Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Shadow Marines 750
Reply
Old 01 Jul 2007, 09:53   #1 (permalink)
Shas'Saal
 
Join Date: Aug 2006
Location: Victoria
Posts: 243
Send a message via MSN to Youngy
Default Shadow Marines 750

Space Marines 750pt Army

HQ Master Causen 131 747
Combi-Meltagun
Lightning Claw
Combat Shield
Frag Grenade

Elite Veteren Squad 189
Power Weapon
Lightning Claws
Furious Charge
Frag Grenades
Terminator Honours
Power Fist

Transport Rhino 55
Smoke Lauchers
Extra Armour

Troop Tactical Squad 216
True Grit
Flamer
Infiltrate

Troop Tactical Squad 115
Infiltrate
Plasma Gun
Lascannon
__________________
The Shadow Hunters

Youngy is offline   Reply With Quote
Old 03 Jul 2007, 18:19   #2 (permalink)
Shas'La
 
Join Date: Feb 2007
Location: Behind You!!!
Posts: 358
Default Re: Shadow Marines 750

First of all, for future reference it would be a good idea to name which traits your list is using in the post and give descriptions of what you plan to use each unit for.

HQ
Quote:
Originally Posted by Youngy
1 Master Causen 131
Combi-Meltagun
Power Weapon
Master Crafted
Combat Shield
Frag Grenade
This guy doesn't seem to have a focus, he's OK at everything. He sort of seems to be geared for combat but the fact that you gave him a combi-melta confuses things (although modeled with that equipment he must look awesome), if I had to guess he's probably for sitting with your shooting units and add a bolter to the mix then fire a melta shot and countercharge if anything gets to to close. I'm guessing that he's equipped like that because that's how he is in the fluff of your army so I doubt you'll change him, but if you were going to, give him a regular bolter, bolt pistol or storm bolter (combi-weapons are generally not worth it) and take the master crafting and combat shield away, replace the power weapon with a lightning claw if you want him to keep the cc power, but ideally you'd use these points along with some other shaved points here and there for a hidden power fist in a tac squad or one of the other changes listed below. Consider dropping him down to a captain because a master doesn't add much other than a wound and ld 10 for your army (if your throwing him into combat the ld won't last long enough so your paying for 2 turns of +1 ld and another wound). The frag grenades is up to your judgment. I could probably help more if you told us what this guy's main purpose is. But no matter what else you do drop the master crafting, it's just too expensive for at this point level.

TROOPS
Quote:
Originally Posted by Youngy
10 Tactical Squad 186
True Grit
Flamer
These guys are obviously armed for close combat because of the true grit, counter-charge and their flamer in place of a heavy weapon or other special weapon (I'm assuming they also have counter-charge due to the trait). The problem is I'm not sure how they'll get to combat. They're slow, short ranged and not too nice to be in combat with so chances are they'll just be shot to pieces trying to advance through the open, if they're being used for counter-charge then maybe give them a hidden power fist.

Quote:
Originally Posted by Youngy
5 Tactical Squad 115
Infiltrate
Plasma Gun
Lascannon
Pretty standard stuff here, the infiltrate is a nice touch because your opponent won't be able to react to them by putting armour where they can't reach it. The problem is that these guys are a delicate, powerful squad stuck ahead of the rest of your army and will probably get slaughtered before they can do much damage because the opponent won't have to go as far to assault them and he/she probably won't have to make target priority tests to shoot them. So remember that you don't have to infiltrate as close as possible, just deploy anywhere you think they might be useful, even right by your deployment zone, just the fact that you can deploy after your opponent will make the infiltrate worth it.

ELITES
Quote:
Originally Posted by Youngy
8 Veteran Squad 189
Power Weapon
Lightning Claws
Furious Charge
Frag Grenades
Fair enough, but they suffer from the same problem as the first tac squad, they're a cc squad with no way to get to cc. They'll have an even harder time getting across the board as they're very dangerous and very expensive as well as very allergic to shooting due to their lower model count. Maybe drop something and give them (along with the other tac squad) a rhino.

FAST ATTACK
Quote:
Originally Posted by Youngy
5 Assault Squad 120
Plasma Pistol
These guys are small and not very dangerous in cc or shooting. I would drop them completely as right now they're just taking up points and I doubt that they'll do anything. You have enough assault power, focus on more shooting or just boost the other squads so that they can do their jobs effectively. If I were you I would buy rhinos with extra armour or drop pods for the cc tac squad and the veteran squad.

