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Tactica Discussion Talk about general tactics or for immediate help on your in-game needs.

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Old 03-02-2007   #1 (permalink)
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Exclamation help with my army list

hey people,
im going to Bristol Carnage a week's time (its now a conflict event) its a tournament with doubles so each with 500 points. Ive got 2 lists im thinking of using with my soul drinkers (space marines) but i cant decided which one. What do u people think?

The "combat" list
Codicier 100
Might of Heroes
Bolt pistol
Auspex
Purity seals
Termi honours

10xTactical Marines 150
Furious Assault
Total 180

10xAssault Marines 150
Vet sergeant
Power weapon
(no jump packs)
Furious Assault

Total 498

The "shooty" army list

10xscouts 130
10 sniper rifles
Total 180

3 landspeeder tornados 240

1 landspeeder tornado 80

Total 500
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Last edited by Lord Commander Erus..; 03-04-2007 at 04:27 PM. Reason: Illegal posting of individual points values.
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Old 03-04-2007   #2 (permalink)
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First... is there no force org? or are you using the rules where you only need 1 troop? (i can't remember name)

but i would go with the shooty army.... but split the tornado's into two groups of two... one group with HB and assault cannons and the other with multi-meltas and heavy flamers... good balance... good tank busting abilities (assault cannons are not the end all weapon... they are good but the multi-melta is more dependable) and the melta tornado's can still take troops out pretty well.... but drop the scouts and take some tact marines with a heavy weapon and special weapon (i would go with a plasma rifle and a heavy bolter... leaving 5 points for somethin)
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Old 03-04-2007   #3 (permalink)
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This list is in illigial... you can't post indivual point costs on this website, its in violation of GW IP.

I can't edit your post, so I'll PM another mod to do so.
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Old 03-04-2007   #4 (permalink)
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This list is in illigial... you can't post indivual point costs on this website, its in violation of GW IP.

I can't edit your post, so I'll PM another mod to do so.
not to be mean or anything but 2 things... first learn to spell... hooked on phonics works...

second he is trying to show where the points are coming from he isn't telling the amount of points each model is worth just a couple of upgrades... albeit with some simple division they can tell but he isn't listing out the book ect. so calm down please
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Old 03-04-2007   #5 (permalink)
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Yeah I would work on force org right now. I would grab a trait though. Trust Your Battle Brothers and Cleanse and Purify. That way you can shoot but also kill stuff in assualt.

I would suggest grabbing a chap, and 2-3 of 5 man tact squads w/ 2 special weapons.
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Old 03-04-2007   #6 (permalink)
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while this list may be illegal in most tournaments however its near to impossible to actually field a real force with these few points. as we are not sure of the real rules for this event we should just assume that any list we are given can be made legal as long as the points add up

also the list as given is completly legal as to our agreement with GW when we made this website. we are allowed to give points total just not individual points such as plasmagun=.. grenades=.. and so on and so forth.

i would take a mixture of one shooty squad and one assualty squad. i would trim them down on men and take a missle launcher and a chaplain if possible.
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Old 03-04-2007   #7 (permalink)
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Sorry... he seems to have edited the list... it game individual points when I posted, and I was typing real fast, I know I spelled illegal wrong.

I wasn't trying to be rude or anything.

The lists themselves...

The first list is better, assuming you are using combat patrol rules (which it would seem you are) then I would make the tact. marines a scout squad, much better in assault.

Also, I would replace the assault squad w/ command squad, this gives you the option of having a apothecary, as well as giving your libby some more wounds if he gets shot at on the first turn.

Perhaps changing the libby to a chaplain would be a good idea. I'm not a fan of the libby, he's expensive, and in such a small point game, chaplains (or commands which cost the same almost) are much better IMO.
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Old 03-06-2007   #8 (permalink)
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Take a devestator squad and a troop choice. 5+ missile launchers make short work of anything. Thats how I roll...lol

Heres a link to my tournement list: http://www.40kterra.com/forums/showt...6330#post16330
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Old 03-06-2007   #9 (permalink)
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Take a devestator squad and a troop choice. 5+ missile launchers make short work of anything. Thats how I roll...lol

Heres a link to my tournement list: http://www.40kterra.com/forums/showt...6330#post16330
hehe if you are goin to do that take 1 tact squad with a heavy bolter and 2 dev squads with 4 plasma cannons each... that is how my imperial fists roll

