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Vanilla Marines 2000pt "Iron Gauntlet" List
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Old 02 May 2010, 20:11   #1 (permalink)
Shas'La
 
Join Date: Jan 2008
Posts: 294
Default Vanilla Marines 2000pt "Iron Gauntlet" List

"Iron Gauntlet" Mixed List
On a quick side note, this is a list for my DIY Chapter Angels Incarnadine. They are a Blood Angels Successor Chapter but due to some of the specialised units I wanted to include in my force, I went with the Vanilla Marine List. Basically, they have a love of tech seconded only by the Iron Hands and so I really want to use the Master of the Forge, more for fun than actual competitiveness (though if I get him to work - great!).

HQ
Master of the Forge Ferix, Storm Bolter and Thunder Hammer, Digital Weapons, Servitors x5
P: 215

Chaplain Emery, Jump Pack, Melta Bombs
P: 120

Elite
Dreadnought, Multi-Melta, Storm Bolter, Drop-Pod w/ Locator Beacon
P: 150

Troop
Tactical Squad Alpha x9, 1 Sergeant w/ BP + CCW, 1 Marine w/ Flamer, 1 Marine w/ Heavy Bolter, Rhino
P: 205

Tactical Squad Beta x9, 1 Sergeant w/ BP + CCW, 1 Marine w/ Flamer, 1 Marine w/ Missile Launcher, Rhino
P: 205

Scout Squad x9 w/ Sniper Rifles, 1 Sergeant Telion, Camo Cloaks x10, 1 Marine w/ Missile Launcher
P: 230

Fast Attack
Vanguard Veteran Squad x9, 1 Sergeant w/ BP + Thunder Hammer, x2 Power Fists, x10 Jump Packs
P: 390

Scout Biker Squad Kappa x2, 1 Sergeant w/ Locator Beacon, Cluster Mines
P: 105

Scout Biker Squad Lambda x2, 1 Sergeant w/ Locator Beacon, Cluster Mines
P: 105

Heavy Support
Devastator Squad x4, 1 Sergeant, 4 Marines with Missile Launchers, Razorback
P: 190

Whirlwind
P: 85

Points: 2000

Okay, what you should be seeing is mixed elements of both defence and assault. To explain, I'm going to set up a firebase consisting of my Scout Squad, Devestator Squad and Whirlwind. The precense of the MotF will bump up the cover save of any ruins to a respectable 3+. Coupled with Camo Cloaks, Scouts should recieve a 2+ save, hopefully giving a longevity rivaling that of a full Terminator squad. The firebase' main target will be crowd control. With the missiles I'm hoping for some anti-tank as well. The fact that the Scouts are Troops should also mean that I can hold any objective on my end of the field.
Starting the assault wave are the Tactical Squads in Rhinos and the Techmarine Squad in the Razorback. Depending on the situation, I can go combat squads and leave the heavy weapons behind with the firebase. Nothing special here except for the fact that the Master of the Forge and his squad carry a wopping 9 Power Fist attacks (2 of which are Thunder Hammer strikes). This is sure to scare any opponent and they'll probably try to eliminate it, meaning the squad will draw fire. If not, then the enemy will be hit hard either way. The Tactical Squads will veer off to capture objectives however, as per the norm.
You may have noticed the Dreadnought. With the Drop Pod special rule, this guy arrives first turn to hopefully pop some armour. If not, he's dead meat anyway. The importance isn't with the Dreadnought, it's with the actual Drop Pod. You'll also notice the Scout Bikers, these will flank the enemy from both sides. Hopefully, the enemy will focus on other things like the MotF. The Scout Bikers and the Drop Pod all have Locator Beacons which consitute the secondary phase of my plan.
Depending on the situation, I'll be able to choose weather to drop my Vanguard squad left, centre or right (due to the positioning of the Locator Beacons). The fact that they don't scatter and have Heroic Intervention mean the perfect surprise assault. The two problems I have is actually rolling the reserves roll well - and making sure that the opponent doesn't catch on. If he or she does, then I can probably still get my other guys in for a hard hitting attack. These Vanguards, with the Chaplain, can pull off 41 attacks on charge of which can be re-rolled to hit and contain 9 Power Fist attacks. They should be able to decimate most units I come across. And of course, this is all a distraction for the objective grabbing that will be going on in the background.

