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| Govenor of Rynn's world ![]() ![]() ![]() Join Date: Jun 2007 Location: U-S-A!!U-S-A!!U-S-A!!U-S-A!!U-S-A!!
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| this is a list im taking to play againt mixed armies including Guard Orks Tau CSM and eldar i would like feedback / changes and how you think it will do against the different enemies HQ: 272 Chapter Master Leonidi Term armor, boinics, Master Crafted Lightning claws 150 Master of Sanctity Arturius Jump pack, Frag, bolt pistol 122 Elite: 451 Close combat Terminators x5 3 LC 2 TH & SS 215 Dreadnought w/ Extra armor, smoke lauchers 113 Dreadnought w/ Extra armor, smoke lauchers Multi Melta 123 Troop:632 Scout x 6 5 sniper 1 missle launcher Termhonors, Tele homer 131 Scout x 6 5 bolter 1 H bolter Termhonors, Tele homer 101 Tactical Squad Alpha x10 w/frag Missle launcher Term honor, Powerfist 200 Tactical Squad Beta x10 w/frag Missle launcher Term honor, Powerfist 200 Fast Attack:574 Assault Squad Theta Marine x7 Term honor, Powerfist 184 Bike squad Omega bike x 5 Term honor, Powerfist, Telehomer 195 Attack bike squad x3 x3 multimeltas 195 Heavy support: 568 Devestator squad Lambda x7 x4 missle launcher Term honor, Powerfist 210 Devestator squad Delta x7 x4 missle launcher Term honor, Powerfist 210 Predetor Destructor w/ Las Sponsons Dozer, Extra armor, Pintle mount, Smoke 148 Total 2497 Tactics: This army is built to be a double pincer being equal on 2 fronts with 1 Dev 1 dread and 1 Tac squad on both sides the pred will be center the bike squad and scouts all have Tele homers giving me options where i want to bring the terms in with one scout squad pinning and the other being fire support the bike squad and attack bike and assault will plug holes and counter enemy movements Questions, Comments are very welcome
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| One of strangess ![]() ![]() ![]() Join Date: Nov 2006 Location: Turn around... (if I'm not there I'm usually in Bangladesh)
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| First of all, just as a tip, next time you post up an army list, it would be beneficial to include all weapons and wargear that any unit may have taken, including default items. Now, onto the list: Okay, the master is good, but I personally would drop mastercrafted and give termie honors to the chaplain... as the extra attack goes really far. And I've never used a Multi-melta dread... so I'm not going to comment, but I've never really thought of using it, may I ask your ideas on this model? Second off, if you can afford it, bump the termie squad up to a 6 man squad for scoring purposes. Also, if you can afford the points, give your scout squad sergeants power weapons or powerfists... its not that fluffy, but since you are giving them termie honors anyways you might as well try and do it. Also, the dev. squads, they are good, except one thing... why in the name of all that is holy do your sergeants have power fists... a total waste of points IHMO? I would drop these, and with the extra points fill out your scout squads or give the sergeants powerfists/power weapons, or both! I personally am not so hot on Bike Marines... but I don't s
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| Govenor of Rynn's world ![]() ![]() ![]() Join Date: Jun 2007 Location: U-S-A!!U-S-A!!U-S-A!!U-S-A!!U-S-A!!
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| well about the weapons they are vanilla marines so they have bolters if not listed otherwise well the multimelta dread is for forward support for the troops to crack open armor that is threatening the advance well the dev sgts have power fist because of wolf scouts or other deep striking units or fast movers that might get by and try to assault my devs but im thinking of changing them to power weapons so the scouts sgts can get one also
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| Just A Regular Joe. Again ![]() ![]() Join Date: Jun 2007 Location: Butte, Montana
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Blog Entries: 8 | I agree with master of wierdness, drop the fists and go with power swords. they ignore armor saves remember. also, i like the melts dred. the tank busting on him is wonderful. My 2 cents. |
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| One of strangess ![]() ![]() ![]() Join Date: Nov 2006 Location: Turn around... (if I'm not there I'm usually in Bangladesh)
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| Hmm.. well I've never played at 2500pts.... so I can see how powerfists can be useful... Still, downgrading them will free up some points.
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| Adeptus Arbrites ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2006
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| looks good! as far as your tactics, pincers are tricky. a good player can concentrate all of his units to one side and utterly crush one of your flanks before moving to the other one. for your melta-dread. i would suggest putting him in a drop pod. that way, you can put him closer to the enemy and maybe get a rear shot on some enemy armour. since the melta is short range, it will probrobly get killed normally before it can do anything, since dreads are fire magnets. |
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| Govenor of Rynn's world ![]() ![]() ![]() Join Date: Jun 2007 Location: U-S-A!!U-S-A!!U-S-A!!U-S-A!!U-S-A!!
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| yea i know pincers can be very tricky im thinking the bikes and the assault squads will be able to jump right in if any one side gets into trouble but im thinking of another set up with the sniper scouts and a dev squad, and the pred controling a whole lane while moving the remaining forces toward objectives/other quads its worked well before the snipers pinned the devs rained down then they get jumped by an assault squad maybe ill try a few different thing this weekend and see what happens
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