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 Drop pod Space marines, 1.5k
Gil Galed
Posted: Jun 17 2008, 05:21 PM
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Group: Alter
Posts: 476
Member No.: 16
Joined: 25-December 05



rought start list for 5ed


Chapter Master~ 175
Power weapon
terminator honours
artificer armor
Plasma Pistol
Adamantine mantle


HQ Unit ~ 433
Sgt. Terminator honours + powerfist
Apothecary
Company Champion
Flamer
Krak missle
4 x Marines

~True grit

+ Drop Pod

Squad Prometheus ~ 281
Sgt. Terminator honours + thunder hammer/shield
Flamer
Krak missle
7 x Marines

~True grit

+ Drop Pod

Squad Perseuss ~ 266
Sgt. Terminator honours + powerfist
Melta Gun
Las cannon
7 x Marines

~True grit

+ Drop Pod

Terminators ~ 220
Sgt
3 Terminators
1 assault cannon

Dreadnaught ~ 110
[I] smoke

Sniper Scouts ~ 90
5 x Scouts w/ Sniper rifles

Scouts ~ 80
3 x scouts with bolters
1 x krak missle
1 x heavy bolter


about 1450 ~ might add grenades to all

just a rough guide i came up with today, with the new rules game types come down to 3 options...

1. Kill everything
2-3. objective based

now that troops can be the only ones to control objectives (other units can only contest) i feel a troop heavy army may do well... for this army the idea is that the two marines squads will drop in near the objectives, the scouts will infiltrate into useful positions (the snipers going for dangerous infantry while the other scout unit uses its krak missile launcher to attack bigger things while moving into useful position... the third HQ squad is a big hitter and will come down near things which require attention (e.g things with lots of wounds/ toughness). The terminators will do the same or contest the third objective point / reinforce 1/2 to make sure i get the most things by the end. The dreadnaught will either adopt an anti-personnel roll with its assault cannon on more troop based armies or if against tanks/etc it will try and drop in within range (without being shot to death- i.e smoke ) and then go toe to toe and rip it apart, with horde armies/ CC armies i will have to drop in more strategically and give co-ordinated fire
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SeanyPrawny
Posted: Jun 17 2008, 06:40 PM
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Eternal Artist
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Group: Ancient
Posts: 1,680
Member No.: 227
Joined: 12-April 06



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 happy.gif

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
Posted: Jun 17 2008, 07:13 PM
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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 ninja.gif
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SeanyPrawny
Posted: Jun 17 2008, 07:21 PM
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Eternal Artist
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no you can't have 2 which is why I suggest swapping ;)

All rumours I've heard indecate the true grit rule is going. Only armies like gray knights and wolves will keep it as its in their dex's however this will change after new FAQ's are released. Still they are just rumours and you need to take tem with a pinch of salt generally.
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Gil Galed
Posted: Jun 17 2008, 07:38 PM
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o right you mean missile in the sniper group tongue.gif, i was confused, problem is i don't have a second rocket scout model... could try and aquire a missile launcher tho..
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Alustriel
Posted: Jun 17 2008, 09:01 PM
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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
Posted: Jun 17 2008, 09:32 PM
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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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SeanyPrawny
Posted: Jun 17 2008, 11:48 PM
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Eternal Artist
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Group: Ancient
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you need to remember that on the turn they land they count as moving so can't fire heavy weapons. Also they can't assault so you just want to be maxing out the rapid fireness. I usually feild unit of 10 with boltersand 1 plasma gun. land next to a unit and unleash 18 bolter rounds and 2 plasma rounds. Usually good enough to at least send em running ;)
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Alustriel
Posted: Jun 17 2008, 11:51 PM
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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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Gil Galed
Posted: Jun 18 2008, 08:04 AM
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yeh the problem is i am basing my army around units i have (my space marines are a random assortment collected over ... decade[s]... so i dont have predators or bikes and i have no money to buy more... but thanks tongue.gif
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