Apart from obviously relying on two key units (all of which make up more than 700 points), I believe I have a well balanced list with quite a big twist up it's sleeve. Still, I'm certain that it can be improved, so can you please point out anything I've got wrong, or give me any suggestions on how to improve this list? Comments and Critisism encouraged! Thanks in advance!
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Old 04 May 2010, 18:42   #2 (permalink)
Shas'O
 
Join Date: Apr 2007
Location: Texas
Posts: 7,741
Default Re: Vanilla Marines 2000pt "Iron Gauntlet" List

I hate to burst your Vanguard bubble, but Heroic Intervention cannot be used when the unit has attached ICs. -Only- the Vanguard may use it.

It's rare to see the MoTF used in such a capacity but I like the sound of it. The only problem is the enemy allowing himself to get charged! I'd certainly high tail it if I saw that many Fists coming at me. But I suppose most people are unaware of what Servitors do. It's a unique choice to be sure and I'm not sure how competitive it is, but it's fairly cheap as far as 9 Power Fist attacks go.

Your choices on the whole look solid. It's a well-balanced list. I just... really don't like Vanguard, at least not Vanilla ones - at least Blood Angel ones have Descent of Angels. You've got almost 400 points in a unit that is no more durable than one of your Tactical squads. And, as mentioned, the Chaplain cannot accompany them, at least not if they intend to use Heroic Intervention.

I don't know how your collection looks, but, personally, I'd drop the entire unit, even the Chaplain, and use the 500 for other things. If you want to keep the Deep Strike theme and make the best use of those Teleport Homers, more Dreadnoughts, even Ironclads, in Drop Pods, and/or Tactical Squads in Drop Pods, can give you a hard force! Then there's always the counterpart to Vanguard, the Sternguard, who make a powerful Drop Pod unit when equipped with combi weapons.

Heck, with that many points you could pack a unit of 10 Terminators in the list with Assault Cannons, Missile Launchers, or any combination thereof. Usually you'd combat squad them since 10 Terminators is somewhat hard to manage, but in KP games that's a pain to get rid of. Or, of course, melee Terminators!
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Old 05 May 2010, 16:43   #3 (permalink)
Shas'La
 
Join Date: Jan 2008
Posts: 294
Default Re: Vanilla Marines 2000pt "Iron Gauntlet" List

Phew! Good thing that you stopped me - thanks! I was about to buy those Vanguards! Okay, I saved up a lot of points, but I still want to keep the theme of "Unexpected Drop-Troops". As such, I swapped them out for two squads of five Terminators and a Landspeeder. As you said, the Terminators will draw fire and be difficult to route out. As for the Landspeeder, it's a quick drop-and-gun that like the Dreadnought, will make a suicide run at any Heavy Armour. I've also given the Scout Squad a Teleport Homer (in case they get attacked and the Terminators need to get there fast) and the Whirlwind Extra Armour (I can't afford to lose that gun for a single turn). What do you guys think now?

"Iron Gauntlet" Mixed List
HQ
Master of the Forge Ferix, Storm Bolter and Thunder Hammer, Digital Weapons, Servitors x5
P: 215

Elite
Dreadnought, Multi-Melta, Storm Bolter, Drop-Pod w/ Locator Beacon
P: 150

Terminator SquadPsi x4, 1 Sergeant
P: 200

Terminator Squad Omega x4, 1 Sergeant
P: 200

Troop
Tactical Squad Alpha x9, 1 Sergeant w/ BP + CCW, 1 Marine w/ Flamer, 1 Marine w/ Heavy Bolter, Rhino
P: 205

Tactical Squad Beta x9, 1 Sergeant w/ BP + CCW, 1 Marine w/ Flamer, 1 Marine w/ Missile Launcher, Rhino
P: 205

Scout Squad x9 w/ Sniper Rifles, 1 Sergeant Telion w/ Teleport Homer, Camo Cloaks x10, 1 Marine w/ Missile Launcher
P: 245

Fast Attack
Scout Biker Squad Kappa x2, 1 Sergeant w/ Locator Beacon, Cluster Mines
P: 105

Scout Biker Squad Lambda x2, 1 Sergeant w/ Locator Beacon, Cluster Mines
P: 105

Landspeeder, Multi Melta, Tornado: Multi Melta
P: 80

Heavy Support
Devastator Squad x4, 1 Sergeant, 4 Marines with Missile Launchers, Razorback
P: 190

Whirlwind, Extra Armour
P: 100

Points: 2000
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