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Old 12-29-2007   #1 (permalink)
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Default My very crappy/noobish/nevergoingtowininrealgames 2000pt army

HQ-
130-Commander (master): Storm bolter, iron halo, artificer armor, master crafted weapon

345-Command Squad (7):
55-Sergeant: Terminator honors, Storm bolter, and artificer armor
70-Chapter Champion: Power weapon, Storm bolter, combat shield, terminator honors, and artificer armor
75-Apothecary: Narthecium and reductor, terminator honors, artificer armor, storm bolter
75-Banner Carrier: Company Standard, terminator honors, artificer armor, and storm bolter
Heavy bolter, Plasma gun

157-Chaplain (master): bolt pistol, frag grenades, jump pack, melta bomb, terminator honor, master crafted weapon

Elite-
65-Techmarine

Troop-
135-Marine Squad 1(7): missile launcher, plasma gun, terminator honor (sergeant), storm bolter

135-Marine Squad 2(7): missile launcher, plasma gun, terminator honor (sergeant), storm bolter

151-Marine Squad 3(6): frag grenades, flamer (missile launcher pts), melta gun, terminator honor (sergeant), power weapon (sergeant), plasma pistol (sergeant)

93-Scout Marines (5): missile launcher, 4 sniper rifles

Fast Attack-
155-Assault Marines (5): melta bombs, 1 plasma pistol, terminator honor (sergeant), power fist (sergeant), bolt pistol (sergeant)

173-Bike Squad (3): flamer, melta gun, melta bombs, power fist, terminator honors, master crafted weapon, plasma pistol

Ally-
130-Inquisitor Lord: Power weapon, psycannon, sacred incense, hammerhand, holocaust

171-Henchmen (7- 3 acolytes, 3 warriors, 1 familiar): power armor (acolyte), bolter (acolyte), multimelta servitor, heavy bolter servitor, and plasma cannon servitor

141-Stormtroopers (10): melta gun, grenade launcher, power weapon (sergeant), bolt pistol (sergeant)

105-Chimera: multilaser (S6 H3 AP6), heavy bolter, pintle heavy stubber(H3 S4), smoke launchers, extra armor

Total-2086
Chapter Advantage-Cleanse and Purify
Chapter Disadvantage-Faithful unto Death
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Old 01-07-2008   #2 (permalink)
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Hm... so you know, the Commander will lose the artificer armor upgrade so long as he's in a squad.

And I see a lot of Terminator Honours...not necessarily a bad thing, as long as you have a gameplan.
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Old 01-07-2008   #3 (permalink)
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I am not a believe in Master Craft weapons, sure its nice to have that re roll, but your paying points, and I'd suggest to just get a lightning claw or power weapon. Same with chaplain.. don't really suggest it.

Command squads - i dont believe in them. They are overpriced, and too much. They are cool model wise, effective - just another point sink.

Techmarine - I would only field if you want him to be attached to a squad and provide an extra power fist hit and so forth to a tactical squad.


Scouts - I find snipers.. to be less effective and adds on a few extra points you really don't need. They do not hurt things a lot, and pinning.. is once in a blue moon. ML is good though.


Assault Marine - Kick this up in size, and attach this to the Chaplain. This is the Squad~

Bikes - Small squad.. really easy to die, and not my personal choice..


Allies - cool, but I would never field them - they are less effective than power armor marines, and overpriced.

HQ - Too much points for what he can do.

Henchman - TOO much points in a squad that will die really fast.

Stormtroopers - cool, but why not get marines instead.

Chimera - Strong tank but the SM armoury can provide better ( Whirlwinds or preds)





Overall - I'd say if you are going for effectiveness, there could be some retuning in army selection. You seem to be stuck on overupgrading and taking squads that take up a lot of points. When making lists, when I add things to my army I always think of this - How many points is this? How much percantage is this squad to my overall points? How resilient is it for its cost? And I also compare to other units - For the points I spend here, can I get better elsewhere for cheaper points?


