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Tuesday, October 19, 2010

Mech Marines: Something different


Lately there's been a bunch of talking about one of the primary weaknesses of Vanilla SM in terms of build options: Heavy Support. You'll find most armies simply take Dakka Preds and whilst ACLC Preds are useful too, their static nature in a Vanilla list puts them on the back burner. The associated problems with Vindicators and Whirlwinds (lack of duality, static, one gun, etc.) generally relegate them to the shelves and Land Raiders will never be point efficient until they have a better defense than AV14 (and rarely taken outside of a pair). This leaves Devastators who are unfortunately over-costed compared to their BA/SW counterparts and when points are tight, this means they also sit on the shelf and look pretty. What happens when we take them off the shelf and decide to bite the extra cost? Well let's see...

First let's take a look at my current 1750 Mech SM list who is a strong contender for my Centurion list atm. Let's see what we can do to take this to 2000 using Devastators. Obviously the Preds will be dropped in favor of the Devs. A Dev squad with 3 missiles has comparable firepower in terms of anti-infantry potential and is much more reliable against armor but for 50 points more. There's the whole mech v foot differences too where the Predator cannot be locked in combat but the Devs don't die to a single lucky shot or get shake-locked, etc. Let's assume you know these differences and can take them into account. So why would we want to bother doing this? SM do pure mech really well and SW do hybrid much better with Long Fangs and Grey Hunters...

One major reason: combat squads and scaling. When you take Preds/Dreads/Tacs/Speeders in the configuration similar to the 1750 list linked above, at 2000 all you really do is add some Speeders and upgrades (Dozers, HKs, combis, etc.) unless you want to play around with the list (i.e. add a MotF for more Dreads) and whilst it works fine at 2000 as well, those extra 90 odd points you generally have leftover seem a bit tacked on. If Devastators were the price of BA devs you could replace all three of the Preds with Devs and a LasPlas RBack and take advantage of Vanilla SM's ability to combat squad and not have super expensive tanks which are fast.

So what does this mean? Tactical marines in Rhinos are one of the main advantages of the Vanilla codex in designing a mech list. They don't even want to get out of their transports, have duality and are a very reliable midfield objective holder. They are however, grossly inefficient which is one of the main arguments against them. 10 guys for 1 MM shot a turn? And you generally don't shoot it the first turn? I can live with that because I know it's tough for my opponent to deal with 10 Tacs in a Rhino when there's everything else on the table but what combat squadding allows us to do is split the Tacticals and leave the MM Rhino bunker in place but also create another scoring LasPlas RBack which can hop out and use their special weapon if needed without feeling bad about losing the scoring opportunity. Yes these 5 man squads aren't as efficient as Grey Hunters or ASM but you've got the efficiency from the whole squad being split in two and running around in two transports. You may lose a bit of efficiency because of the Devastators but they are still providing 3 missiles a turn at 15 points more than BA. Those 15 points add up and close a couple list options but can be worked around.

So here's a sample list taking my 1750 Centurion list to 2000:

HQ -
Libby w/Null & Avenger
Elites -
Dreadnought w/2x TL-autocannons
Dreadnought w/2x TL-autocannons
Dreadnought w/2x TL-autocannons
Troops -
10x Tactical Marines w/flamer, MM, Rhino
10x Tactical Marines w/flamer, MM, Rhino
5x Tactical Marines w/LasPlas RBack
5x Tactical Marines w/LasPlas RBack
Fast Attack -
2x MM/HF Land Speeders
2x MM/HF Land Speeders
Heavy Support -
Predator w/HB sponsons
5x Devastators w/3 ML, LasPlas RBack
5x Devastators w/3 ML, LasPlas RBack

Totals: 2000 points
41 infantry
14 vehicles

Thoughts?

Comments (33)

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You can drop a speeder (3 squads of 1) and get the third Dev squad. Or I would knew if you posted points of units. You can, BTW
2 replies · active less than 1 minute ago
Yes you can and you also need to re-work the Troops to take full advantage of combat squads. 3x Devs/3x Tacs/3x Dread/3x Speeder = 2000 with a couple combis IIRC but I think running 4 lasplas + 2 MM bunkers is better than 3 lasplas + 3 MM bunkers (especially since you gain a speeder).

Everyone can add up their own points yes :P?
Still, I don't like vehicle squads of AV 10.

