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Sunday, October 24, 2010

Email in: Wondering if I could get your advice on my 1750 list [Space Marines]


"Hello Kirby,

My name is NJ I have been playing 40k for a little while now but I am a total newbie when it comes to playing 40k competitively. I am trying to get into it it but it is hard finding a list I like. As before I was playing a ‘Nilla marines foot list. I have been told that the ‘Nilla codex can not make a competitive foot list and that if I want to do a foot army to do Loganwing. But Space wolves are my little brothers thing so I don’t want to take that from him. So I have been playing around with some builds with the ‘Nilla codex and here is what I came up with...

HQ:
Librarian: 100pt.
Null Zone, Avenger


Elites:
Dreadnought: 125pt.
(2) Twin-linked Autocannons
Dreadnought: 125pt.
(2) Twin-linked Autocannons
Dreadnought: 125pt.
(2) Twin-linked Autocannons

Troops:
Tactical squad: 170pt.
Missile launcher and Flamer
Razorback: 75pt.
Lascannon and Twin-linked Plasmagun
Tactical squad: 170pt.
Missile launcher and Flamer
Razorback: 75pt.
Lascannon and Twin-linked Plasmagun

Scout squad: 125pt.
Sergeant Telion
(4) Sniper rifles

Fast Attack:
Land speeder: 70pt.
Multi-melta and Heavy flamer
Land speeder: 70pt.
Multi-melta and Heavy flamer
Land speeder: 70pt.
Multi-melta and Heavy flamer

Heavy Support:
Devastator squad: 150pt.
(4) Missile launchers
Razorback: 75pt.
Lascannon and Twin-linked Plasmagun
Devastator squad: 150pt.
(4) Missile launchers
Razorback: 75pt.
Lascannon and Twin-linked Plasmagun

Total: 1750

So what do you think?"

You can make competitive foot Mech Marines, they are just on bikes :P. BA also does foot well. SM does do the best generalised Mech though but I think you're losing their biggest advantage, MM Bunkers. I'd switch your Tactical squads to carrying MMs over Missile Launchers and drop their LasPlas Razorbacks for Rhinos. This saves you 80 points which you can put 4x HKMs on the Rhinos and Razorbacks, 2x combi-flamers on the Tacticals and camo cloaks on the Scouts (you should also have enough points for a Heavy Bolter or Missile Launcher on the scouts, too). You lose 2 LasPlas RBacks but your Tactical heavy weapon can now fire out of the Rhino and camp in midfield which is an important aspect of Mech Marines.

Otherwise a solid list! Some like Vt2 would suggest dropping the Devs to Predators which works fine as well but you're gaining 4 units from those 2 FoC slots as opposed to the 3 Preds which provides more targets and fire saturation.

Comments (8)

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Empty transports make GWvsJohn cry. Find some points for min double special IST squads to make those RB scoring
1 reply · active 756 weeks ago
Combat squads ^^
I'd try to find the points for a 3rd Dev squad - 3 x 3 missiles will be fine. Can't really see where you'd get the points from though.

Besides that putting a ML in Telions squad would be worthwhile. I prefer the idea of combat squads stealing transports over MM bunkers.
Haven't seen lists with MM bunkers since everybody discovered the Las/Plas razorback.

Nice to see them back.
1 reply · active less than 1 minute ago
They were never gone! People just changed books.
Bunkers are a necessary evil, because they're so good at controlling midfield. Most people make the mistake of not having them, and others take more than the mandatory two.

Yeah, just combat squad the bunker marines to score with the 'empty' plasmabacks, or throw in stormtroopers.
Thank you for the advice kirby. I had never thought about running a bike army before that might be something I have to look into. I will definitely bunker the Tactical squad and then use the extra points to get some HKM and stuff for the scout squad. O and I had one more question, do you find that typhoons or the multi-melta & heavy flamer speeders are more useful?
1 reply · active less than 1 minute ago
Depends what you want. If you're lacking in melta, MM/HF and they also provide some blocking and disruption. If you want more ranged firepower capable of anti-tank and anti-infantry, Typhoon.

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