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Old 03-07-2007   #10 (permalink)
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I like missile launchers better... They don't get hot.... can crack any of the relatively ****y armor you might encounter (combined vehicle armour of 33 remember)... They pop other marines with AP 3 krak missiles (and double strength to toughness kill them if need be), they kill hordes with frag templates, they have range 48" (and 4x4 is the biggest table you should use for combat patrols). They're also cheaper than plasma, which is important at 400 points. Missile launchers are in my opinion, your gest bang for your buck in combat patrols, since you know that the armor is low quality, the armour on infantry cant be better than 3+ (so a krak missile penetrates it). Plasma has range 36". So what are you going to do if you take the plasma against my list? you'll move in your first turn to get into range. If i start, that's 2 shooting phases, where I'll kill an average of 2-3 marines per turn. Not only are you losing a shooting phase, with an average 4-6 casualties on that devestaor squad each time you roll a 1 you take a wound, which you wont save all the time (22% of the time you'll kill one of your own marines). You'll also kill an average of 2-3 marines per turn (assuming your opponent placed his men correctly) however you're starting with a 4-6 marine defeceit. Chances are you won't win. You also don't get the double strength to toughness kill against captains. IMO plasma is only useful for it's AP2 and in combat patrols, AP3 is just as good.
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Old 03-07-2007   #11 (permalink)
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I like missile launchers better... They don't get hot.... can crack any of the relatively ****y armor you might encounter (combined vehicle armour of 33 remember)... They pop other marines with AP 3 krak missiles (and double strength to toughness kill them if need be), they kill hordes with frag templates, they have range 48". They're also cheaper than plasma. Missile launchers are in my opinion, your gest bang for your buck in combat patrols, since you know that the armor is low quality, the armour on infantry cant be better than 3+ (so a krak missile penetrates it).
True but 8 plasma cannons would be fun and the look on your opponents face would be priceless
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Old 03-07-2007   #12 (permalink)
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Even more so if those 8 plasma cannon toting devastators angered the dice gods and all died from overheating
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Old 03-07-2007   #13 (permalink)
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Quote:
Originally Posted by sarpedon View Post
hey people,
im going to Bristol Carnage a week's time (its now a conflict event) its a tournament with doubles so each with 500 points. Ive got 2 lists im thinking of using with my soul drinkers (space marines) but i cant decided which one. What do u people think?

The "combat" list
Codicier 100
Might of Heroes
Bolt pistol
Auspex
Purity seals
Termi honours

10xTactical Marines 150
Furious Assault
Total 180

10xAssault Marines 150
Vet sergeant
Power weapon
(no jump packs)
Furious Assault

Total 498

The "shooty" army list

10xscouts 130
10 sniper rifles
Total 180

3 landspeeder tornados 240

1 landspeeder tornado 80

Total 500
A few pointers...Combat patrols are capped at 400 points. Maybe you have speacial rules...I don't know for sure. Anyway,the auspex and purity seals on the codificer are a waste. Use the points elsewhere. I'm pretty sure the tactical squad can not have furious charge. The assault marines cant either unless you use a trait and take them as elites. @ 18 points each, it's going to hurt alot to lose them.... I like the second list much better. The scouts will infilrate, which is a great advantage. 4 landspeeders (make sure they are ALL ac/hb) will lay waste to almost anything. As mentioned though, make sure that theyre all using assault cannons and heavy bolters, as the assault cannon is the best weapon in the marines arsenel. The multi melta is useless compared to it, espeaciall in this situation with 11 armour being the highest you'll see. The assault cannon rends, so it will rip through rhinos and infantry. Even against a land raider/monolith with AV 14 the multimelta has an 11 % chance of a penetrating hit, whereas the assault cannon has a 30 % chance. The multi melta/heavy flamer should never be taken.
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Old 03-07-2007   #14 (permalink)
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well he never said that it was a combat patrol list.
also, you can take traits that let you give tac squads and assault squads furious assault. did you also take 'take the fight to the enemy' so your tac squad can have cc weapons? if not, that would be a good idea.

i cant see the first 10 posts for some reason, but you dont have a commander in your second list (dont know if someone already said that)
but i would agree, replace a sniper rifle with a missle launcher. same points, more versitile.
it depends on what your ally takes for what list you should bring. if he is shooty, bring the CC guys. if he is CC, bring the shooty guys.
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Old 03-07-2007   #15 (permalink)
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well there is a advantage that allows tactical and assault to have the furious charge at x pts per model
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Old 03-07-2007   #16 (permalink)
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isn't it just assault marines? i don't have the codex handy...
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Old 03-07-2007   #17 (permalink)
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Nope. Assault and tacs. Though I think any assaults done so are counted as elites, or are elite choices, or something. I may be getting my traits mixed up though. I think I am, actually.
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Old 03-09-2007   #18 (permalink)
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Quote:
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A few pointers...Combat patrols are capped at 400 points. Maybe you have speacial rules...I don't know for sure. Anyway,the auspex and purity seals on the codificer are a waste. Use the points elsewhere. I'm pretty sure the tactical squad can not have furious charge. The assault marines cant either unless you use a trait and take them as elites. @ 18 points each, it's going to hurt alot to lose them.... I like the second list much better. The scouts will infilrate, which is a great advantage. 4 landspeeders (make sure they are ALL ac/hb) will lay waste to almost anything. As mentioned though, make sure that theyre all using assault cannons and heavy bolters, as the assault cannon is the best weapon in the marines arsenel. The multi melta is useless compared to it, espeaciall in this situation with 11 armour being the highest you'll see. The assault cannon rends, so it will rip through rhinos and infantry. Even against a land raider/monolith with AV 14 the multimelta has an 11 % chance of a penetrating hit, whereas the assault cannon has a 30 % chance. The multi melta/heavy flamer should never be taken.
See you have the common problem that many SM gamers have... the Assault cannon is not the end all best weapon and the solution isn't to take as many as possible the multi-melta is still the better choice against tanks... with the speed you can easily get within 12" and then you get 2d6 armor pen. and it is much cheaper and if they end up taking out the melta then you still have the flamer to use on troops. in your example you are forgetting something key, the melta hits on 3's and with 2d6 armor pen. you have a 33% chance to penetrate. with the assault cannon you have a .0925% chance per shot... you have better odds with the one melta shot and with 4 assault cannon shots your odds are you hit with 2.6 shots and you will get .43 6's out of those 2.6 and then you need a 2... and even then you can glance... a multi melta always penetrates except against skimmers

all in all the assault cannon CAN take tanks out but the melta and the missile launcher and las cannon are BUILT to take tanks out so they will always be better.
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