Author Topic: 1750 Point lists Discussion  (Read 3423 times)

Loranus

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1750 Point lists Discussion
« on: December 09, 2011, 11:19:29 PM »
I know Tournament and its all qualifiers and stuff but I wanted to put out a List I been working on get some feedback on it see what people think.

1750 Pts - Codex: Space Marines Roster

Total Roster Cost: 1750

HQ: Forgefather Vulkan He'stan (1#, 190 pts)
1 Forgefather Vulkan He'stan, 190 pts

Troops: Tactical Squad (11#, 235 pts)
9 Tactical Squad, 152 pts = 9 * 16 (base cost 16) + Meltagun 5 + Sergeant 51
   1 Sergeant, 48 pts = (base cost 23) + Power Fist x1 25
   1 Rhino, 35 pts

Troops: Tactical Squad (11#, 230 pts)
9 Tactical Squad, 147 pts = 9 * 16 (base cost 16) + Sergeant 51
   1 Sergeant, 48 pts = (base cost 23) + Power Fist x1 25
   1 Rhino, 35 pts

Troops: Tactical Squad (11#, 235 pts)
9 Tactical Squad, 152 pts = 9 * 16 (base cost 16) + Meltagun 5 + Sergeant 51
   1 Sergeant, 48 pts = (base cost 23) + Power Fist x1 25
   1 Rhino, 35 pts

Fast Attack: Space Marine Bike Squad (9#, 310 pts)
7 Space Marine Bike Squad, 195 pts = 7 * 25 (base cost 25) + Meltagun x2 20
   1 Attack Bike, 50 pts = (base cost 40) + Multi-melta 10
   1 Sergeant, 65 pts = (base cost 40) + Power Fist 25

Heavy Support: Predator (1#, 105 pts)
1 Predator, 105 pts = (base cost 60) + Twin-Linked Lascannon 45

Heavy Support: Vindicator (1#, 125 pts)
1 Vindicator, 125 pts = (base cost 115 + Pintle-mounted Storm Bolter 10)

Heavy Support: Devastator Squad (5#, 170 pts)
4 Devastator Squad, 147 pts = 4 * 16 (base cost 16) + Lascannon x1 35 + Missile Launcher x3 45 + Sergeant 26
   1 Sergeant, 23 pts

Elite: Dreadnought (2#, 150 pts)
1 Dreadnought, 115 pts = (base cost 105 + Heavy Flamer 10)
   1 Drop Pod, 35 pts


My basic thoughts with this list is to hit hard with the Dreadnought First turn whether it be taking out a large tank with Multi-melta or a Load of Infantry with the Twin-Linked Flamer. This Creating a Distraction to hopefully get my bike Squads and Infantry moved up while the Vin,Dev,and Predator can lay down some covering fire to soften up the enemy while I unload the infantry squads for cleanup.

I ride in on my Bike with my Hat of awesome and say Nay this place should be on fire.

http://gamingwithahat.wordpress.com

Chase

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Re: 1750 Point lists Discussion
« Reply #1 on: December 09, 2011, 11:21:33 PM »
It's terrible, Mulvey.  Absolutely terrible.




Fake edit: I have no idea what I'm talking about.
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Loranus

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Re: 1750 Point lists Discussion
« Reply #2 on: December 09, 2011, 11:25:56 PM »
I wont deny Chase it probably is I should probably have either 2 Preds or 2 Vindicators and right now Vul'Kan is just Chilling in the back with the Dev Squad so they dont get murdered by some assault squad. 
I ride in on my Bike with my Hat of awesome and say Nay this place should be on fire.

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Benjamin

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Re: 1750 Point lists Discussion
« Reply #3 on: December 09, 2011, 11:31:31 PM »
Something's wrong with your mathing. Tac Sergeant is listed as 51 in one spot, then 48 in the next line. The difference of 3 repeats in the Dev squad...

