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Old 07-25-2007   #1 (permalink)
Govenor of Rynn's world
 
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Default 2500 pt codex marine list

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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Old 07-26-2007   #2 (permalink)
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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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Old 07-26-2007   #3 (permalink)
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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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Old 07-26-2007   #4 (permalink)
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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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Old 07-26-2007   #5 (permalink)
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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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Old 07-26-2007   #6 (permalink)
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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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Old 07-26-2007   #7 (permalink)
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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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