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 1000 pts of SM

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PostSubject: 1000 pts of SM   Thu May 29, 2008 4:17 pm

OK here is the force I'm putting on deck for painting. Not sure if this will be effective but I tried to mix in a little of everything for variety.

Quote :
HQ1 -
Captain: Terminator Armor, storm bolter, power weaon, purity seals (110)

Librarian: Psychic Hood, terminator armor, storm bolter, Storm of Emporers wrath. (145)

Terminator Honor Guard: sgt w/ storm bolter/power sword -2 terminators w/ powerfist/Storm bolter, 1 Assault cannon/powerfist, 1 stormbolter chain fist. (225)

Troop 1 - Tactical Squad 1: sgt w/ bolt pistol and chainsword, 1 marine with Plasma gun, 1 marine w/ heavy bolter , 7 Marines w/ bolter, 1 Rhino smoke launcher and Extra Armor (223)

Troop 2 - Tactical Squad 2: Sgt bolt pistor and chain sword, missle launcher (85)

Fast attack 1 - Bike Squad - 3 bikes (96)

Elite 1 - Dreadnaught assault cannon, CCW w/ bolter, extra armor & smoke launchers (113).

Total - 26 models for 997 points and not a clue. Very Happy
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PostSubject: Re: 1000 pts of SM   Thu May 29, 2008 4:21 pm

Don't know about the bikes. And purity seals are usually a waste of points since Marines rarely get to run.

How many guys are in the second squad? 5? 10?

Don't know what else to say, I don't play competitive usually.
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PostSubject: Re: 1000 pts of SM   Thu May 29, 2008 11:08 pm

I agree bout the purity seals. My marines usually stay fighting till they all die anyway. I think you have a really powerful close combat and such, only problem could be taking on eldar or tau who are playing shooty, that being said i'll mention i still call noob status so take my advice as you will...vets of sm...help? Very Happy
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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 12:39 am

Let me know if you have any questions on what I say , and to be honest... I would try a game with this list so that you can understand what I say next a bit better.

Quote :
HQ1 -
Captain: Terminator Armor, storm bolter, power weaon, purity seals (110)

Fine, but as has been stated... drop the seals.

Quote :

Librarian: Psychic Hood, terminator armor, storm bolter, Storm of Emporers wrath. (145)

A librarian should really have fear of the darkness and fury of the ancients as his two powers (they are extremely effective). Try trading storm for the more expensive one (nice little trick).

Quote :

Terminator Honor Guard: sgt w/ storm bolter/power sword -2 terminators w/ powerfist/Storm bolter, 1 Assault cannon/powerfist, 1 stormbolter chain fist. (225)

I'd move the chainfist to the assault cannon terminator, as then you don't have to choose which weapon to lose when you come down to two men left.

Quote :
Troop 1 - Tactical Squad 1: sgt w/ bolt pistol and chainsword, 1 marine with Plasma gun, 1 marine w/ heavy bolter , 7 Marines w/ bolter, 1 Rhino smoke launcher and Extra Armor (223)

The problem here is that you have a mid range heavy weapon, and a short range rapid fire weapon (the heavy bolter and the plasma gun). So one wants to get close and the other wants to sit still (as heavy weapons can only shoot if the model remains stationary). Rhino looks good. Make sure to give every squad leader either a power fist or a power weapon (preferably the fist). This is what is called a "hidden power fist" as the enemy cannot allocate attacks to him. He becomes the equivalent of a 10 (or however big the squad is) wound model.

Quote :
Troop 2 - Tactical Squad 2: Sgt bolt pistor and chain sword, missle launcher (85)

Looks fine, give the sgt a bolter so that he can shoot with the rest of the guys (as this squad will be sitting back with the heavy weapon most of the time anyway)

Quote :
Fast attack 1 - Bike Squad - 3 bikes (96)

I'd drop these all together and use the points elsewhere (add men and a pwr fist to the 1st tac squad for example). With this loadout they really won't have much of an effect on the battle.

Quote :
Elite 1 - Dreadnaught assault cannon, CCW w/ bolter, extra armor & smoke launchers (113).

Looks ok, but he would probably be better if he was kitted out to shoot more effectively (big guys that only move 6" are just too easy for the enemy to avoid unless you can tie units up in close combat easily.

Like I said though, play it as is, then come back and re-read this advice. Should make a lot more sense then (you can also pick and choose what you want to implement from my list).

If you can make it out this saturday, i'd love to teach you the ropes.