If you're taking Vulkan, I'd take a multi-melta in each Tac squad as well. More Multi-meltas in the Dev squad too, especially instead of a Lascannon. Consider combi-meltas on the Sergeants.

Second Tactical squad has no upgrades. If you're really running naked Marines, at least do it in a HB Razorback.

I'd remove the Vindicator to buy the upgrades you need to buy.

Drop Pod, load of infantry with flamers... Was that your second Tac squad you had in mind? Drop Pods are dedicated transports, so you can't just swap out as you please.

Loranus

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Re: 1750 Point lists Discussion
« Reply #4 on: December 10, 2011, 12:35:43 AM »
Well ya free upgrades on this report thing doesn't show up that second squad has a flamer in it. The SGT thing I dont see it at all. And No I meant the Dreadnought has a Heavy Flamer on it. I was tossing around Actually what I have and/or Can afford somehow.

I just Don't think the Multi-Meltas in the Dev squad are worth it unless you pay for a transport to move them closer and then they don't get to fire every round. The Tac Squads I can see where your going with it and I agree if you get them bunkered up somewhere you can unleash some serious firepower for it.

Dont need to drop the Vindicator though if you take out the las cannon replace it with a missile launcher the Multi-Meltas are free to tac squads Combi-meltas are 10 points drop the Stormbolter you get.

1750 Pts - Codex: Space Marines Roster

Total Roster Cost: 1750

HQ: Forgefather Vulkan He'stan (1#, 190 pts)
1 Forgefather Vulkan He'stan, 190 pts

Troops: Tactical Squad (11#, 245 pts)
9 Tactical Squad, 152 pts = 9 * 16 (base cost 16) + Meltagun 5 + Sergeant 61 + Multi-Melta
   1 Sergeant, 58 pts = (base cost 23) + Combi-Meltagun x1 10 + Power Fist x1 25
   1 Rhino, 35 pts

Troops: Tactical Squad (11#, 240 pts)
9 Tactical Squad, 147 pts = 9 * 16 (base cost 16) + Sergeant 61 + Flamer + Multi-Melta
   1 Sergeant, 58 pts = (base cost 23) + Combi-Meltagun x1 10 + Power Fist x1 25
   1 Rhino, 35 pts

Troops: Tactical Squad (11#, 245 pts)
9 Tactical Squad, 152 pts = 9 * 16 (base cost 16) + Meltagun 5 + Sergeant 61 + Multi-Melta
   1 Sergeant, 58 pts = (base cost 23) + Combi-Meltagun x1 10 + Power Fist x1 25
   1 Rhino, 35 pts

Fast Attack: Space Marine Bike Squad (9#, 310 pts)
7 Space Marine Bike Squad, 195 pts = 7 * 25 (base cost 25) + Meltagun x2 20
   1 Attack Bike, 50 pts = (base cost 40) + Multi-melta 10
   1 Sergeant, 65 pts = (base cost 40) + Power Fist 25

Heavy Support: Predator (1#, 105 pts)
1 Predator, 105 pts = (base cost 60) + Twin-Linked Lascannon 45

Heavy Support: Vindicator (1#, 115 pts)
1 Vindicator, 115 pts

Heavy Support: Devastator Squad (5#, 150 pts)
4 Devastator Squad, 127 pts = 4 * 16 (base cost 16) + Missile Launcher x4 60 + Sergeant 26
   1 Sergeant, 23 pts

Elite: Dreadnought (2#, 150 pts)
1 Dreadnought, 115 pts = (base cost 105 + Heavy Flamer 10)
   1 Drop Pod, 35 pts


I ride in on my Bike with my Hat of awesome and say Nay this place should be on fire.

http://gamingwithahat.wordpress.com

Benjamin

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Re: 1750 Point lists Discussion
« Reply #5 on: December 10, 2011, 01:42:54 AM »
Well ya free upgrades on this report thing doesn't show up that second squad has a flamer in it. The SGT thing I dont see it at all.

