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[Mods, please move this if it would be better suited elsewhere, I can't seem to find the army lists section, though as this is for an older ruleset I figured it might be better here anyway!]

 

I've been collecting a small force of oldscale Space Marines (decidedly Middlehammer flavoured) of my homegrown chapter, the Death Crusaders, with the intention of running them for 4th edition. To that end I've mostly been collecting, printing, building and (very slowly) painting models I think are cool, but I thought I'd sit myself down and actually formulate a 1000 point list. It's not meant to be ultra-competitive or indeed anything beyond a bit of a laugh and a means to put models on the table, but I'd like a cursory analysis from anyone familiar with 4E as to how it would perform in a friendly/casual environment...which, to be real, is likely the only environment that would be running 4E anyway.

 

HQ:

 

Captain Victor Decimus- Captain with power sword, plasma pistol, bionics and adamantine mantle: 130 points. 

 

Elites:

 

Ancient Borrdt- Venerable Dreadnought with multi-melta, missile launcher, extra armour and Tank Hunter: 160 points.

 

Brother Drunn- Techmarine with power fist, 2 technical servitors and 1 gun servitor with plasma cannon: 145 points.

 

Troops:

 

Tactical Squad Medron- 7 Tactical Marines with missile launcher and plasma gun, sergeant Medron has Terminator Honours, bolt pistol and power weapon: 150 points.

 

Tactical Squad Rastenn- 7 Tactical Marines with missile launcher and meltagun, sergeant Rastenn has Terminator Honours, plasma pistol and close combat weapon: 150 points.

 

Scout Squad Hodrick- 5 Scouts with krak grenades, 3 boltguns and 1 missile launcher, Sergeant Hodrick has Terminator Honours, purity seals, auspex and combi-melta: 115 points.

 

Heavy Support:

 

Foe Smiter- Predator Destructor with lascannon sponsons, dozer blade, extra armour and hunter-killer missile: 150 points.

 

Again, it's very much a "rule of cool" list, with the Scouts in particular being an excuse to convert these OOP plastic Scouts I got for cheap into some cool space commandos (with new heads of course) but regardless, thoughts are welcome!

It's not a bad little force for 1000pts, IIRC 150pts per unit in 1k was the best plan. I appreciate you're doing the 7 vs 6 guys for break tests as well.

 

What's your plan for the army? How are you going to work It? Who is doing what?

 

 

Edited by Mazer Rackham
3 minutes ago, Mazer Rackham said:

It's not a bad little force for 1000pts, IIRC 150pts per unit in 1k was the best plan. I appreciate you're doing the 7 vs 6 guys for break tests as well.

 

What's your plan for the army? How are you going to work It? Who is doing what?

 

 

Honestly, it's been a very long time since I've actually been able to play, but the basic idea is that the Captain and Tacticals form the main offensive core of the force with the Predator, Dreadnought and Techmarine hanging back slightly to provide supporting fire, whilst the Scouts attack the rearguard and take out unsuspecting light armour/nab objectives. At least, that's how it works in my head. We'll see.

If I may make a couple of quick suggestions?

 

Make sure your Captain is NOT in the front rank. In Fourth Ed you can't target Characters in Squads, but they CAN be killed if they are the *only* model in Range and LoS. Meltaguns were my fave for doing that. Secondly, have a play about with keeping the Dreadnought close to one of your squads - split fire is not a well-distrubuted thing in 4E, so your enemy has the double threat of either shooting your infantry OR the Dread OR devoting more to it than he wants. Then, if they roll into CC, you've got an absolute unit Dread who can't be broken, tarpitting and b0rking everything while the footsloggers do the legwork.

 

Just my pennies.

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