The only thing lost is a MM shot but you can shot an extra target.

Also, 15 marines on foot are a little more survivable.

But, once again, is a minor quibble.
Take out the heavy flamer/melta speeders, add typhoons.
If you're gonna do firepower, might as well do it properly.

Add HK's to all your vehicles with the spare points, too. It makes a serious difference during the first turn.

Other than that - uhh, don't run devs? That's all I've got.
5 replies · active 707 weeks ago
so you want Kirby to run a grand total of 2 melta weapons in his list? Sounds like a bad idea really. MM - > Typhoons means a very different list mechanic. I agree that for overall dakka, that works, but in this list, no. Dropping the Devs would make things even worse as you'd also lose another str9 shot. Str 7 & 8 only goes so far.
Go on, something completely different. A marine army with NO melta.
Do what Vt2 said, change the speeders to Typhoons and replace the MMs to Missile Launchers. Done :P.
I've played 100% melta-less.
It kinda works against some books.

Would never recommend it, but then again, I would never recommend vanilla devs, either =P
In the vanilla SM force I take to tournaments I have a whole 1 melta gun. But that is more the development of a lack of vehicles in my opponents armies and a greater than average tyranid and ork foot horde presence in the armies in tournaments in the past... But I DO take a large amount of assault cannon. It depends on your opponents, melta heavy lists struggle against ork foot horde where heavy flamers and heavy bolters really do a lot more in wiping out enemy models.
Jackelope King's avatar

Jackelope King · 758 weeks ago

Alright. Let's analyze what the trade-off is for a Predator being exchanged for a 3x ML Dev Squad + Las/Plazerback:

Lose: 1 AV13 target, 2S7 shots, 6S5 shots
Gain: 1 AV11 target, 3S8 shots, 1S9 shot, 5 T4Sv3+ bodies

By the numbers, the trade doesn't seem too bad. And Devs have that one nice advantage of being able to double-up for their Force Org chart slot with a Dedicated Transport. AV11 is now a little more saturated. The Devs clearly have places to hide to claim cover.

Is there a better way to get this?

I think there is. VT2 already pointed it out: Typhoons become a really nice upgrade here. I think 2x Typhoons in 2 squads is a nice start, alongside 3x Dakka Preds. Then slap 3x HK missiles on the Dreads. That's a lot of firepower on turn 1 (11 Krak Missile shots, 15 Autocannon shots, 2 Las Cannon Shots). It also refuses to give your enemy possible targets for anti-infantry weaponry and further saturates anti-light armor firepower. The only thing I'm really missing here are those extra two Las/Plazerbacks, but meh.

I really only think Devs are going to shine for Codex: Space Marines at very low points-value games (1000 and below) when vehicles just can't be spammed enough to survive suppressive fire and at very high points-value games (2500+) when cost-effectiveness becomes a distant second to cramming as much firepower into each slot as humanly possible.
I love the analysis in this post, right up until you start to wonder if Vanilla Devs can be good. They can't, I'm sorry. We'd all like the SM Codex to have 100% usability, but it just doesn't. GW has honed their blade with each 5e codex, upping the % of competitive units. Vanilla Marines were the first 5e book, the percentage there is staggeringly low, despite having a wide variety of very competitive builds.

Look at your list. It's a Razorspam list with 10 marines on foot. Thanks Kirby, now any large blasts, templates and "standard" (ie bolters, lasguns, splinter rifles) weapons I have can be useful from turn 1 and don't need to wait for transports can be cracked. That's the problem here. Adding foot to a mech list gives your opponent easy target priority. SW and BA don't have this problem. SW bring a variety of effective foot options. So in addition to LF, your list has TWC, LW, Wolf Guard, even foot GH can be scary. BA back their Devs up with FNP. Now they're very, very hard to kill. A lot of BA lists also bring effective foot units in Jumpers.

For me, the main problem with Vanilla Devs isn't the cost (which is too high, but still) it's the fact that adding a few foot marines into a mech list makes things easier on my opponent/ The key to good list building is to force your opponent to make tough choices. Foot devs eliminate some of those choices.
12 replies · active 758 weeks ago
Dunno. Some Razorwolves lists don't have TWC or Lords or WGBL, only Rune Priests and a bunch of Razorbacks.