Troops: Tactical Squad (11#, 245 pts)
9 Tactical Squad, 152 pts = 9 * 16 (base cost 16) + Meltagun 5 + Sergeant 61 + Multi-Melta
   1 Sergeant, 58 pts = (base cost 23) + Combi-Meltagun x1 10 + Power Fist x1 25
   1 Rhino, 35 pts

Bolded.

A TLLC Razorback is cheaper than a Predator.

If you put a Dev squad of Multi-meltas up near the deployment line, 24" from that covers much of the battlefield. Most players pop smoke on Turn 1 and then aren't clever enough to get cover in Turn 2... Missile Launchers are more versatile, but it seems a shame to waste any of Vulkan's twin-linking. The only other thing I can suggest is a Dev Squad of Plasma Cannons, because you have little AP 2 in the list.

KestrelM1

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Re: 1750 Point lists Discussion
« Reply #6 on: December 11, 2011, 10:49:23 PM »
I gotta say I'm confused as to why Vulkan's in there - sure, you have some meltas and flamers, but there's a lot of marines who aren't getting anything out of Vulkan at all. I know he's the bee's knees and all, but I honestly think a Null Zone/Whatever Librarian would probably serve you better.

I've been considering the following just for the pure fun factor:

Imperial Guard - 1750

Company Command Squad w/ 3xMeltaguns, Regimental Standard, Astropath - in Chimera w/ Heavy Flamer (180)

Platoon Command Squad w/ 3xFlamers - in Chimera w/ Heavy Flamer (100)
Infantry Squad w/ Autocannon Team - in Chimera w/ Heavy Flamer (105)
Infantry Squad w/ Autocannon Team - in Chimera w/ Heavy Flamer (105)
Special Weapon Squad w/ 3xMeltaguns
Special Weapon Squad w/ 3xMeltaguns
Veteran Squad w/ 3xMeltaguns, Demolitions Doctrine - in Chimera w/ Heavy Flamer (185)
Veteran Squad w/ 3xMeltaguns, Demolitions Doctrine - in Chimera w/ Heavy Flamer (185)

Deathstrike Missile Launcher (160)
Deathstrike Missile Launcher (160)
Deathstrike Missile Launcher (160)

Vendetta Gunship (130)
Vendetta Gunship (130)

SWS steals the Infantry Squad Chimeras or just hitches in the Vendettas. You can blow up the Chims/Vendettas if you want... but the Deathstrikes'll get ya ;)

Loranus

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Re: 1750 Point lists Discussion
« Reply #7 on: December 11, 2011, 11:09:28 PM »
If I would change Vul'Kan out it would be for a Captain on a Bike so I could make the Bikes Scoring and he could chill with them.

Librarians are great and all if you run them with Termi's of some type IMHO but the List wouldn't get anything from a Librarian. Vul'Kan gives a Global Benefit from just being in your list that is incredibly good. On that list he Twin-Links 14 weapons and that is more than any other named hero can do by just being in the list. He is Just as deadly as a lib even more so if you can get him into assault somehow.
I ride in on my Bike with my Hat of awesome and say Nay this place should be on fire.

http://gamingwithahat.wordpress.com

Benjamin

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Re: 1750 Point lists Discussion
« Reply #8 on: December 11, 2011, 11:31:17 PM »
Take out either the Predator or Vindicator, and there's points for a Librarian. Null Zone and Psychic Hood can win games.

Loranus

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Re: 1750 Point lists Discussion
« Reply #9 on: December 12, 2011, 03:05:46 AM »
But then your losing a certainty for a possibility. That Librarian could win you the game or it can be useless the predator and/or vindicator do decent in any situation with High Strength and AP 2 weapon one long range one mid range. Null Zone is good I will admit wish I had it playing Deathwing last Thursday. Also wish I had a Vindicator or 2 in that match to hit his large squads of Terminators with an AP 2 Large Blast Weapon.

A New List to Include a Librarian in it.


