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Thread: 1500pts Space Marine Company (ish) viable?

  1. #1

    1500pts Space Marine Company (ish) viable?

    40K Army: Space Marines
    Just for fun, would this work? I'm aiming against Dark Eldar, but comments about how it would perform against other armies also welcome.

    ---------------------------------------
    HQ: 100pts
    Librarian with Smite and Nullzone (Nullzone for dealing with pesky Wych invulnerable saves in the inevitable close combat)

    TROOPS: 1020pts
    6 FULL tactical squads

    Fast Attack: 380pts
    2 FULL assault marine squads
    Click image for larger version. 

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    Its a crazy list, but on the upside it does have lots of close quarters firepower, as well as assault marines to back the tacticals up with a counter charge against Dark Eldar melee units. At the end of the day, Dark Eldar wych/raider lists don't have too much ap3, but they do have a ton of attacks, so I figure compact, elite units like terminators will eventually die just because of the amount of attacks being poured on. At least here, I can counter charge. Dark Eldar don't have armour values higher than 11, so missile launchers (and if desperate, krak grenades) aren't exactly a terrible choice.
    This list would also give me plenty of scoring units.

    As 3+ armour save can survive most aoe attacks the Dark Eldar posses, the plan is to group up the squads in a defensive formation, and if I have access to higher ground, sticking some combat squadded missile launchers up there. Assault marines are to either remain in reserve, or simply stay out the way of the tacticals' firing line so as to avoid giving dark eldar cover saves. They will counter charge once the wyches have reached the front line, and later scour units from objectives, or "krakking" raiders. As I've already said, nullzone will make sure at least some of those damned wyches fall.

    80 Space Marines and a Psyker to support? Reckon the Dark Eldar can rampage through that much dakka? If we happen to roll a kill points game then I'll only combat squad a few.

    THE END

    P.S. I know I'm missing devastators but I would if I could!
    Last edited by Snakeb1te; 30-04-2012 at 05:27.

  2. #2
    Librarian
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    Re: 1500pts Space Marine Company (ish) viable?

    Interesting project.

    Heavy Bolters will do you good against them. You wound most on 2+ and ignore most saves.
    I don't think you'll have that much success with assault marines - though you sheer number of bodies can be advantageous to you. They need flamers to initiate their assault. I'd think you'd be better of with 5-man ML devs for taking down the Raiders and Ravagers. Range is on your side.
    Unless you want to go only inf (which you prob do), Riflenoughts would do you good also.
    - Voloch -

    -If you're gonna go down:
    Go loud! Go strong! Go proud! Go on! Go hard or go home!

  3. #3

    Re: 1500pts Space Marine Company (ish) viable?

    First of all thanks for taking the time to read and reply.

    Heavy Bolters mean I can't move, and to be honest as I have so many bolters as it is, I thought keeping it cheap with missile launchers could handle two threats.
    Also the problem with flamers on the assault marines is that if I am counter-assaulting, I can't use flamers as that would count as shooting into combat.

    I might remove one of the tacs and instead use the points for a rifleman, or rhino everyone up. What do you think?

  4. #4
    Commander Crimson Templar's Avatar
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    Re: 1500pts Space Marine Company (ish) viable?

    I think your list has a lot of merit to it. Actually, if you mix your tacs with some missile launchers and some heavy bolters you will be a little flexible when and if you choose to combat squad. I have not played against DE since their new codex release. I do play a vanilla marine list and even if you did not add rhinos, I think it may still benefit you to drop one tactical squad and spread the 170 points saved around to through in a few other special weapons, assault squad flamers, a couple upgrades on the SGTs just to give you a little flexability. I am all for redundancy in a marine list, but I also believe that you need flexability as well.
    My 2013 Record
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  5. #5

    Re: 1500pts Space Marine Company (ish) viable?

    As llong as he/she doesn't have 9 venoms because 9 venoms get 108 shots plus his army this will suck. If only fielding 1 vehicle it will be dead and you won't shoot with it once.

  6. #6

    Re: 1500pts Space Marine Company (ish) viable?

    Yes you are probably right regarding the upgrades. I'll remove one of the tacticals and upgrade the others with shiny stuffs, or throw in a devastator squad with Heavy Bolters.

    Venoms would indeed be bad, but 5 missile launchers and armour value 10 means he will have to get everything in blocking terrain in his first turn, else it'll get shot down by missiles or a torrent of bolters. I'll see how it goes, I'm playing it tommorow.

  7. #7
    Librarian
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    Re: 1500pts Space Marine Company (ish) viable?

    Having flamers on assault marines don't prevent them from assaulting as the flamer is an assault weapon and not a rapid fire weapon.

    I am for heavy bolters on tacs but equip devs with MLs. Heavy bolters can also take out AV 10 vehicles and even AV11 as they are open-topped.
    - Voloch -

    -If you're gonna go down:
    Go loud! Go strong! Go proud! Go on! Go hard or go home!

  8. #8

    Re: 1500pts Space Marine Company (ish) viable?

    ML on tacticals will give you a nice range and a good duality.
    Good luck for your game, tell us how it went. ^^

  9. #9

    Re: 1500pts Space Marine Company (ish) viable?

    Quote Originally Posted by Voloch View Post
    Having flamers on assault marines don't prevent them from assaulting as the flamer is an assault weapon and not a rapid fire weapon.
    You can't shoot at units engaged in close combat, that's what i mean.

  10. #10
    Veteran Sergeant
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    Re: 1500pts Space Marine Company (ish) viable?

    your bolters have a range of 24", 12" moving....if he runs night shields against this kinda list (i'd have several varient list that I can choose between) your bolters will be range 18". His SC are range 36" and he has the speed to move around your army. 6 missile launchers = 4 hits, say 1 glance, 3 penetrate. he'll get 4 5+ saves so you'll get 2-3 rolls on the chart if you're lucky. They you gotta roll the dice you need.

  11. #11

    Re: 1500pts Space Marine Company (ish) viable?

    I'm not going to field this exact list after all, but the premise will remain the same. The reason I think an army of bolters and missiles would be good is because if he steps out of the raider then he's likely to get punished. I think its only a matter of time until raider's start dropping anyway, and I'd say that bolters with a torrent of gunfire will eventually do something. If not there's always the assault marines to act as deterrents. I'm definitely going to remove one tactical squad, but I'm still wondering about whether I should replace a second as well.

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