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Thread: [2000] Space Marine & Imperial Guard Allies

  1. #1
    Brother Sergeant Armfelt's Avatar
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    [2000] Space Marine & Imperial Guard Allies

    40K Army: Other
    Deathwatch Force (1500pts)
    + HQ + (140pts)

    * Librarian (140pts)
    (And They Shall Know no Fear, Combat Tactics, Independent Character, Psyker)
    Storm Shield, Terminator Armour, The Gate of Infinity, Vortex of Doom


    + Elites + (650pts)

    * Ironclad Dreadnought (190pts)
    * Dreadnought Close Combat Weapon
    Heavy Flamer
    * Drop Pod
    Locator Beacon, Storm Bolter
    * Seismic Hammer
    Meltagun


    * Terminator Squad (460pts)
    (And They Shall Know no Fear, Combat Squads, Combat Tactics)
    Assault Cannon, Assault Cannon, Terminator Sergeant
    10x Terminator
    Power Fist

    + Troops + (455pts)

    * Tactical Squad (225pts)
    (And They Shall Know no Fear, Combat Squads, Combat Tactics)
    Flamer, 9x Space Marine
    * Drop Pod
    Locator Beacon, Storm Bolter
    * Space Marine Sergeant
    Bolt Pistol, Combi-Flamer


    * Tactical Squad (230pts)
    (And They Shall Know no Fear, Combat Squads, Combat Tactics)
    Meltagun, 9x Space Marine
    * Drop Pod
    Locator Beacon, Storm Bolter
    * Space Marine Sergeant
    Bolt Pistol, Combi-Melta


    + Fast Attack + (255pts)

    * Assault Squad (100pts)
    (And They Shall Know no Fear, Combat Squads, Combat Tactics)
    4x Space Marine
    * Space Marine Sergeant
    Bolt Pistol, Chainsword

    *Storm Talon (155pts)
    Typhon Missile Launcher

    ================================================== =================

    Allied Cadians (500pts)
    + HQ + (90pts)

    * Company Command Squad (90pts)
    Astropath, Heavy Bolter
    * Company Commander
    Close Combat Weapon, Laspistol


    + Troops + (260pts)

    * Infantry Platoon (260pts)
    * Heavy Weapons Squad
    3x Autocannon
    * Infantry Squad
    * Sergeant
    Close Combat Weapon, Laspistol
    * Infantry Squad
    * Sergeant
    Close Combat Weapon, Laspistol
    * Infantry Squad
    * Sergeant
    Close Combat Weapon, Laspistol
    * Platoon Command Squad
    Flamer
    * Platoon Commander
    Close Combat Weapon, Laspistol


    + Heavy Support + (150pts)

    * Ordnance Battery (150pts)
    * Griffon
    Heavy Bolter
    * Griffon
    Heavy Bolter

    ================================================== =================

    My vision of this list is that the Planetary Defense Force are defending against an overwhelming force, but suddenly aid are dropping down from above...

    The tabletops we are using are mainly "ruined cities", so there is plenty of cover.

    I'd like to keep the list mobile, with surgical deepstrikes + shooty and a tad melee compatability.

    Griffons will thin down the masses, cadian troopers will get rear and mid objectives, while the marines take care of their heavy-hitters. Never tried the stormtalon myself, but got an idea that it may help the Cadians if they got trouble or else just move forward.

    I want the marines to be killy and the cadians to be cheap bodies.

    It would be nice to hear your thoughts.

    I might also add that this far i am the only Meq in the area. There is otherwise imps, orks an dark eldars, but one of the imp players is gettin marines as allies and we will get a chaos marine. Do you thin that i should get plasma, eg. Swap the melta or flamer squad for plasma?

  2. #2
    Marine
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    Re: [2000] Space Marine & Imperial Guard Allies

    I think that this list looks very good, and that each army will compliment each other nicely. One thing I would advise is that you should add a missile launcher to all of the tactical squads as I seem to remember (it's been nearly a year since I last played marines) that they are free, and could make a big difference, especially if the marines are to far away from a certain unit to hit them with boltguns/special weapons.
    Also, I wouldn't swap the flamer for a plasma because in this edition flamers are very useful when being assaulted with the overwatch rule, but I would swap the melta for a plasma gun because in past experience I have found that plasma range and the rapid fire ability are far worth the one less strength value and one plus ap value than melta guns (still, AP2 is basically giving nothing an armour save).
    That's what I would advise, but you should play around with different weapons in games against your regular opponents to see which works best for your style of play.
    "Ghandi, mate, remember Ghandi"

  3. #3
    Brother Sergeant Armfelt's Avatar
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    Re: [2000] Space Marine & Imperial Guard Allies

    Thanks for your reply!
    The reason that I am not using Missile Launchers are because all matches I have been playing (quite new to 40k, about a year), is that I have never stood still to use it. I drop pod, shoot ordinary weapons, flamers, meltas and then next turn move or get in melée.

    But I will heed your advice to swap the melta for plasma weapons (it seems like people don't tend to use vehicles as much as in last edition).

  4. #4
    Banned
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    Re: [2000] Space Marine & Imperial Guard Allies

    i would suggest throwing in some multi meltas some heavy bolters or missile launchers for thoes tac squads as they are free so your already paying for them their costs are built into the squad so why not use them?

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