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Monday, May 23, 2011

Email in: List advice: 1,500pt Space Marines


"Hi Kirby,

I've been tearing every last drop of information from your blog in an attempt to understand where I'm going wrong as my recent record has been abysmal, and I think I've gained a better grasp of tactics that I've been missing up until this point. I have a thing for Sternguard veterans and have been trying to come up with a workable list for them after many, many failed attempts on the tabletop. I would be very grateful if you could look over the list below and offer any advice or criticism you see fit, so that I can further understand where I'm going wrong:

HQ

Librarian, Null Zone, Curse of the Machine Spirit. 100pts.

TROOPS

Tactical Marines (10), Meltagun, Multi-Melta, Power Fist, Rhino. 230pts.
Tactical Marines (10), Meltagun, Multi-Melta, Power Fist, Rhino. 230pts.

ELITES

Sternguard (5), Combi-Melta, Razorback w/ Heavy Bolter. 170pts.
Sternguard (5), Combi-Melta, Razorback w/ Heavy Bolter. 170pts.

FAST ATTACK

Land Speeder, Multi-Melta, Heavy Flamer. 70pts.
Land Sppeder, Multi-Melta, Heavy Flamer. 70pts.

HEAVY SUPPORT

Predator, Twin-Linked Lascannon, Heavy Bolters. 130pts.
Predator, Twin-Linked Lascannon, Heavy Bolters. 130pts.
Devastators (5), Missile Launchers (4), Razorback w/ Heavy Bolter. 190pts.

The basic idea is to use the Sternguard to inflict pressure where it's needed, the Tacticals camp objectives and try to stay alive as best as possible (in KP missions I tend to bunker up into a "Fortress Imperium" refused flank and just lay down the fire). The Predators are for long-range suppression and the occasional transport pop, with a dual-purpose of laying down heavy bolter fire against foot armies. The Devastators are the can-openers in regards to light vehicles, again with a dual-purpose of laying down anti-infantry fire if there are no vehicle/MC/Mid-field 'Nid targets. The Librarian rides with one of the Sternguard squads, primarily to provide Null Zone against MEQ targets that have invulnerable resistance to vengeance rounds, or before laying krak missiles from the Devastators (in the rare occasion when there's nothing better to pop than MEQs with krak missiles). Curse of the Machine Spirit is there primarily as a desperation move when needed. Land Speeders are there to try and pop any obnoxious tanks that threaten the firebase and cannot be reasonably suppressed, again dual-purposing into tearing up densely packed infantry or objective campers as demanded by the situation. I have been considering dropping at least one fist from the Tactical squads to add a TW-Lascannon to the Devastator's Razorback, so that their transport has better synergy with their likely positioning and role, similar to the Sternguard's Razorback being anti-infantry.

Any advice would be happily received.

Keep up the good work!

Ant"


I'm going to say I don't like the list. It's built pretty well but I think you're running too much ineffieciency. The Predators and Devastators are big examples of that, Power Fists on the Tactical squads and only a single combi on the Sternguard are no-nos really. You can run Devastators in a Vanilla list but they are expensive and find yourself short on points quickly. The Predators are pretty much always wasting firepower whatever they are shooting at (TLLC doesn't do much to infantry and HB don't do much to tanks) and the TLLC is an expensive upgrade. For 5points a model why not take combi-meltas on the Sternguard? And power fists on squads that are really terrible at combat isn't a great buy. I'm also not a fan of the Razorback style you've gone for. Whilst cheap and capable of laying down some decent anti-infantry firepower, you lack ranged anti-tank which they can provide (though of course you then have the opportunity cost when you move the sternguard closer of losing those shots).

With that in mind perhaps look to do the following.