Also, there's the fact that Dev squads are sitting in the back, given that they don't need to capture objectives. If you put Rhino Chasis, Dreads and Speeders in front, they can block attacks to the Devs, unless something Deep Strikes and if they do, please attack my Devs so my Troops can sit in the objectives.
Forgot to add, something that Vanilla Dev squads have that Long Fangs don't is bolter guys to absorb wounds. Everything helps.
It's not trying to say Devs are good, it's trying to see what you can do with them. Ya I'd prefer a full Mech list for SM any day of the week. That's what they do but a combination of MM bunkers and LasPlas is appealing.

Agree with the end statement though and reference to SW/BA but I do believe you're overstating the divergence of the list. Ya sure your IG artillery now have a better target than the Vehicles but boltguns/lasguns/splinter rifles? Unlikely early on and by the time they are in range the missiles have had a chance to do something or other things have been de-meched.

Again, this isn't the "new SM list", it's just attempting to change up the HS instead of just running Dakkas over and over. Vanilla Devs can be used (hell just drop the LasPlas to a Rhino and you've got a 2 missile Rhino bunker) but need more lateral thinking to get a semi-decent list. The list is generally worse than a full SM mech list but it's not terrible.
So John, drop the Dev's plasmabacks back to rhinos, lose a ML off each Dev and mount them up?
Don't copy paste what I said!
Wouldnt let me post it when i tried about, oh, 2 hours ago.
Wouldn't let me post when I tried, oh, 4 hours ago. (c wht i did thar?)
No? Wht dd u do thar?
Nothing of importance =D! Stop spamming! lol
How are lasguns/bolters/splinter rifles useful turn 1? Who puts their devs? They have a total range of 24" (Move 12" and shoot 12") and who puts their Devs on their forward deployment edge. The only way I can think this work is in drop pod assault, but I can't see that really being a problem.

I agree vanilla Devs are not so great, but it's not because bolters work turn 1.
Sorry for not being 100% explicit. It gives basic weapons and fla
Era something to shoot turns 2 and 3 when AT weapons are probably focusing in Dreads and Speeders before de-meching Tacticals.

2 ML dev rhino bunker? Now that's points inefficiency at it's best. The codex has a unit called Typhoons. You should look them up :(
Which have trade-offs to MM/HF speeders.
Games Workshop's avatar

Games Workshop · 758 weeks ago

Space Wolves can do this better.
2 replies · active 758 weeks ago
Space Wolves would love to have Ld9 troops, 2 specials and a heavy weapon in their Troops which can combat squad without using Elite slots.

A full Hybrid SW list is better and different from this.
Space wolves would love to have a guaranteed two multi-meltas, heavy flamers on their elites, massed autocannons, combat tactics, and nullzone.
You could try to free up 100-120 points, and add 2x5 inq. stormtroopers with specials. That way, you can make the dev plasmabacks scoring, and get cheap plasma/melta.
Would it be worth giving the 5-man Tac Squads Rhinos, then having them play Musical Transports with the Devs? The Devs can then sit in a Rhino and shoot two missiles a turn, as well as rapidly redeploy. Sure they aren't a Typhoon, but they are a scoring unit that can camp an objective. That leaves all your other Troops free to go wherever they need to.
1 reply · active 758 weeks ago
Devs aren't scoring I'm afraid. If having the devs in Rhinos its just easier to take RHinos intsead of LasPlas for them. This frees up 110 points so you can buy a Typhoon and two combis for the 5 man squads.
So, I did my own math and the 3x Devs/3x Tacs/3x Dread/3x Speeder army comes at 1930. Enough to get Typhoon Speeders or get a 4th one. Yay!
1 reply · active 758 weeks ago
Why is it when I modify lists I always mess up my math lol.

Indeed Libby, 3x Rifle Dreads, 3x 10x Tacs w/flamer/MM/rhino, 4x MM/HF Speeder, 3x 5x Devs w/3x ML + Las Plas Rback = 2000
"Devs aren't scoring I'm afraid."

OK,sorry to be such a noob, but I thought Rhinos bought for Tac Squads ARE scoring. So having a Dev sitting in one would be able to hold an objective, no? Either way, it seems to ba a bad idea because of the shuffling transports that it'd require.
2 replies · active less than 1 minute ago
Thats is, a Dev sitting in a Tac Squad's Rhino, of course.
Vehicles can't score. The tactical squad inside of the Transport is scoring and you then measure to the vehicle's hull.

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