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| Tyrant of Moray ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: Eye Of Terror
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Blog Entries: 4 | Please read the Thread HERE before commenting on this list HQ. Captain-Bolter and Power Weapon Troops. 6 x Tactical Squad - 8 Bolter's,1 Missile Launcher,1 Melta Gun (see note 1). Fast Attack. 3 x Assault Squads - No jump Packs (see note 2),Bolt Pistols and Close Combat Weapons. Heavy Support. 3 x Devastator Squads - 10 Bolter's (see note 3). Total=1996 points Notes. 1.I have given the Tactical Squads Missile Launchers as they can be used against troops and armoured targets-the same for Melta guns (more so than Plasma weapons). 2. I have taken the Jump Packs from the Assault Squads as it keeps the points down and they are only acting in a support role. 3.I have not given any heavy weapons to the Devastator Squads as it is cheaper to give them to the Tactical Squads (check you're codex for details).
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| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| hmmmm... it's an interesting idea, but a few problems i see; as a general 'take on anyone' army, you're only really threatening units are the tactical squad's rocket launchers... however, as an anti-'nid army, i think you'll find the list won't be quite as effective as it may appear on paper; - overall your effective 'engagement range' is only 24", while the bugs can easily circumvent your rapid fire range... - you have very little that can actively take down long-ranged synapse bugs like zoanthropes, while warriors w/extended carapace bio-morph will prove a challenge due to a lack of ap4 guns and two wounds apiece. - the higher I rending attacks will still hurt! basically, the bugs can safely mass their forces at arms length while feeding you sacrifical units like hormagaunts and 'stealers to tie-up your firing lanes and/or bog your units down into a massive slugfest! also, what happens if say as your opponent, i were to pull out a pair of 'quick draw' tyrants w/2x twin-linked devourers?! maybe even add in some 'fexes just to be evil... you will have difficulty trying to cause enough saves with bolters to get through a 2+ extended carapace save of the big gribblies, and if they do hit your lines, they'll have *alot* of fun due to your lack of power fists... overall, i honestly think it could be a very close game as 100+ marines is a real challenge! but imho alot will depend on things like terrain placement and the ratio of the various terrain sizes... if the bugs are smart, they can use the cover to create blind spots - blocking your firing lanes with a combat or two while they overwhelm a single portion of your lines... (at least, that's how i'd go about it )what i might consider is droping 1 devastator squad to give the assault squads flamers and kit the other 2 devi squads out with 4 heavy bolters each. cliche i know, but against 'nids, high volumes of ap4 firepower is so very important as it really helps clear out warriors and 'stealers! hope this helps, cheers!
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| The Emperor's Mercy ![]() ![]() ![]() | hmm...well i'm not a statistics person, but i'm sure that in a given shooting phase, with the 'fexes in range, etc. and at least 30 marines shooting rapid fire [okay, rapid fire is stretching it lol] for 60 shots i'm going to have to say that that 2+ save could not possibly hold out against 60 shots. sure, it would take a lot of shooting phases [and a lot of lost marines!] but eventually they could take one down, it's just a matter of speed. a power fist or lascannon etc. would make the job faster and probably save a few marine lives, but that's just me talking..haha it sounds like a cool army. even if it doesn't play out the greatest, having one hundred marines out is something to be respected-even feared. i'll agree with stitch though, flamers and longer ranged weapons would not hurt [even if it meant giving up one of your dev squads/tactical squads.. just a suggestion though :] -ant
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| Trooper ![]() Join Date: Nov 2006 Location: Downey, CA
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| I ran a similar army to deal with an opponent who had a 170 odd man army of IG. two platoons of conscripts, a couple of tanks and a bunch of troops. I had +80 SM (in 1500 pts, mind) and it was a real blood bath. I managed to knock out both tanks early on thanks to my tank hunter elites, and after that it was trading bolter shots for lasgun shots. lots of lasgun shots. I think that a ton of SM is an answer to horde armies. Depending on terrain, it can be really a surprise. I played this army against a speed freek army and I out numbered them. I shot them to pieces. |
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| | #6 (permalink) |
| The Emperor's Yesman ![]() ![]() ![]() | I'm a bit unsure about the stability of this list... It looks good on paper, but with dice rolls, the Tyranids could smash through your Tacticals quickly, especially the termagant's and other when they use the rule whereby they can redeploy after death. I guess it would depend on objectives, in a CoD battle, this list would take the nid's easily, though you'd have to be careful with stratgems. In a grudge match, you'd lose badly. If using VC's, you might win, depending on luck. I honestly can't see ways of improving it though, as I've never really put much thought into the whole Marine horde concept. All I can say is playtest, playtest, playtest. I must say though, use tactical maneuvares to your advantage. Force the nid's into narrow corridors, like streets or ravines, and pour bolter fire into them. Oh yeah, and use flamers, loootssss of flamers.
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