SUMMARY

I think that I could help you more if I had a bit of fluff about your army, some ideas about how you're going to use it and what traits you have. Anyways, the list of my suggested changes is:

-Drop the master crafting on the commander.
-Drop the combi-melta on the commander in favour of a plain bolter, storm bolter, lightning claws or a bolt pistol as the melta will rarely be used vehicles rarely get that close and most troops that get that close will be assault specialists and will thus be able to avoid the short range on it by charging from farther off, plus it's just one shot which you might miss...although with BS5 you probably won't).
-Drop the combat shield on the commander.
-Make the commander a captain if making him for cc or set him up to just take advantage of the ld boost.
-Give the ten man tac squad either a rhino or a drop pod and a hidden power fist.
-Maybe up the numbers on the small tac squad to 6 so it's an even number (harder to reduce below 50%).
-Give the veteran squad a means of transportation (drop pod or rhino with extra armour and smoke).
-Drop the assault squad completely.

So if you took my suggestions (well, some of them, some don't work together and were just given as other options) your list would look something like this:

Master ~105
-Storm Bolter
-Lightning claw

9 Tactical Marines ~266
-True Grit
-Counterattack
-Flamer
Sergeant with Power fist and terminator honours
Drop Pod
-Deathwind Launcher

6 Tactical Marines ~133
-Lascannon
-Plasma Gun
-Infiltrate

8 Veteran Marines ~239
-Bolt Pistols+CCWs
-Lightning Claws
-Power Weapon
-Furious Charge
Drop Pod
-Deathwind Launcher

Total: 743
Traits: Trust Your Battle Brothers; See, But Don't Be Seen; [Major Drawback, you didn't specify which you use, but presumably eye to eye or flesh over steel]
__________________
W/D/L (DE)
7/1/5

EmblazonedMauveGearbox is offline   Reply With Quote
Old 15 Jul 2007, 05:10   #3 (permalink)
Shas'Saal
 
Join Date: Aug 2006
Location: Victoria
Posts: 243
Send a message via MSN to Youngy
Default Re: Shadow Marines 750

thanks I changed the power weapon right after i posted this. Can the commander accompany the veterans ini a drop pod?
__________________
The Shadow Hunters

Youngy is offline   Reply With Quote
Old 15 Jul 2007, 05:27   #4 (permalink)
Shas'La
 
Join Date: Feb 2007
Location: Behind You!!!
Posts: 358
Default Re: Shadow Marines 750

Quote:
Originally Posted by Youngy
thanks I changed the power weapon right after i posted this. Can the commander accompany the veterans ini a drop pod?
No he can't, but you could just cut 5 points somewhere and give them a rhino instead which would allow him to accompany them
__________________
W/D/L (DE)
7/1/5

EmblazonedMauveGearbox is offline   Reply With Quote
Old 15 Jul 2007, 05:32   #5 (permalink)
Shas'Saal
 
Join Date: Aug 2006
Location: Victoria
Posts: 243
Send a message via MSN to Youngy
Default Re: Shadow Marines 750

ok
__________________
The Shadow Hunters

Youngy is offline   Reply With Quote
Old 15 Jul 2007, 23:26   #6 (permalink)
Shas'El
 
Join Date: May 2006
Location: CT
Posts: 2,838
Default Re: Shadow Marines 750

I would agree about dropping the assault squad, not enough marines to be durable enough to make it across the field.

If you dropped the combi-melta and the grenade off the master and gave him a bolt pistol for an extra attack he would be good for CC. So stick him in a Rhino with the Veteran Squad and call it a day...

If you're assaulting with the Flamer Tac squad, they you either need fire support or another rhino, and since there's no room for it in a 500 point game, rhino it is...

Then there's the inevitable power gaming squad, but if you must...
__________________
R.I.P Guv :'(

How can you be sure what you know is the truth if you haven't taken the time to ask yourself the questions that dispute it?



how can you be sure what you know is the truth if you haven't taken the time to ask yourself the questions that dispute it?

Quote:
Originally Posted by Fish Ead
Well we probably didn't figure out that decapitation resulted in death until someone lopped another guy's head off. And now people take care not to let sword waving lunatics near their neck
Terminatus is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Shadow Marines - More Fluff Youngy Space Marines 0 03 Jun 2008 07:03
Shadow Marines 2000pt List - Help Please Youngy Space Marines Army Lists 5 13 Apr 2008 18:49
The Shadow Marines Youngy Fluff/Stories 0 04 Mar 2008 19:31
Shadow Marines 1500pt List Youngy Space Marines Army Lists 4 19 Jul 2007 01:00
hello from red shadow redshadow Introduce yourself 1 23 Oct 2006 20:05