750 Pt Space Marine - Warhammer 40K Fantasy
 

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  1. #1
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    I'm trying to get together a 750 point Space Marine army. I havent been playing with Space Marines for long so I'm not sure if this list is good or not.

    My Chapter Traits; Adv: Take the Fight to Them
    Blessed be the Warriors
    Dis: Aspire to Glory

    Epistolary (155)
    -Force Weapon
    -Psychic Hood
    -Familiar
    -Terminator Honours
    -Storm of the Emperor's Wrath
    -Might of Heroes

    Tactical Squad 1 (215)
    8 Marines Strong
    -C.C.W. and Bolt Pistols
    Sergeant
    -Terminator Honours
    -Lightning Claws
    Rhino Transport

    Tactical Squad 2 (215)
    8 Marines Strong
    -C.C.W. and Bolt Pistols
    Sergeant
    -Terminator Honours
    -Lightning Claws
    Rhino Transport

    Assault Squad (165)
    5 Marines Strong
    -C.C.W. and Bolt Pistols
    -2 Plasma Pistols
    Sergeant
    -Terminator Honours
    -Lightning Claws

    Total 750 pts if i calculated correctly

    I basically want to rush in as fast as in can and tear stuff up. I know that many of you will tell me to go play black templars or blood angels or sumthing cuz they're better at cc but i feel like making my own chapter. any input from you guys would be great, whatever it may be.

    BTW: i might not have used all the trait adv in this list but they're jus there for when i increase my army


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  3. #2
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    I may be wrong but I don't think you need to purchase to Terminator Honours for the Librarian; since he can already choose any item from the Armoury that isn't restricted to certain characters/models.

    I would get Missile Launcher and another Heavy weapon for your Tactical Squads; but the Rhinos will help them get into combat vry quickly, with a rush going, I can see this working... but I am a n00b

    If you can squeeze points get Jump Jets for the Librarian and ten attach him to the Assault Squad... that would make it pretty evil Iron Halo may be nice too
    <a href='http://www.librarium-online.com/index.php?showtopic=24704&view=findpost&p=254196' target='_blank'>The Devil Tigers: A Space Marine Chapter</a>

  4. #3
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    probably took terminator honors to get the extra attack i would imagine

  5. #4
    Senior Member Brother Marius's Avatar
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    Make sure to at least give the librarian a bolt pistol or other close combat weapon so he gets another attack for the two. Lightning claws is a bit much on the sergeants and you could simply give them power weapons which leaves you with points for more marines. Just a note on the assault squad: 5 assault marines will die pretty quickly. I&#39;d try to beef up this squad or drop it entirely for something that can shoot.

    I am curious as to what you propose to do when your opponent fields anything with an armor value of more than 10 however. I would put some melta guns in those tac squads, or make one of them just the standard bolter squad with a lascannon or missile launcher.
    The enemies of the Emperor fear many things. They fear discovery, defeat, despair and death. Yet there is one thing they fear above all others. They fear the wrath of the Space Marines&#33;

  6. #5
    Senior Member Archaon's Avatar
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    Well first of all, if you wish to make a strong Assaulty list I would opt for the Chaplain. Although Might of Heroes does grant extra attacks, the chaplins charge ability meens he will be hitting more often. Also Chaplains are a ton cheaper.

    As for the Lightning claws, I can&#39;t remember but I don&#39;t think that they ignore armour do they? and by &#39;Claws&#39; do you mean a pair?

    Either way perhaps swap them for powerfists. This means you&#39;ll be wounding on 2s most the time so re-reolls aren&#39;t needed. Also it gives you some tankbusting action which you are lacking.

    If you swap down to the Chaplain (W3), then you save enough to get him a jump pack to lead your assault marines.

    Whatever you do have fun hacking and slashing your way through some of the Emporers enemies.
    Archaon's Top Tip for profiting from the End Time: Pillage before you burn

    When I say jump you don't ask me 'How high?' maggot! You jump!

  7. #6
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    ye lightning claws ignor armour saves as they are power weapons that let you re roll faield to wound which is pretty damn good IMO,but giving them to your vet serg&#39;s is a bit extreme, a power weapon would be adjust

  8. #7
    Senior Member friendlyfire515's Avatar
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    Lightning claws rock. The problem with them is that power fists got cheaper for one wound models, but lighting claws did not. So you could save almost 50pts by changing the three sergeants over to power fists. Rather annoying, as I&#39;ll have to convert one of my sarge&#39;s now. (N)
    <a href="http://www.liquidgeneration.com" target="_blank"><img src="http://www.liquidgeneration.com/quiz/images//Card_Fett.jpg" border="0"></a>

  9. #8
    Senior Member Archaon's Avatar
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    Ok I did some addition and your Vet srages have a pair of LC each. Definitely go for the PF then.

    Not only are they then S8 but it solves your tankhunting problem.

    With the extra 45 (&#33;&#33;&#33 points get another Space Marine for 1 of your tactical squads, another Assault marine and Smokes and Extra Armour for your rhinos.

    Other than that nice assault list.

    PS: perhaps consider the Chaplian as well, but then again I&#39;m bias since I love them. If you do, max out your Tactical squads with the saved points.
    Archaon's Top Tip for profiting from the End Time: Pillage before you burn

    When I say jump you don't ask me 'How high?' maggot! You jump!

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