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Drop pod Space marines, 1.5k
| SeanyPrawny |
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Eternal Artist

Group: Ancient
Posts: 1,680
Member No.: 227
Joined: 12-April 06

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Before we continue with the evaluation let me just say that I beleive they are removing True Grit as a rule So you may wanna change that first. The all troops is great and making em drop pod in is just icing on the cake as you go (almost) where you want to. I've just spent all day counting my marines and found I had about 150 of em with vehicles etc. Gonna strip em all and paint em all up real perdy like oo another quick sugestion would be to swap the h.bolter in your scouts for a missile launcher for the versitility of shooting tanks and troops.
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| Gil Galed |
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Citizen of the Glade

Group: Alter
Posts: 476
Member No.: 16
Joined: 25-December 05

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| QUOTE (SeanyPrawny @ Jun 17 2008, 06:40 PM) |
oo another quick sugestion would be to swap the h.bolter in your scouts for a missile launcher for the versitility of shooting tanks and troops. |
you can have 2??? p.s apparently we are getting traits via the chapter leader now so i thought i would include it as it is rumored to still be around
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| Alustriel |
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Citizen of the Glade

Group: Wanderer
Posts: 193
Member No.: 28
Joined: 27-December 05

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Nice list indeed, but the scouts can only have 1 heavy weapon each squad...
And as for the tactical squads, i dont understand the decesion to give each squad a heavy and an assault weapon, doesn't make sense. Personally i prefer to go with all moveable squads or all stationary squads. Works way better i found out... My usually outfit is:
For the anti infantry squads: 10 Marines: 1 Heavy Bolter, 1 Plasmagun, and usually equip the sergeant with a bolter instead of chainsword and boltgun... simply to maximise shooting against infantry, and i will still have some good weapon in case the squad has to move ie. the plasmagun
As for the anti tank squads: 10 marines, with melta and multimelta, and a powerfist... with a rhino ofc. to get them close fast.
or a 5 man squad with lascannon... does work like a charm
Wouldn't use the adamantium mantle on the chapter master either... would use the Ironhalo... toughness 4 is usually enough to leave the standing... and the invunarble save does magic aswell, master crafted melee weapons does work good aswell ^^
drop the krak missile for the command squad... their close combat based... the missile will do no good at all, launchers are heavy weapons after all
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| Gil Galed |
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Citizen of the Glade

Group: Alter
Posts: 476
Member No.: 16
Joined: 25-December 05

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| QUOTE (Alustriel @ Jun 17 2008, 09:01 PM) | Nice list indeed, but the scouts can only have 1 heavy weapon each squad...
And as for the tactical squads, i dont understand the decesion to give each squad a heavy and an assault weapon, doesn't make sense. Personally i prefer to go with all moveable squads or all stationary squads. Works way better i found out... My usually outfit is:
For the anti infantry squads: 10 Marines: 1 Heavy Bolter, 1 Plasmagun, and usually equip the sergeant with a bolter instead of chainsword and boltgun... simply to maximise shooting against infantry, and i will still have some good weapon in case the squad has to move ie. the plasmagun
As for the anti tank squads: 10 marines, with melta and multimelta, and a powerfist... with a rhino ofc. to get them close fast.
or a 5 man squad with lascannon... does work like a charm
Wouldn't use the adamantium mantle on the chapter master either... would use the Ironhalo... toughness 4 is usually enough to leave the standing... and the invunarble save does magic aswell, master crafted melee weapons does work good aswell ^^
drop the krak missile for the command squad... their close combat based... the missile will do no good at all, launchers are heavy weapons after all |
yeh i agree mostly, just a rough list, as for chapter master i do agree with you about dropping the AM, would free up 10 points for something... i kinda put rockets in everythign just incase they needed them, dunno tho, as u say it might be better to have one assault one defence
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| Alustriel |
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Citizen of the Glade

Group: Wanderer
Posts: 193
Member No.: 28
Joined: 27-December 05

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Heres how i would put that entire list together mate:
HQ:
1 Chapter Master: Powerfist, Terminator Honors, Artificer Armor, Plasma Pistol, Iron Halo = 165 Points
1 Command Squad: Veteran Sergeant: Terminator Honors, Powerfist Apothecary Company Champion 2 x Flamers 2 x Marines w/ Chainswords and bolt pistols
Drop Pod = 222 Points
Elites: 5 Terminators: 2 Assault Cannons = 240 Points
1 Dreadnought: Twin-Linked Lascannon, Missile Launcher, Venerable, Tank Hunter = 165 Points
Troops:
1 Tactical Squad: 1 Veteran Sergeant: Terminator Honors, Powerweapon 1 Plasmagun 8x Bolters 1 Drop Pod = 215 Points
1 Tactical Squad: 1 Veteran Sergeant: Terminator Honors, Powerfist 1 Meltagun 1 Multi-Melta 7 Bolters 1 Drop Pod = 230 Points
5 Scouts w/ snipers = 90 Points
Fast Attack: 2 Attack Bikes w/ Multimelta = 130 Points
Heavy Support: 1 Predator Destructor: Heavy Bolters, Pintle-Mounted Stormbolter, Smokelaunchers = 123 Points 1 Predator Destructor: Heavy Bolters, Pintle-Mounted Stormbolter, Smokelaunchers = 123 Points
This way you still maintain a good amount of the mobillity that is in your army, and you do have some powerfull firebase, which you lacked before.
The Commandsquad is able to tackle everything from light tanks to heavy infantry, with 2 powerfist attacks even a land raider should fear that squad, and with the flamers they will devastate any infantry and horde armies before charging in, and crushing them.
The Terminators should just be deployed from start as a powerfull firebase, the assault cannons can stop pretty much any advancing enemy, you only need to fear the biggest of guns, and their powerfists can kill anything in CC if their caught
The Dreadnought is your mobile anti armor unit, it can devastate tanks like no other unit in the entire space marine armory, dont waste that fact.
The tactical squads: 1 is all anti tank, and the other anti infantry, should you have destroyed the tanks, then the melta squadron can take out infantry easily aswell.
The sniper scouts can handle most infantry, but focus on lightly armored foes.
The bikes give you a powerfull and very very fast anti armor unit, in case something else misses. They can run from 1 end of the battlefield to the other in 1 turn. and Multimeltas near tanks... never a good thing.
The 2 Predators, well i thought you needed some firebases, i always have something like them, any sort of infantry you meet, the autocannons and heavy bolters are powerfull weapons able to even rip down traitor marines. And the autocannon can take out transport tanks with potential dangerous infantry, if they have nothing better..
Personally i think that would work better, but what do you think?
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