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Old 09-14-2007   #31 (permalink)
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Will your scouts be infiltrating?
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Old 09-14-2007   #32 (permalink)
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he could probably add a few more in there*, just for kicks, in higher point games..or he could drop the whirlwind or something. he's definitely already got a solid number of long range support, so a few more tornados might do well :]


few more pertaining to erus' post about more speeders, sorry haha
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Old 09-14-2007   #33 (permalink)
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well in higher point games the 1st thing im going to do is fill out my troops with more sniper scouts or bolter scouts. then add a master with termie honours/dual lightning claws/combat shield/jump pack


the only thing that im scared of is not enough scouts on the board with 2000pts


and the scouts will infiltrate depending on what army my opponent has at the time
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Old 09-14-2007   #34 (permalink)
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i think some more landspeeders would fit in nicely. and fit the fluffyness. berhaps insted of the dread. imo
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Old 09-14-2007   #35 (permalink)
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hes got landspeeders with assault cannons... when(if) you go up to 2500pts I 'd add 2 tactical squads for numbers and their generalised value- everything in your force seems to be specialised in some way so a strong backbone of 20 marines would be a good idea for your army to pivot around.
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Old 09-14-2007   #36 (permalink)
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i wont be using regular tactical marines ever. its part of the fluff
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Old 09-14-2007   #37 (permalink)
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hmm...2 large units of scouts with bolters then?
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Old 09-14-2007   #38 (permalink)
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or 3 more 5 man squads?
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Old 09-14-2007   #39 (permalink)
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the reson i say more speeders than the dred is cause he said his dread has a asscannon anyway and he is gonna need to suport those infultrating scouts. seems the speeders will be able to get up ther and suport way faster than the slow lumbering dread. eather way it looks like a good solid list.
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Old 09-14-2007   #40 (permalink)
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scouts wont always infiltrate
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Old 09-14-2007   #41 (permalink)
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actually god grinder's got a point. if you get more speeders, you'll keep the assault cannon but shave off 30 points. you lose a powerfist, but the dready is too slow to keep up with your infiltrating and deep striking/jumping force anyways...so maybe consider dropping the dread and/or the whirlwind ? just a suggestion :]
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Old 09-14-2007   #42 (permalink)
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scouts wont always infiltrate
When you do infiltrate, don't put them too far out of range of your support units. My friend recently made the mistake of doing this in a recent game with his DA, and paid dearly for it. A run of the mill Chaos Marine unit will make mincemeat out of them if allowed to get into assault range. Do you ever plan on bikes or assault bikes?
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Old 09-14-2007   #43 (permalink)
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ewwwww bikes are the bane of my exsistance

NEVER will i take bikes NEVER
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Old 09-14-2007   #44 (permalink)
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ewwwww bikes are the bane of my exsistance

NEVER will i take bikes NEVER
How about Predators?
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Old 09-14-2007   #45 (permalink)
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i love preds

i wont be using las sponsons with las turret as its too expensive and not always going to have LOS
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Old 09-14-2007   #46 (permalink)
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Ever thought about using a Rhino or two for your scouts with Bolters?
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Old 09-15-2007   #47 (permalink)
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not sure about rhinos i keep hearing they are a coffin of death
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Old 09-15-2007   #48 (permalink)
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the fact your scouts cant have them would be a problem too...
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Old 09-15-2007   #49 (permalink)
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the fact your scouts cant have them would be a problem too...
Sorry, I was unware that scouts couldn't take Rhinos. Sorry, I'm a Chaos player lol.
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Old 09-15-2007   #50 (permalink)
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well ive been thinking about this list and i think i want more scouts and im going to be removing the heavy bolter dev squad
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Old 09-15-2007   #51 (permalink)
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nooo i love that squad that squad is pure terror for horde players!
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Old 09-15-2007   #52 (permalink)
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i know
i guess im going to have to make an alternate list
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Old 09-15-2007   #53 (permalink)
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comments/suggestions and such included in the list
keep in mind this is purely an 'optimimal approch' look to things...

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traits
blessed be the warriors

drawback
die standing

HQ
MoS
jump pack,bolt pistol,termie honours,frags
total 137

+++ termie honours isn't really need imho... it too easily leads to over-kill, especially considering this guy already allows you to re-roll missed to-hit rolls when you do charge!
save those pts...

give him melta bombs too... remember; an IC is always treated as a seperate unit in close combat!!! if he gets mugged by say, a dreadnought and none of your assault marines are also in base contact, then your chappy's on his own and compleatly screwed!+++


ELITES
dread
smoke

+++ it really, really needs extra armour... dreads get shot at - alot! always being able to move, (unless you're immobilised of corse), is a godsend for getting out of harm's way if you can't shoot for a turn anyways!+++

10x assault marines
termie honours,power fist,all furios charge

10x assault marines
termie honours,power fist,all furios charge
total 668

+++ make them 8 strong. 6 man units are too small to be effective, while 10 man units are simply big targets! 8 gives you a slightly smaller squad that will be able to use terrain better, plus you can still afford a casulty or two on the way in...

the other problem with 10 man assault units is that it can be too effective! a decent assault unit kills stuff. a great assault unit will cripple it's opponent to the point it's ineffective, but won't scare them off or wipe them all out untill your opponent's combat phase! this way, you're assault troops aren't left in the open to get shot at by then entire enemy army...
your opponent will have two choices; commit more troops to the on-going assault and drag you down with wieght of numbers, or else give ground and try to get their most valuable units out of the way. either way, you've forced your opponent to make a descision they very likely won't enjoy!+++


TROOP
5x scouts
4snipers,1missile

5x scouts
4snipers,1missile

5x scouts
4snipers,1missile
total 285

+++ each squad should be 6 strong for scoring unit purposes.

in 40k, units lose their 'scoring unit' ability once they suffer more than 50% casulties. thus, even numbered units maintain their scoring staus more efficiantly than odd-numbered units...
also keep in mind that once you're unit is below 50% of it's starting unit strength, you also give-up half the unit's cost in victory pts! thus, even numbered also give-up fewer victory pts!+++


FAST ATTACK
1x tornado

1x tornado

10x assault marines
termie honours,power fist
total 420

+++ again, drop the down to 8 men...

also consider adding in a pair of flamers for some crowd control. they also give you a nasty surprise to deep strike with!+++


HEAVY
8x devs
4x missiles

8x devs
4x heavy bolters

1x whirlwind
total 470

grand total 2000

kinda weird how it worked out to exactly 2000pts.

any feedback is appreciated
if you drop the heavy bolter devs, then definatly add-in a predator w/autocannon + heavy bolter sponsons to keep pace with your advance...

also, you should always infiltrate your scouts when you can! infiltrate doesn't mean you have to set-up closer, it simply lets you deploy after your opponent has rolled everything out onto the table! (handy for setting up things like wraithlords or carnifexes for a 1st turn barrage of sniper fire!)

as for what else to add, think about an attack bike squadron w/multi-meltas to support your assault marines. (who have little anti-tank capability right now!) attack bikes are great value for their pts.

cheers!
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Old 09-15-2007   #54 (permalink)
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ahh yes help me after i rip ur fav assassin


but thanks for the info
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Old 02-01-2008   #55 (permalink)
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Default Re: 2000pts minor div friendly

you might want another dreadnought, especially venerable in a 2000 pts list
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