1750 Pts - Codex: Space Marines Roster

Total Roster Cost: 1735

HQ: Forgefather Vulkan He'stan (1#, 190 pts)
1 Forgefather Vulkan He'stan, 190 pts

HQ: Space Marine Librarian in Power Armour (1#, 115 pts) Null Zone, Smite
1 Space Marine Librarian in Power Armour, 115 pts = (base cost 100 + Combi-Meltagun 15)

Troops: Tactical Squad (11#, 285 pts)
9 Tactical Squad, 152 pts = 9 * 16 (base cost 16) + Meltagun 5 + Sergeant 61 + Missile Launcher
   1 Sergeant, 58 pts = (base cost 23) + Combi-Meltagun x1 10 + Power Fist x1 25
   1 Razorback, 75 pts = (base cost 40 + Twin-Linked Lascannon 35)

Troops: Tactical Squad (11#, 245 pts)
9 Tactical Squad, 152 pts = 9 * 16 (base cost 16) + Meltagun 5 + Sergeant 61 + Multi-Melta
   1 Sergeant, 58 pts = (base cost 23) + Combi-Meltagun x1 10 + Power Fist x1 25
   1 Rhino, 35 pts

Troops: Tactical Squad (11#, 285 pts)
9 Tactical Squad, 152 pts = 9 * 16 (base cost 16) + Meltagun 5 + Sergeant 61 + Missile Launcer
   1 Sergeant, 58 pts = (base cost 23) + Combi-Meltagun x1 10 + Power Fist x1 25
   1 Razorback, 75 pts = (base cost 40 + Twin-Linked Lascannon 35)

Fast Attack: Space Marine Bike Squad (7#, 235 pts)
5 Space Marine Bike Squad, 145 pts = 5 * 25 (base cost 25) + Meltagun x2 20
   1 Attack Bike, 50 pts = (base cost 40) + Multi-melta 10
   1 Sergeant, 40 pts

Heavy Support: Vindicator (1#, 115 pts)
1 Vindicator, 115 pts

Heavy Support: Vindicator (1#, 115 pts)
1 Vindicator, 115 pts

Elite: Dreadnought (2#, 150 pts)
1 Dreadnought, 115 pts = (base cost 105 + Heavy Flamer 10)
   1 Drop Pod, 35 pts


I ride in on my Bike with my Hat of awesome and say Nay this place should be on fire.

http://gamingwithahat.wordpress.com

Rurouni Benshin

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Re: 1750 Point lists Discussion
« Reply #10 on: December 12, 2011, 07:01:00 AM »
Loranus, I've played Salamanders and Bikes before, and here're my suggestions.

Going on your most recent list:

1.  In a 1750, 2 HQ's may be a little excessive.  In this case, the HQ you may want to consider dropping is Vulkan, but mostly due to what you have supporting him.  A Librarian is more versatile, and adds a lot of other elements to your list that Vulkan would otherwise give you.  However, if you're more inclined to keep Vulkan, then...

2.  You definitely need 1 squad of TH/SS Terminators.  Having TL Melta and Flamer weapons is fine and all, but you want to make as much use of his Chapter Tactics as possible.  Not only that, but to me the list is also lacking a good CC unit.  TH/SS Terminators will fix that.  And while without a Land Raider and foot slogging, you at least have what's arguably the best foot slogging unit in the codex.

3.  Bike squads, IMHO, are best when they're as small as possible.  They function best as a "Run and Gun" type of unit.  No need to keep them big, as it's likely you'll be focusing on taking out vehicles with them, as opposed to infantry.  If you drop the 3 regular Bikers, it'll free up some valuable points for you.  I'd also spend the 10 points on a Combi-Melta for the Sgt.

4.  At 1750, you may be able to get away with only 2 Troop choices, but YMMV.  I'd personally field only 2, and bring a couple of MM/HF Land Speeders, but if you don't have the models, then that's understandable.

