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> Marine 2000pt, Vehicle hv
Blackhearts Reaver
post Sep 14 2018, 07:53 AM
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Battalion Detachment +5CP (Imperium - Space Marines)
Ultramarines

HQ
-Captain (Storm of Fire, Storm shield, The Shield Eternal, Thunder hammer, Warlord)
-Lieutenant (Master-crafted boltgun, Power axe)

Troops
-Tactical Squad
5x Space Marine (melta)
1x Space Marine Sergeant ( Power axe, Storm bolter)
-Tactical Squad
5x Space Marine (melta)
1x Space Marine Sergeant ( Power axe, Storm bolter)
-Tactical Squad
5x Space Marine (melta)
1x Space Marine Sergeant ( Power axe, Storm bolter)

Elites
Dreadnought Twin autocannon, Twin autocannon
Dreadnought Twin autocannon, Twin autocannon
Dreadnought Twin autocannon, Twin autocannon

Heavy Support
Stalker Hunter-killer missile, Storm bolter, Two Icarus Stormcannons
Stalker Hunter-killer missile, Storm bolter, Two Icarus Stormcannons
Stalker Hunter-killer missile, Storm bolter, Two Icarus Stormcannons

Dedicated Transport
Razorback Hunter-killer missile, Storm bolter, Twin assault cannon
Razorback Hunter-killer missile, Storm bolter, Twin assault cannon
Razorback Hunter-killer missile, Storm bolter, Twin assault cannon


Battalion Detachment (Imperium - Blood Angels)
HQ
-Captain ( Jump Pack, Storm shield, The Hammer of Baal (replaces thunder hammer))
Techmarine Power axe, Servo-arm, Storm bolter, The Veritas Vitae

Troops
4x Scout Squad Heavy bolter
1x Scout Sergeant (Chainsword, Storm bolter)

4x Scout Squad Heavy bolter
1x Scout Sergeant (Chainsword, Storm bolter)

4x Scout Squad Heavy bolter
1x Scout Sergeant (Chainsword, bolter)

This post has been edited by Blackhearts Reaver: Sep 14 2018, 08:06 AM


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Run local tourneys, Make terrain. 75,000+ pts...Play 1-3 games a week...(40K,BFG,BB,FoW).
Good Trader +149 .....QLD Masters: 1st/14(Tau), 1st/12(Daemons), 4th/15(Daemons), 1st/16(Orks), 2nd/15? (IG), 6th/22(Eldar).
AUS ranking=briefly No.1. :) ATC2011=QLD team ChampionsATC2012=QLD 5th
Retired from Competitive play sometime early? 2013

Try to be positive and help... not negative and tear things down.

"I passionately believe that's it's not just what you say that counts, it's also how you say it - that the success of your argument critically depends on your manner of presenting it." Alain de Botton
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dvaston
post Sep 21 2018, 01:19 PM
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Overall it looks ok. I like how you have followed a "rule of 3" (max 3 of each datasheet) and its nice to see an Ultramarine list without Robute for a change. Also seeing Tacticals instead of Scouts is nice for a change as well.
You have lots of strength 7 covered, and the hunter killer missiles and couple of melta guns help with strength 8.

I wonder how it would go against lots of Toughness 8 enemies though (e.g. an army of Imperial Knights)?

Some comments:

1) It might be worth taking jump packs on the Ultramarine captain and liuetenant. I don't think their aura abilities work if they are embarked within a transport e.g. the razorbacks (I don't have the rulebook in front of me to check though?)
So having JPs would allow them to keep up with the 10" movement of the vehicles, and they can also hide behind them and then jump over to counter assault things if needed.
To make points for this, you could drop some of the extra items like storm bolters / hunter killer missiles / power axes on the tacticals.

2) No plasma guns? I remember you recommended that I take them in my own lists. i.e. to deal with 2+ armour save enemies etc.

3) more of a question - can the <Blood Angel> techmarine repair the <Ultramarine> vehicles?

This post has been edited by dvaston: Sep 21 2018, 01:21 PM


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Blackhearts Reaver
post Sep 22 2018, 04:07 AM
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yeah its a concept list.

it definitely spends the points to make the capt a chapter master.

it then has 6d6 rerrollable HK + HB doing mortal wds a turn to kill a knight early on top of the 42 rerolling autocanon(2 damage) shots per turn. (42x 8/9 x 2/3 x 1/2= kills 12-13 2wds things with T6< 3+. It does around 6-7 wounds (@2damge vs T8 3+) so 12-14 wds...

It has heaps of stormbolters to help out kill screens and any drop troops. It has melta to add if Knights or hv units are rammed down its throat early.

It has the scouts for objectives or board control.
It has the razors that can run alone or transport the Melta squads for some pressure with the smash cpt-lite.

The list should be able to put down 1 knight in turn1( at up to 48"). and then a knight a turn if they get into melta+Assaultcanon rg each turn after that.
It has enough high T wds to also resist small arms and enough tank bodies that it wont be killed easily by most typical knight weapons. (except a castellan>> but it would be targeted turn 1 so would be bracketed at least).


If FW is allowed you drop in a Doredeo to give it all 5++

This post has been edited by Blackhearts Reaver: Sep 22 2018, 10:39 AM


--------------------
Run local tourneys, Make terrain. 75,000+ pts...Play 1-3 games a week...(40K,BFG,BB,FoW).
Good Trader +149 .....QLD Masters: 1st/14(Tau), 1st/12(Daemons), 4th/15(Daemons), 1st/16(Orks), 2nd/15? (IG), 6th/22(Eldar).
AUS ranking=briefly No.1. :) ATC2011=QLD team ChampionsATC2012=QLD 5th
Retired from Competitive play sometime early? 2013

Try to be positive and help... not negative and tear things down.

"I passionately believe that's it's not just what you say that counts, it's also how you say it - that the success of your argument critically depends on your manner of presenting it." Alain de Botton
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