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Playing Space Marines at the 1000 Point Level [Broken HTML]

Submitted By: Date: November 3, 2005, 03:16:24 PM Views: 6160
Summary: <br /><br /> <p class="body">This tutorial is intended to teach particularly newcomers how to successfully play a Space Marine army at the 1000 point level. Battles at this level will allow newcomers to get familiar with the game, strengths and weaknesses of Space Marine units, and rudimentary tactics. The reader is advised to look into my Beginner’s guide providing insight on how to configure Space Marine units and how to use them on the battle field.</p>

<p class="body">Generally, there are three kinds of Space Marine armies: fast armies, close combat oriented armies, and shooty armies. Balanced army will not be considered as a balanced army can be seen as a jack of all trades, but a master of none.
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<p class="subheader">1. Fast Armies</p>
<p class="body">Fast armies are built around fast and mobile troops such as Assault Marine squads, Biker squads, and transported squads. But transports are screwed in the 4th edition unless you plan to field a Land Raider. A fast army should rely on Assault Marine squads forming the core of the army. It is wise to give the Assault Marines the trait Blessed be the Warriors so that they can furiously charge. Bikers are an option, but not as good as Assault Marines in close combat. A Chaplain should lead the army due to his special rules. Standard troops should be used to back up the Assault squads. These can be Rhino squads or infiltrating squads. If possible, include some shooty squads to provide cover fire. Heavy support units are not really required in a fast army.
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<p class="subheader1">Space Marine Fast Ravens Force - 1000 pts Army</p>

<p class="body">
Reclusiarch w/ arcanum, bolt pistol, rosarius, jump pack, terminator honous, 
melta bombs, frags – 127 pts <br /><br />

Assault squad  – 221 pts
7 Marines w/ plasma pistol (x2)
Vet Sergeant w/ power fist, bolt pistol, melta bombs <br /><br />


Assault squad  – 216 pts
7 Marines w/ plasma pistol (x2)
Vet Sergeant w/ power fist, bolt pistol <br /><br />


Rhino squad – 218 pts
7 Marines w/ melta, bolter (x6)
Vet Sergeant w/ power fist, bolt pistol
Rhino w/ armour, smoke <br /><br />


Rhino squad – 218 pts
7 Marines w/ melta, bolter (x6)
Vet Sergeant w/ power fist, bolt pistol
Rhino w/ armour, smoke <br /><br />


Points: 1000. Models: 33 + 2. <br /><br />


<p class="body">In the first round, let the Rhinos move 12” and let the troops disembark. Unless the troops are in rapid fire range, let them disembark so that the Rhinos provide cover. Moreover, keep the Assault squads behind the Rhinos so that they are protected, too. In round two, the Rhino squads cleanse the area where they are deployed, while the Assault Marines sweep across the board. The army contains no fire support units but the meltas and melta bombs can take care of tank and transports.
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<p class="subheader">2. Infiltrating Close Combat Armies
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<p class="body">Infiltrating armies geared towards assault consist of a core of infiltrating tactical squads. Infiltrating units will close in on the enemy rather than charge headlong towards him. Each tactical squad is equipped with meltas as they allow to pop tanks and transports. Moreover, each tactical squad is led by a Veteran Sergeant with power fist. The army leader needs the infiltrate skill, too. The only way to achieve this is to give the leader an infiltrating Command squad. The remaining forces should support the advance of the infiltrating squads. This can be achieved by infiltrating Devastator squads which provide cover fire or fast attack units like Assault squads and Scout Bike squadrons.
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<p class="subheader1">Space Marine Stealth Ravens Force - 1000 pts Army
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<p class="body">
Traits: Seen but don’t be seen + Cleanse and purify  / Eye to eye <br /><br />

Codicier w/ force weapon, psychic hood, bolt pistol, iron halo, terminator honours,   
frags, infiltrate – 145 pts <br /><br />


Infiltrating Command squad – 230 pts
9 Marines w/ melta (x2), bolt pistol (x7)
Veteran Sergeant w/ power fist, bolt pistol  <br /><br />


Infiltrating Tactical squad – 235 pts
9 Marines w/ melta (x2), bolter (x7)
Veteran Sergeant w/ power fist, bolt pistol <br /><br />


Infiltrating Tactical squad – 235 pts
9 Marines w/ melta (x2), bolter (x7)
Veteran Sergeant w/ power fist, bolt pistol <br /><br />


Scout Biker squadron – 155 pts
4 Bikers w/ twin linked bolter (x4)
Vet Sergeant w/ power fist, twin linked bolter <br /><br />


Points: 1000. Models: 36. <br /><br />


In turn one, the Scout Biker squadron can tie up a shooty squad thanks to the Scout special rule and the infiltrating squads can be in rapid fire range. The infiltrators carry enough meltas to pop tanks or transports. Popping transports with passengers inside has highest priority as the passengers of destroyed transports are entangled and so auto-pinned. This will leave the army one more turn to deal with them.  <br /><br />