Other than those things I noted, the list is fairly solid.  You don't have a lot of heavy AV though, but in a 1750 list, I find it impractical to field Land Raiders.  Managing to protect the side armor of the Vindicators long enough for them to get close enough to shoot will be key for this list.  Hope my advice helped, and good luck!
"This One Is Rurouni... Once Again, This One Will Drift."

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Loranus

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Re: 1750 Point lists Discussion
« Reply #11 on: December 12, 2011, 11:10:30 AM »
Thanx a lot for the Info I have 2 Land Speeders And I need to fix them up but it will be worth a shot. May proxy the pieces I need for the list to try it out and see how it works at least.
I ride in on my Bike with my Hat of awesome and say Nay this place should be on fire.

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XceR

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Re: 1750 Point lists Discussion
« Reply #12 on: December 12, 2011, 05:33:25 PM »
I'm thinking of running this 1750 list and any input would be appreciated!

HQ -
MoF w/ 4 Servitors and Conversion beam

(note the MoF will let me take Dreads as HS choices)

Ironclad Dread
  chainfist
  2 Heavy flamers
  2x hunter-killer missiles

Dreadnought w/ 2 autocannons
Dreadnought w/ 2 autocannons
Dreadnought w/ assault cannon and missile launcher
Dreadnought w/ assault cannon and missle launcher
Thunderfire cannon

10x Scout squad w/ missile launcher
10x Scout squad w/ missile launcher
10x Tactical w/ Lascannon and Plasmagun
 Rhino w/ Hunter-killer missile

3x Land Speeder
1x w/ Missile Launcher/Multi-melta
1x w/ Missile launcher/Heavy Flamer
1x w/ Heavy Flamer/Multi-Melta

First round of shooting should give me 11 str 8 Missiles, 8 str 7 Autocannon rounds, 8 str 6 Assault cannon shots, 4 more str 6 blasts, and a lascannon. CC would be managed by dreads making str 6 attacks and the Ironclad making str 10 attacks. At the same time, too many dreads can be widdled down easy and there are no invuln saves here. Ideally the techmarines will have ruins to bolster and give everything 3+ cover saves.

It seems just wacky enough to work, albeit fragile and risky.


Rurouni Benshin

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Re: 1750 Point lists Discussion
« Reply #13 on: December 12, 2011, 09:25:59 PM »
Xcer,

I'd drop the HK Missile Launchers you have, and put those points towards Power Weapons/Fists for your Marine Sgt's.  HK's are only a one-use weapon, and for 10 points/each, don't really earn much back for you.  I would also consider keeping the Meltagun on your Ironclad too.  Other than your Land Speeders, you don't have any other Melta weapons, and with only one footslogging Ironclad, you'd be pretty hard pressed against higher AV's. 

Did you consider upgrading the Rhino to a Razorback and taking a TL Lascannon?  That way you can Combat Squad, and get two Lascannon shots each turn, and still have a mobile Scoring unit.

Good luck!
"This One Is Rurouni... Once Again, This One Will Drift."

Warhammer 40,000
Space Marines: 93-15-18
Apocalypse: 9-2-3
Tournaments: 7-7-1
Tale of 16 Gamers: 0-0-1

Grammar: Contractions 0/1/0
Number of games I've managed to play since Tristan's arrival: 70

Benjamin

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Re: 1750 Point lists Discussion
« Reply #14 on: December 13, 2011, 01:01:56 AM »
Lots of Dreadnoughts and not a Drop Pod in sight... Really, that Ironclad Dread should be dropping. And if there's sufficient anti-Deep Strike against you, you can still use the Drop Pod as impromptu cover.

I'm not crazy about the 10 man Scout Squads. I do like Scouts, but I think I'd sooner take Telion over 5 more Scouts.

Here's the most troublesome spot. Objective games. Only the one Tactical squad is mobile enough to capture/contest objectives outside of your deployment zone. And there's only that one squad in one Rhino. My Turn 1, I kill that Rhino and play the rest of the game knowing that a draw is my worst outcome.