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Discussion Starter · #1 ·
What do you guys think of this 2k list?


HQ: Pedro Kantor (1#, 185 pts)

HQ: Master of the Forge (1#, 175 pts)
Power Axe; Auspex; Melta Bombs; Digital Weapons, The Shield Eternal

Elite: Sternguard Veteran Squad (6#, 220 pts)
4 Sternguard Veterans, Combi-Meltagun x2; Meltagun x2
1 Veteran Sergeant, Melta Bombs; Combi-Meltagun;
1 Rhino, Dozer Blade; Extra Storm Bolter

Elite: Sternguard Veteran Squad (6#, 220 pts)
4 Sternguard Veterans, Combi-Plasmagun x2; Plasmagun x2
1 Veteran Sergeant, Melta Bombs; Combi-Plasmagun;
1 Rhino, Dozer Blade; Extra Storm Bolter

Elite: Sternguard Veteran Squad (6#, 220 pts)
4 Sternguard Veterans, Combi-Flamer x2; Heavy Flamer x2
1 Veteran Sergeant , Melta Bombs; Combi-flamer;
1 Rhino, Dozer Blade; Extra Storm Bolter

Troops: Tactical Squad (11#, 255 pts)
9 Tactical Marines , Meltagun; Lascannon;
1 Veteran Sergeant Melta Bombs; Power Fist x1
1 Rhino, Dozer Blade; Extra Storm Bolter
Troops: Tactical Squad (11#, 265 pts)

9 Tactical Marines - Plasma gun; Lascannon;
1 Veteran Sergeant - Melta Bombs; Power Axe x1; Plasma Pistol x1
1 Rhino, Dozer Blade; Extra Storm Bolter

Aegis Defence Line (1#, 100 pts)
Gun Emplacement with Quad-Gun

Heavy: Sicaran Battle Tank, 1#, 175 pts
Heavy Bolter Sponsons, Armoured Ceramite

Heavy: Sicaran Battle Tank, 1#, 175 pts
Heavy Bolter Sponsons, Armoured Ceramite
 

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The Sicarans are an illegal choice - they're a Heavy Support unit for a Space Marine Legion Crusade Army. Of course, you're free to houserule otherwise, but there's no rules on the FW website to use them as such.

Technically, you can't even ally them in with Codex: Space Marines, as they're not a valid allies option according to the Matrix in HH:Betrayal.

Is the Shield Eternal all that useful on a 2 Wound Character?

If you're okay'd to run Sicarans, drop the Heavy Bolters. They don't kill all that much and being Fast vehicles, you can move at full pelt and still fire your Accelerators. It gives you more points.

As to the rest, I don't play with Space Marines all that much now that the Heresy list is available. Just a quick thing about Sternguard - they're almost universally better with Combi-Weapons to make use of the special bolter ammunition.



 

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Discussion Starter · #3 ·
The Sicaran Battle tanks are a Heavy Support choice for Codex: Space Marines under the Imperial Armour Volume 2 book. They are also considered a "Relic of the Armoury" that is the reason i have a Master of the Forge in the army so i can bring 2. Also the reason i take the Heavy Bolter sponsons is for the turns i don't ave to move i get 9 Heavy bolter shots and 6 from the Accelerator Autocannon.

As for the Sternguard, 3 of the 5 member of each squad do have combo-weapons. The others have the specific special weapon.

i wasn't too sure about the shield eternal but i want to keep the Master of the Forge alive as long as i can to repair the Sicarans as the take damage.
 

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Ah. I've not got IA;V2.

9 HB shots are shit. You're spending points on killing GEQ's, which is something Marines can do in spades anyway. You're a fast vehicle. Don't waste them on staying still. Get yourself those Rends on the side armour.

For the sternguard, seriously, drop the specific special weapon. You're probably not going to need to fire special weapon more than twice, take combi's instead.

The Extra Storm Bolters I've just noticed as well are a waste. Between the Sponsons, and additional storm bolters, you save yourself 90pts.

The Master of the Forge is there to take multiple Tanks, not to keep them alive; you're at best going to get 6 turns to keep it fixed up, with a 50% chance of doing so. The RNG isn't favourable to those odds. So take more tanks. Drop the shield, and take an additional Sicaran. Tooled HQ choices don't work so much these days, they're pure liabilities unless they're insanely good; and to be insanely good, they're usually Special Characters; think Sigismund from HH; Extermination type good - (WS7, 5 S6 AP2 Attacks causing ID in challenges and forcing Invulnerables to be rerolled, backed up by a 2+/4++ 4 wounds and Eternal Warrior). Your MotF shouldn't be anywhere near combat. He should be putting his BS5 to good use manning the Quadgun.



 

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Some questions:

Why the axe on your MotF? He already has Sx2 and AP1 (or 2, can't remember the FAQ) from the Servo Arm.

Are you planning on having him follow around those Fast tanks to repair them and shoot the QG?

What are the turret weapon stats for the Sicaran tank?

I'm inclined to agree with Vaz a bit on the list, the excess upgrades on the Rhinos and special weapons in the Sternguard could be a couple Servitors with Plasma Cannons to hang out with your MotF behind the ADL.
 
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