And I have my slaughter to your dirz during my learning of confrontation to repay you for Wink

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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 2:56 am

Seeing that the anti-tank is focused on close combat and lucky assault cannon shots. Deep Striking Termies may do the trick or consider finding a lascanon or two in a heavy weapon's squad (or somewhere else).
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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 9:05 am

If you drop the bikes you might be able to afford a drop pod for the dreadnought.

I like the dread with assault cannon and heavy flamer dropping in enemy lines.
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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 9:13 am

Yeah he works ok as a drop model, and in close combat he can be pretty hard to get rid of for the enemy.

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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 9:17 am

"This is what is called a "hidden power fist" as the enemy cannot allocate attacks to him. He becomes the equivalent of a 10 (or however big the squad is) wound model."

Unless they have torrent of fire or torrent of blows (hth), then he can be targeted out. Although they might do away with this in 5th.
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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 10:33 am

yes of course, he'll learn about all that stuff all in due time!

It's still in 5th as far as I know (it was in the leaked pdf right?)

Hidden power fists actually lose a lot of their use in 5th, reduction in attack and new kill zone rules and all. Still the best choice imo.

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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 10:59 am

I agree it's still a good choice. Not that many units that unleash that may wounds in one phase, just be aware of those units that can. As far as if it's in the pdf, I'd have to look, but I'm not trusting much in there. As you said before in an earlier thread, it must have leaked early as there are alot of changes.
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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 11:12 am

Intentional leaks are good for that.

Torrent of wounds or torrent fire aren't too big of a threat... it's going to happen anyway, it's not a reason to leave home without a hidden power fist. If anything, it's more of a reason to take one.... that way he won't just kill the heavy weapon as soon as he gets a torrent (which in about 5 years of 4th isn't too big of a deal anyway, sans crons and a few other armies).

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Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 11:46 am

I looked in the pdf and couldn't find anything. A majoity of armies can't unleash those kind of numbers, so I wouldn't leave home without it either, just be aware. Next thing you know a unit of Khorne berzerkers has delt 20+ wnds on you. Sans?
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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 11:55 am

Quote :
A librarian should really have fear of the darkness and fury of the ancients as his two powers (they are extremely effective). Try trading storm for the more expensive one (nice little trick).

I thought you could only get 1 power...can you buy up to 2?

What is the name of the more expensive one?


Quote :
Make sure to give every squad leader either a power fist or a power weapon (preferably the fist).
Every? Like all troops/elites/fast attack.

I just want to make sure I understand how to do this properly..

1) Buy access to the armory w/ Terminator honors
2) choose up to 2 weapons
3) choose up to 100 pts of wargear.


Quote :
Quote :
Quote:
Fast attack 1 - Bike Squad - 3 bikes (96)


I'd drop these all together and use the points elsewhere (add men and a pwr fist to the 1st tac squad for example). With this loadout they really won't have much of an effect on the battle.



Why do the bikes suck so bad. What is a better kit out on them?

How would I add men to the 1st Tac squad if it's at 10?



Thanks everyone for the suggestions. Any way to take a peak at the PDF y'all got? I can't find my mini Macragge rules from a couple years back.

Thanks for the offer to play Matt. I've got a full day of kids and family cook out. Although I am painting tonight.

Later,
john
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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 12:02 pm

"Why do the bikes suck so bad. What is a better kit out on them?"

It's not that they suck, to me it's that there are better selections to pick from IMO. Actually they're good at taking objectives in the last round (turbo boost to the objective). Nurgle bikes are good, T6! If you use them, give them a plasma gun or melta on their bikes.


Last edited by HAND OF DUME on Fri May 30, 2008 10:07 pm; edited 2 times in total
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PostSubject: Re: 1000 pts of SM   Fri May 30, 2008 6:53 pm

like dume said, they aren't half bad at objective grabbing during the last round. problem is you need to have a decent sized squad of them and that costs a lot of points.


Quote :
Every? Like all troops/elites/fast attack.

On the power fist, just make sure any sgt who wants to get close to the enemy has one.

Quote :
I thought you could only get 1 power...can you buy up to 2?

depends on the level of librarian bought. I think... then you trade one for your storm and buy the other.

Quote :
I just want to make sure I understand how to do this properly..

correct, as far as i understand it... you also have to re-buy the bolt pistol.

Quote :
How would I add men to the 1st Tac squad if it's at 10?

sorry didn't realize it was at 10, perhaps buy another shooty tactical squad, or some assault marines.

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Win - 23 (Belial helped wreck Ryan's puny Eldar)
Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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PostSubject: Re: 1000 pts of SM   Today at 9:35 am

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