Wednesday, December 8, 2010

Space Sharks - Codex: Space Marines potential list


While previously I was exploring Codex: Blood Angels for my upcoming Space Shark army, since I have had my Codex: Space Marines returned I started fiddling around with that book to represent them. 

Whereas my existing Marines (Silver Skulls) are full-on drop pod, and I've looked at full-drop or full-jump lists with the Blood Angels, this time around I've tried out a much more mixed list, including many of the things I think are cool or could be nifty.

Space Sharks (Codex: SM) 1850pt Task Force 

HQ
Captain on Bike, Lightning Claw/Combi-flamer, meltabombs, artificer armor
(180)
I wanted to include some bikes, so decided to use the captain on bike to make a biker squad Troops for some fast scoring units.  Some extra bling thrown on when I had some points left over.

(HQ) Command Squad (Apothecary + 4 vets)
Bikes, Company Champion, 2xFlamers, Lightning Claw, 4xMeltabombs
(265)
 Since have Captain on bike, may as well give him some company, and I think I'd like to do up an Apothecary on a bike.  If I start swapping things out or dropping to 1500, this is likely one of the first things to go due to being so expensive for so few guys.


Troops
8 Bikes+Attack Bike w/Multi-Melta, 2xPlasmaguns, Sgt PF
(320)
I know conventional wisdom would have meltameltamelta, but I thought Relentless fast moving plasmaguns could be fun and useful.  Might be better with the Command Squad due to FNP, but with different roles may keep weapons as they are.  With the Captain on a bike, this can be another scoring unit (or two if Combat Squad them).  

Troops
10xTactical Marines, Meltagun, Multi-melta, Powerfist, Drop Pod
(235)
I like pods, and it's another version of mobility.

Troops
10xTactical Marines, Flamer, Missile Launcher, Powerfist
Rhino with Dozer Blade and Hunter-Killer Missile
(245)
Another mobility option and more scoring.

Elite
Ironclad Dreadnought, Meltagun/Heavy Flamer, Chainfist, Drop Pod
(180)
Podding distraction, and dreads are just cool.  Probably the pod that comes in turn 1 to drop among the enemy and draw attention while rest of the army zips into position.

Fast Attack
10xAssault Marines, 2xFlamers, Powerfist
(235)
Yet another version of mobility, and way to get a bunch of chainswords in.  

Fast Attack
Land Speeder Typhoon - Multi-melta, Typhoon Missile Launcher
(100)
Look cool, shoot something then die.

Heavy Support
Whirlwind, Dozer Blade
(90)
Indirect fire can be handy, and long-range cover ignoring blasts can be annoying to some armies.  Not amazing vs. mech, but neither is the army as a whole.  Dozer blade mainly to help it go around tank shocking in case it takes a weapon destroyed result. 

1850 total





7 comments:

  1. Cool list, I bet it would be a lot of fun to play. I've never used a big biker squad like your Troops choice but that's on my list of things I want to try out. Should be neat putting out a bunch of plasma gun shots, especially since you've got the mobility to hopefully deny a lot of cover saves.

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  2. Sweet list man, I ended up choosing list a hybrid biker list for my Space Sharks too lol. Can’t wait to see how it plays!

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  3. Managed to get a sneaky peek at IA10 today. Carcharadons are going to be very popular soon. The mystery terminator in IA9? Well he's the Carchardons Chapter master armed with lightning claws and a chainfist which he can split his attacks between. Originally a conversion piece he looks to be released at the end of january, the forgeworld boys have been looking at the blogposts on the internet and have been amused that just because the picture is green tinted everyone is jumping at him being a mantis warrior or one of the sons of medusa. there are no plans to release Mk1 Termie armour with IA10 but its on the to do list. Chapter tactics wise he allows you to replace combat tactics with Furious charge however afterwards if the unit destroys another in close combat it becomes subject to rage.

    Fluffwise the carchardons are a crusade type fleet however they are constantly crusading and essentially "living off the land" not coming back in for resupply and are essentially the Imperial boogeyman. Fluff also suggests that the Raven Guard are their progenitors and that the founders were the monsters created by Corax in an effort to rebuild the Ravens after Istvaan V

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  4. @Papa - I mainly went for the big unit so they could split up via Combat Squads. I'm thinking about seeing if I can squeeze too smaller (but still big enough to count as Troops) squads in instead to get more specials.

    @Mighty - Awesome. I think part of the appeal is while fins on the armor might be a problem, a lot easier to put on the back of a bike. ;-)

    @White_Lancer - Thanks for the info. Hmm. The rules sound OK, but I don't think I'd want to take a termie HQ to get them. At first blush not really a fan of the background, with Raven Guard/monster forebears, but after reading the whole bit may change my mind. Do you know any update on when IA10 will be up for order/release?

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  5. Should be up for preorder soon and shipping on 10th January with an A1 poster of the navigators warp routes of the badab sector and the reverse with all of the chapters in the engagement

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  6. And umm if you don't like the fact you have to take a termie captain then you really won't like that he allows Bolters to be replaced with close combat weapons!

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  7. Thanks for the date info. The poster with all the chapters sounds ace.

    FC and CC weapons sounds great. May be worth taking sometimes just for that, but I still doubt I'll end up doing it. If I want FC and assault marine troops I'll just go the Blood Angel route. Glad to see a Shark character model, and fingers still crossed for a FW Shark upgrade pack.

    Thanks again for coming to share these tasty tidbits!

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