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| | 750 point space marine army list. Any tips? | |
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FighttoDeath13 Neophyte
Posts : 2 Join date : 2011-07-22
| Subject: 750 point space marine army list. Any tips? Fri Jul 22, 2011 2:40 pm | |
| Hey all, I've had a space marine army for about 3 years, and hardly anyone to play with; but recently my friends got into the game, and have walloped me every time. I've played 6 games and lost them all. So today I set about building an army list to hopefully stand a bit more of a chance. The three armies that I play against are Orks, Space wolves, and Grey Knights. here is my army, let me know what you think, and how I can improve it.
HQ Master of the forge Servo-harness
100 pts
Troops 10 man tactical squad 170 pts flamer missile launcher rhino transport with 2x stormbolters 45 pts
215 pts
10 man tactical squad 170 pts lascannon 10 pts
180 pts
5 man scout squad 75 pts 4x snipers
75 pts
Heavy Support
5 man Devastator squad 90 pts 2x missile launchers 30 pts 1 plasma cannon 25 pts 1 lascannon 35 pts
grand total of 750 points. Tell me what you guys think. Is the army good? powerful? weak? need improvement? if so how and why and how can I fix it. I can use any pointers you have. Also if you have any tips on tactics I should use with this army those would be helpful as well. Thank you all. | |
| | | GreenJello Neophyte
Posts : 195 Join date : 2008-04-18
| Subject: Re: 750 point space marine army list. Any tips? Fri Jul 22, 2011 2:57 pm | |
| A few things stand out to me:
1) Don't mix weapons in your dev squad. With combat squads you can split them up, which means 2 of each isn't that bad, but your current config isn't that hot. Las-cannons make more sense in tac squads, since they're cheaper, and you usually only need a single hit to do some good.
2) Need to get a second special weapon in the second tac squad. With that range of opponents, just about anything would be good.
3) You might want to swap out the sniper rifles for cc scouts. Sniper rifles are pretty useless against power armor. | |
| | | FighttoDeath13 Neophyte
Posts : 2 Join date : 2011-07-22
| Subject: Re: 750 point space marine army list. Any tips? Fri Jul 22, 2011 11:23 pm | |
| HQ Master of the forge Servo-harness
100 pts
Troops 10 man tactical squad 170 pts flamer missile launcher sergeant with combi-flamer, and powersword 25 pts rhino transport with 2x stormbolters 45 pts
240 pts
10 man tactical squad 170 pts lascannon 10 pts, meltagun 5 pts
185 pts
5 man scout squad 75 pts 4x combat blades
75 pts
Heavy Support
5 man Devastator squad 90 pts 4x missile launchers 60 pts
150 pts
750 total.
I changed out the devs to all missile launchers, and put a meltagun in the second tactical squad. I used the extra 25 points left over to arm the first tactical squad's sergeant with a combi-flamer, and a power weapon because my main intent for them is to advance into CC. I also gave the scouts close combat weapons as you said but have a question about them because I have never armed scouts with close combat weapons. Does this mean that they gain an attack each( originally having one with the bolt pistol, and now a second with the combat blade)? With the combat scouts i'll intend to infiltrate, or if I deploy second, use the rhino for some cover as I advance. | |
| | | GreenJello Neophyte
Posts : 195 Join date : 2008-04-18
| Subject: Re: 750 point space marine army list. Any tips? Sun Jul 24, 2011 9:34 pm | |
| Looks like a much better approach, and yes, they get a second attack for the close combat weapon. | |
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