closer. The thought was that if you're playing an army with lots of mobility, they can just stay right out of your effective range... and if that range if 48" then good luck.
@Ghost - your list only has 2 credible threats every turn.. I'm willing to sit through a dozen HK missiles... to do sloppy math hammer, 1/2 hit, 1/2 pen - so 3 out of a dozen do something useful? Of those, lets say you destroy one thing,shake one, and disable another... OK, I've still got lots of firepower coming back at you... so what happens turn 2? Also, what happens if I'm playing Mechdar and all your melta guys are sadface? Then after turn 2 your game gets real interesting... You'll have to be Sun Tzu crafty to pull a win in that senario...
That being said, I've got no advice for Grey Knights....
Hehe, you did read the "FULL OF FUN AND FULL OF FAIL" part at the top right =D
@ ghost - DOH
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