Give the Sternguard combi-meltas. All of them. Change the TLLC/HB Preds to AC/HB Preds. Cheaper and better anti-infantry with a more duality focused role against light tanks. Drop the Devastators completely and the Fists off the Tactical squads. Upgrade the MM/HF Speeders to Typhoons and put any excess points into those or another Sternguard + Razorback squad (a Scout squad for a scoring backfield works as well). This eliminates a lot of the inefficiency you have in your list as discussed above and adds back in the ranged firepower the list lacks in general. Further spare points could also be spent on MM Attack Bikes to keep some fast melta though with the Sternguard and Tactical squads, you've got quite a decent array of melta options already.

Oh and I'd probably give the Libby the 2nd power of Avenger for that AP3 template to help the Sternguard clear out squads in cover. In the end a list could look something like...

Libby w/Null Zone & Avenger
2x5x Sternguard w/5x combi-meltas, Razorback
2x10x Marines w/meltagun, multi-melta, Rhino
5x Scouts w/Missile Launcher
2x2x Land Speeder Typhoon
2x Dakka Pred

Which is 1515 points. Dropping the meltaguns from the Marines to flamers and a combi-melta from the Libby Sternguard squad shores that up or you could drop the Scouts in place of some upgrades elsewhere.

Comments (11)

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Warboss Stalin's avatar

Warboss Stalin · 724 weeks ago

Looks like a good all-comers list, nothing too specific. Of course, some will say devestators are a waste...
1 reply · active 724 weeks ago
I like devastators and played them heavily for a significant time at the start of 5th ed. They're not terrible or worthless, but definitely overcosted for their usefulness.

The SM:BA dex has me playing them consistently again because the price reduction and fast transport.
You cant drop the powerfists from the tacticals, If u want inefficent shit just use scouts. The single best upgrade for a tactical is fist and combimelta. The killingpower is almost doubled for 10 man vs MEQ and for a combatsquad even more. And if u use them to contest objectives they are going to end up in cc. And as for sternguards in razorbacks they will be a one-trick-pony. Drive, jump, shoot and then die. U need to give them some sort of cc abiliy otherwise there f**ked.
I apologize for shabby enligsh since i'm from sweden.
3 replies · active 724 weeks ago
Tactical squads are screwed in CQC regardless of giving them a 'fist or not. Why waste points giving a shooting unit a tiny chance of hurting tanks/MCs in CQC when you want them burning down targets from range? Same goes for the Sternguard, once they are in CQC against any actual assault unit, they will die. Why waste the points on the part of the turn where they are weakest, and that you don't want them participating in?
Do you want to stay in combat or lose combat with a Tactical Squad? With atsknf i think losing, and shooting the enemy next turn works 99 out of 100 times better then staying in cc and dragging the cc out.
General Smooth's avatar

General Smooth · 724 weeks ago

Gotta say when I run 10 man tacticals they get a powerfist - threat against tanks is v useful in board control, good against marine squads which don't have powerfists (read objective grabbing), threat against anything is useful and actually the reason they threaten tanks is because they can do stuff against tanks. That said I don't use my tacticals as scoring more as distraction.

Multimeltas only go in when I'm drop podding the unit so they set up on site maybe combat suading. otherwise likely be moving too much.
Kirby, what about the use of combi-flamers on tactical squads to augment their anti-infantry role?
1 reply · active less than 1 minute ago
Fine use of points.
pringles978's avatar

pringles978 · 724 weeks ago

i never like the sight of sternguard in a razorback... why pay the extra for a tlhb and loose the firepoints you get in a rhino?

if your going to take sternies surely the better choices of loadouts are either mini dev squads (in a rhino)or bbq box sternies with heavy flamer/combimeltas. ( i would go bbq, as if you want the ranged firepower, just take riflemens...)

i would go for:

libby w nz/avenger

2x 6man sternies w 2 heavy flamers and 4 combi meltas in rhinos

2x 10 man tacs w mm/fl/combi melta and rhino
1x 5 man tac in lasplas razor w hkm

2x dakkapread w hkm

2x mm/hf speeders

gives you 15pts left for bits, a solid midfield and enough fire suppourt. i would still rather take riflemen though...

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