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paidinfull
Jun 22, 2009, @ 10:03 PM
HQ
Calgar - 265
Terminator Armor, Teleport Homer

TROOPS
5x Scouts - 125
Telion

10x Tactical Marines - 210
Power Fist, Meltagun, Lascannon
1x Razorback - 75
TL Assault Cannon

10x Tactical Marines - 210
Power Fist, Meltagun, Lascannon
1x Razorback - 75
TL Assault Cannon

FAST
1x Storm - 60
HVY Flamer

ELITES
5x Assault Terminators - 200
TH/SS

5x Assault Terminators - 200
TH/SS

10x Sternguard - 295
Power Fist, 4x Combi Melta
1x Rhino - 35

HEAVY
1x Redeemer - 250
Multi-Melta

5 Scoring units
51 Models
12 KP

So I've been running this list for awhile but I figured I would make some slight changes to it and swap the TL Lascannons for TL Assault Cannons.

A few notes:
Telion is great if you keep the unit cheap. Nothing really compares to being able to take out a power fist or an Exarch from a squad. I don't give them cloaks because I prefer to:
Go to Ground
Choose to Fallback
Auto-Rally
This has worked consistently for me.

The Storm is there for late game contesting and really does nothing but sits out of sight until an opportunity presents itself later. Another nice thing about it is I can sit in the Storm and shoot out of it if I have to move around.

The Redeemer, IMO, is the best mobile Raider variant. You are able to move 12" and fire either the TL AC or the MM for the same cost as the other variants. Since I am almost always moving 12" to get my Flame cannons in range and deliver my payload of Calgar + 5 Termies, it really is much better than the other 2.

The Sternguard pretty much die every game but they are very flexible tactics wise and help me deal with a lot of different lists.

The TL Assault Cannons should offer me more tactical flexibility than the TL Lascannon as I believe the numbers break down like so with rending.
20% vs 15% to get a pen on AV 14.
40% vs 30% to glance or Pen vs AV 14
40% vs 30%to get a pen on AV 13.
60% vs 45% to glance or Pen vs AV 13

I prefer the Razorback over rhinos as you will rarely need to move all 10 guys in an objective based game. This allows me to combat squad and keep 5 guys back for claiming objectives while throwing the PF+MG in the mobile razorback.

MVB
Jun 22, 2009, @ 10:26 PM
Couple of pointers and suggestions ...

1) I would not give the sternguard a power fist; these guys are going to be shooting their bolters, and you've got a lot of strong assault elements in the army with thunder hammer termies, calgar, power fist marine squads, etc. - with that much combi-melta you should be eliminating dreadnaught-style targets before they get to smack you around for free, and you've always got krak grenades to deal with assaulting vehicles if you have to. 25 points

2) I would lose the storm w/ heavy flamer, I just don't like it, but I guess it has a value in the contest department ... you have a lot of razorbacks and a rhino and a landraider that are going to be upfield, and I don't see why they can't contest ... heck, they can even tank shock their way onto a mobbed objective, whereas the storm can't. 60 points

3) Your points total here is 1980 points, anything you forgot to add in? 20 points

4) An assault cannon is 4 shots of S6AP4 doom that can rend; a heavy bolter is 3 shots of S5AP4 doom to a lot of infantry, just not MEQ/etc. The difference is 35 points. 70 points if you shave 'em off each, and it makes the razorbacks even less appealing targets if they survive past your big disembark, improving their odds of doing damage and contesting late. 70 points.

All told, that's exactly 175 points. Enough for (you probably saw this coming) Pedro Kantor. Now your relatively assaulty marine army just gained an attack all around, you added 2 scoring units in objective missions (sternguard), and you added some bullets and another fist to one of your razorback tac squads.


People don't much care for Pedro, and I understand why but think it's "bunk." Everybody in every army takes advantage of common useful things. The ability to spread +1 attack bubbles is very common and very useful, just as melta is. I suppose if you just plain jane called him Kantor and put no thought process into redesigning/converting him into a fluffier fit that'd be one thing, but ... bleh. Anyway, that aside, in using him here it's a pretty nasty combination, and can easily be played as the master of an ultramarines successor chapter, the "right hand inspirational man" of Calgar, or really whatever. Even Calgar himself benefits from the aura, beefing him up by yet another monster attack.



I <3 Pedro, but not b/c he's Pedro ... simply b/c he's an independent character version of the Honor Guard w/ Chapter Banner. Hell, model him w/ a banner and call him the Ultramarines Standard Bearer.


My only $.02


I think you don't lose any meaningful firepower or combat effectiveness ... you're not going to be using your razorbacks to take out tanks, but that wasn't a reliable bet as it was.

paidinfull
Jun 22, 2009, @ 10:48 PM
Oops!
My mistake. The tactical squads are actually 210 not 200. So there aren't any extra points.

The storm, i know it's 60pts just sitting there but this list is pretty slow. Yes, the razorbacks move 6" each turn, but from playing it they still don't get where I need them in a hurry. The other downside is that even though I am able to claim objectives, late game contesting is completely worth it. I am not going to table my opponent a lot with this list, but I am going to be punchin him in the head... a lot. It, the list, really needs, the mobility from all the games I've played with the list, the ability to shoot up turn4/5 with the Scouts to get in range has been the difference between a win/draw. I like the storm simply because it has the transport option, and the HVY flamer totally does away with the BS3.

Originally I ran TL Lascannons which are still very effective AT. No, they aren't as great as 6" Meltas but they were definitely what this list needed to stop AV14 and most transports.

Pedro- I'm way ahead of you... I already have him painted up and looking great as Juan Kantor, the Ultramarines HG Chapter Master. I just don't know how I would really use him in this list as there are only 3 main static elements in the list. He does make the 1 unit scoring...

The way the list plays at this point,
I rush up 12" pop smoke with the LR
The Rhino w/ Sternguard does the same
The Razorbacks creep out from hiding (w/ Lascannons)
I open up on things that threaten the LR, not troop oriented, with the Lascannons
Snipers shoot at infantry to force pinning and potentially character snipe.

It's a pretty quick turn. Losing the potential AT from the ACs... I'm not sure the list can handle it.

The powerfist on the sgts is pretty much standard from my gameplay experience. There are a lot of times when you need to get those guys into HTH. Knowing that they will be dead every game, since they are a piece of the hammer, doesn't make them any less reliable in an assault scenario. I tend to rapid fire and then get charged, and the PF is just more defensive.

If I did squeeze him in... how would you suggest using Pedro?

paidinfull
Jun 22, 2009, @ 10:56 PM
To make up the points for Kantor:
I dropped the 2x Lascannons... which the 24" range has in the past really hurt me. I imagine turn 1, I will be moving and running to get them in better positions.
Kept the razorbacks @ base cost
Dropped the storm


HQ
Calgar - 265
Terminator Armor, Teleport Homer

Kantor - 175

TROOPS
5x Scouts - 125
Telion

10x Tactical Marines - 200
Power Fist, Meltagun, Multi-Melta
1x Razorback - 40
TL Heavy Bolter

10x Tactical Marines - 200
Power Fist, Meltagun, Multi-Melta
1x Razorback - 40
TL Heavy Bolter

ELITES
5x Assault Terminators - 200
TH/SS

5x Assault Terminators - 200
TH/SS

10x Sternguard - 270
4x Combi Melta
1x Rhino - 35

HEAVY
1x Redeemer - 250
Multi-Melta

4-7 Scoring units
51 Models
12 KP