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<p class="subheader">3. Drop Pod Armies</p>
<p class="body">Drop podded armies are usually geared towards assault and short range fire fights. A drop podded army consists of a core of drop popped tactical squads. The drop podded units will be able to shoot the enemy immediately after the drop pods are landed. Therefore, each drop podded tactical squad should be equipped with special weapons and be led by a Veteran Sergeant with power fist. The army leader needs to be drop podded, too. The only way to achieve this is to give the leader a drop podded Command squad. The remaining forces should support the drop podded squads. This can be achieved by deep striking Terminators, fast attack units like Tornados, and drop podded Dreadnoughts.
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<p class="body">A drop podded army is a bit unpredictable as not all Drop Pods will usually arrive at the same time. Thus a coordinated strike cannot be enforced. But the landing are of Drop Pods is predictable thanks to the Drop Pod special rule. This allows concentrating the landing to a particular area.
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<p class="subheader1">Space Marine Sky Ravens Force - 1000 pts Army
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<p class="body">
Traits: Cleanse and purify  / We stand alone <br /><br />

Reclusiarch w/ crozius arcanum, bolt pistol, rosarius, krak, frags – 89 pts <br /><br />

Drop Pod Command squad – 200 pts
7 Marines w/ melta (x2), bolter (x5)
Veteran Sergeant w/ power fist, bolt pistol
Drop Pod <br /><br />

Drop Pod squad – 205 pts
7 Marines w/ melta (x2), bolter (x5)
Veteran Sergeant w/ power fist, bolt pistol
Drop Pod <br /><br />

Drop Pod squad – 205 pts
7 Marines w/ melta (x2), bolter (x5)
Veteran Sergeant w/ power fist, bolt pistol
Drop Pod <br /><br />

Dreadnought w/ assault cannon, heavy flamer, armour – 150
Drop Pod <br /><br />

Dreadnought w/ assault cannon, heavy flamer, armour – 150
Drop Pod <br /><br />

Points: 999. Models: 25 + 7. <br /><br />
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<p class="subheader">4. Mechanized Armies</p>
<p class="body">Mechanized armies are based on transports and tanks. A mechanized army is comprised of a core of tactical squads mounted in Rhinos and Razorbacks. Each Rhino squad should be equipped with special weapons and be led by a Veteran Sergeant with power fist. The army leader will join one of the Rhino squads. The remaining forces should support the advance of the Rhino squads. This can be achieved by heavy support units providing cover fire, Razorback squads, and fast attack units accompanying the Rhinos.
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<p class="subheader1">Mechanized Ultramarines Strike Force - 1000 pts Army</p>

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Captain w/ power weapon,  bolt pistol, combat shield, melta bombs, auspex, frags – 94 pts <br /><br />

Rhino squad – 233 pts
8 Marines w/ melta, bolter (x7)
Veteran Sergeant w/ power fist, bolt pistol
Rhino w/ armour, smoke <br /><br />

Rhino squad – 248 pts
9 Marines w/ melta, bolter (x8)
Veteran Sergeant w/ power fist, bolt pistol
Rhino w/ armour, smoke <br /><br />

Razorback squad – 210 pts
6 Marines w/ lascannon, plasma gun, bolter (x4)
Razorback w/ twin linked lascannon, armour <br /><br />

Land Speeder Tornado – 80 pts <br /><br />

Predator Annihilator w/ heavy bolter (sponsons), armour – 135 pts <br /><br />

Points: 1000. Models: 26 + 5. <br /><br />

The Captain joins the first Rhino squad and the Razorback squad is deployed outside of the transport. Against assault oriented enemies, the Rhino squads are held back for counter-charge. Against shooty armies, the Rhinos move at full speed, while Razorback squad, Tornado, and Predator provide fire support. <br /><br />

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<p class="subheader">5. Shooty Armies</p>
<p class="body">Shooty armies are often solely focused on standing and shooting. A successful shooty army needs more than shooting, namely mobility, firepower, and numbers. Mobility in a shooty army is important for two reasons. Firstly, it prevents the enemy from outmanoeuvring the army. Secondly, it will allow the army to remove units threatening the front ranks. These two issues can be achieved by incorporating mobile heavy support tanks, close combat oriented Dreadnoughts, Land Speeders, and mobile close combat oriented units. Firepower is provided by shooty squads with lascannons and heavy support units, shooty Dreadnoughts and sniper squads.
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<p class="subheader1">Gun Battery Ultramarines Strike Force - 1000 pts Army
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<p class="body">
Commander w/ power weapon, bolt pistol, iron halo, jump packs, krak, frags  - 139 pts<br /><br />

Dreadnought w/ assault cannon, heavy flamer, armour – 120 pts <br /><br />

Shooty squad – 115 pts
6 Marines w/ lascannon, plasma gun, bolter (x4) <br /><br />

Shooty squad – 115 pts
6 Marines w/ lascannon, plasma gun, bolter (x4) <br /><br />
 
Land Speeder Tornado - 80 pts <br /><br />

Land Speeder Tornado - 80 pts <br /><br />

Assault squad – 216 pts
7 Marines w/ plasma pistol (x2), bolt pistol (x5)
Veteran Sergeant w/ power fist, bolt pistol <br /><br />

Predator Annihilator w/ twin linked lascannon (turret), heavy bolter (sp), armour – 135 pts <br /><br />
 
Points: 1000. Models: 21 + 4  <br /><br />

This Ultramarines force is essentially a counter strike army. The Commander provides the army with high leadership. The Assault squad joined by the Commander is held back for counter charge. Against shooty armies, the shooty squads and the Predator should remove serious threats, while the Assault squad approaches the enemy along a flank. <br /><br />

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