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| Trooper ![]() Join Date: Nov 2006 Location: Killingly CT
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| Well, commenting on Dead Commando's last army list led me to thrash out this list. I have to thank DC, because I've been having trouble coming up with 1500 point lists that I've been happy with, but I'm moderately pleased with this one. Traits Advantage: Cleanse And Purify Disadvantage: Death Before Dishonour HQ Reclusiarch Chaplain: bolt pistol, terminator honours, jump pack, frags 122pts Accompanies the Assault Squad. Troops Tactical Squad 1 9 Marines: bolters, frags, meltagun, flamer Veteran Sergeant: power fist, combat shield 215pts Rhino 1: extra armor, smoke launchers 58pts Tactical Squad 2 9 Marines: bolters, frags, meltagun, flamer Veteran Sergeant: power fist, combat shield 215pts Rhino 2: extra armor, smoke launchers 58pts Tactical Squad 3 9 Marines: bolters, frags, meltagun, flamer Veteran Sergeant: power fist, combat shield 215pts Rhino 3: extra armor, smoke launchers 58pts Fast Attack Assault Squad 9 Marines: 2 flamers, meltabombs Veteran Sergeant: power fist, combat shield 287pts Land Speeder Tornado: multi-melta, heavy flamer 75pts Land Speeder Tornado: multi-melta, heavy flamer 75pts Heavy Support Predator Destructor: heavy bolter sponsons, extra armor, smoke launchers 118pts |
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| | #2 (permalink) |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| it a pretty good list ![]() the only little things i'd ever question is the redundancy aspect with the tac squad weapons, and the combat shields on the sergeants... while i do see then benifit of the redundancy approch, (losing a single squad won't cripple your army's ability to deal with one type of foe), there is the fact that you do waste one weapon each time... but then, this is a personal taste thing, so if it works for you, then keep with it! i'd honestly lose the combat shields though as it's very, very difficult to single out UC's now... the only things to watch out for would be 'torrent of blows' and/or an IC in base-to-base that is 'engaged' with the sergeant... you might even consider droping all the frag grenades & melta bombs and get some scouts w/bolt pistols & ccw's? they are without doubt the ultiment assault unit in the space marine codex! ![]() by saving the 20pts on the combat shields and taking the extra armour & smokes from the pred, you could give your tank 'power of the machine spirt' by finding another 2pts! with POTMS, your pred becomes a real threat, even when shaken! just some thoughts, cheers!
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| Trooper ![]() Join Date: Nov 2006 Location: Killingly CT
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| Thanks! Quote:
Quote:
I have about 50 or so of them, all obtained before the current plastic box set came out. They pop up in a lot of my lists, but I don't feel like they fit the theme of this one very well. Also, ditching the frags and meltabombs would only save me about 50 points - a not inconsiderable amount, but not really enough to buy much of a Scout Squad, and those little touches do matter. Frags are important for assaulting units in cover, and the meltabombs give the Assault Squad the capability to deal with even the heaviest vehicles in the game.Quote:
As far as the Predator goes, I'm really only expecting it to draw fire for a turn or so while my squads move up. If it can accomplish anything else for me, that's great, but it's not crucial to my battle plan. Besides, I regard PotMS as overpriced for anything but the Vindicator. I could probably squeeze in a Vindicator if I dropped a couple of the Assault squaddies, but I hate to go below 40 bodies in a 1500 point list. Quote:
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| | #4 (permalink) | |
| One of strangess ![]() ![]() Join Date: Nov 2006 Location: Turn around... (if I'm not there I'm usually in Bangladesh)
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| Really, the only thing I don't "like" about this list is the Landspeeders, and the disavatange. Personally, unless you REALLY like it, (which I don't) I think getting something like Die Standing, or perhaps have pride in your colors. A disadvantage that doesn't mess with your army whatsoever. Also, though I can see the uses, I don't like the landspeeders, but thats just more of what I like, not what's smart to use. I've never used that combination, and never will, but hey, that's just me.
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| Adeptus Primarch ![]() ![]() ![]() Join Date: Nov 2006 Location: Somewhere between Crewe and Stoke in the Midlands
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Blog Entries: 1 | I like how everything in the list is extremely diverse in that it can deal witn anything that comes it way, you can feel a bit more confident in your manouvering as its not neccessary (for example) to support the Assault squad if they're confronted with a tank as they have the equipment to deal with it etc. I personally use the disadvantage Death Before Dishonour as I think its quite fluffy for my army, I suppose it is a bugger of a disadvatage if its a proper 'gaming' army...but it makes a nice change from We Stand Alone. The Landspeeders might not last very long but I suppose if they take a vehicle with them they served their purpose. All in all a good army...I hope you add a little variation visually between the tac squads but thats just me being fluffy again ![]()
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| Trooper ![]() Join Date: Nov 2006 Location: Downey, CA
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| Were it I, the Landspeeders would have Assault cannons and Heavy bolters (cause that is how mine are modelled). But with the rending rule, an Assault Cannon can still kill tanks (Except monoliths) and it is much more useful against troops. You get three Strength 5 attacks and 4 str 6 attacks all at least range 24". I would lose the combat shields on at least a couple squads to pay for the upgrade. My preferred disadvantage is "have faith in suspicion." It appeals to my paranoid streak. Has any body ever killed any thing with a Destructor? If I were to use one, I;d scrounge up 7 more points and give it lascannon sponsons and lose the SL and EA. |
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| | #7 (permalink) |
| Trooper ![]() Join Date: Nov 2006 Location: Cns, OZ
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| i say drop the combat shields and the extra armour on the rhinos and use those points to upgrade your predator and your chaplin a little more other wise a solid list in my op.
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| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| no, no, no! leave the pred as a destructor, just lose the smokes because you want all that hot lead flying right from turn one! and to anyone who doubts the value of the mighty destructor; when i played against phil kelly's eldar, my destructor accounted for; - 6 howling banshees which broke the unit compleatly - 2 d-cannons - 2 out of 3 warwalkers - a smattering of guardians - delt the deathblow to the avatar (you should have heard him cursing the bloody thing each turn! ) that tank most definately won me that game!a destructor pred makes a superb spearhead that lays down 8 ap4 shots each turn! cheers!
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