This is my overall tips, and criticism, if that is what you are looking for~

my 2cents.
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Old 01-07-2008   #4 (permalink)
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Quote:
Originally Posted by kenshin620 View Post
93-Scout Marines (5): missile launcher, 4 sniper rifles
Quote:
Originally Posted by Ikarus View Post
Scouts - I find snipers.. to be less effective and adds on a few extra points you really don't need. They do not hurt things a lot, and pinning.. is once in a blue moon. ML is good though.
I personally field a scout squad of four sniper rifles and a heavy bolter. They can be effective if used right.
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Old 01-07-2008   #5 (permalink)
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Quote:
Originally Posted by kenshin620 View Post
HQ-
130-Commander (master): Storm bolter, iron halo, artificer armor, master crafted weapon

i agree with what the other gents have said...master crafting is a little too expensive for my taste. not a bad pick though, definitely pretty solid HQ.

345-Command Squad (7):
55-Sergeant: Terminator honors, Storm bolter, and artificer armor
70-Chapter Champion: Power weapon, Storm bolter, combat shield, terminator honors, and artificer armor
75-Apothecary: Narthecium and reductor, terminator honors, artificer armor, storm bolter
75-Banner Carrier: Company Standard, terminator honors, artificer armor, and storm bolter
Heavy bolter, Plasma gun

i don't think the artificer armor is worth the extra cost for anything other than HQs, but if it's fluffy then i won't argue with it...the terminator honors on all these guys makes them really powerful but also really pricey..just a thought !

157-Chaplain (master): bolt pistol, frag grenades, jump pack, melta bomb, terminator honor, master crafted weapon

cool. again, the mc weapon is a little too pricey for my taste, especially since chappies already get to reroll CC attacks...

Elite-
65-Techmarine

Troop-
135-Marine Squad 1(7): missile launcher, plasma gun, terminator honor (sergeant), storm bolter

135-Marine Squad 2(7): missile launcher, plasma gun, terminator honor (sergeant), storm bolter

yay for doubles squads ! solid choice.

151-Marine Squad 3(6): frag grenades, flamer (missile launcher pts), melta gun, terminator honor (sergeant), power weapon (sergeant), plasma pistol (sergeant)

fair enough. i see that this is a CC squad, just watch out, it might be hard to get into charging distance. cool squad though.

93-Scout Marines (5): missile launcher, 4 sniper rifles
personally i think that this squad is fine. there are suggestions that an HB is better, but the range differences i don't like..it's really your choice though, of course :]

Fast Attack-
155-Assault Marines (5): melta bombs, 1 plasma pistol, terminator honor (sergeant), power fist (sergeant), bolt pistol (sergeant)

nice, nice. lots of people might suggest you boost up these squad numbers to even for victory points purposes, it's again, up to you. :]

173-Bike Squad (3): flamer, melta gun, melta bombs, power fist, terminator honors, master crafted weapon, plasma pistol

cool. again...master crafted weapon is a bit OTT for my taste. and again, up to you :]

Ally-
130-Inquisitor Lord: Power weapon, psycannon, sacred incense, hammerhand, holocaust

sweet

171-Henchmen (7- 3 acolytes, 3 warriors, 1 familiar): power armor (acolyte), bolter (acolyte), multimelta servitor, heavy bolter servitor, and plasma cannon servitor

141-Stormtroopers (10): melta gun, grenade launcher, power weapon (sergeant), bolt pistol (sergeant)

not bad. the BP and power weapon might be better off if it were simply a hellgun like the rest of the squad, so that it would be a dedicated shooty squad..just a thought

105-Chimera: multilaser (S6 H3 AP6), heavy bolter, pintle heavy stubber(H3 S4), smoke launchers, extra armor

good, good.

Total-2086
Chapter Advantage-Cleanse and Purify
Chapter Disadvantage-Faithful unto Death
not bad, but 86 points is kind of a lot to go over the 2k list. drop the termie honors on some of these guys would easily put you under or nearer to the limit. all in all, not bad. :]
-ant
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