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Ok, this is my new Marine list. This list is setup to lay ALOT of firepower down on the enemy. I have a few really good CC units to help protect them. This list has done alright before, but with alot of difficulty and i can't quite put my finger on it. So if you see anything that looks like it might be hurting me, let me know. Also, ive got 5 points to use but i don't really know where to put them, so any help would be great. Thanks!
Master of Sanctity: powerfist, terminator honours - 140pts
(my thoughts behind him having the power weapon and powerfist is to have the versitility to take on any kind of opponent without having to take too much damage. if he's fighting basic troops, use the PW, if fighting something with alot of toughness, use the powerfist)
7 Veteran Marines: furious charge, frags, power fist, power weapon, terminator honours(for the sergeant), rhino: smoke launcher, extra armour - 231pts
The chaplain and vets will act primarily as a counter assualt unit but also as a shield to all my long range weaponry.
8 Marines: frags, terminator honours, plasma pistol, power fist, flamer - 169pts
Just a good basic unit, will be used as deemed necessary for the mission.
5 Marines: lascannon, razorback(twin-linked lascannon, extra armour, smoke grenades) - 188pts
Helps to put some lascannons on the board. The marines will be put into cover and provide heavy support as well as the razorback.
6 scouts: 5 sniper rifles, missle launcher - 113pts
Will be used to help supress incoming infantry units by hopefully pin them.
7 Assualt Marines: terminator honours, power fist, plasma pistol, 2 flamers - 201pts
Good counter assualt unit, from past experience, this unit can lay waste to bugs and mushrooms.
Lanspeeder Tornado: Assualt cannon - 80pts
Will help to supress infantry units.
6 Devestators: 3 missile launchers - 150pts
Takes position in cover and provides heavy support of course.
Predator Annihilator: heavy bolter sponsons, extra armour, smoke grenades - 138pts
45 models, 1495pts
Last edited by Emeraldguardx; April 14th, 2008 at 09:59.
Biel Tan Eldar 3-0-8
Vanilla Marines 17-1-2
Alaitoc Eldar 15-2-4
Goff Orks 21-1-2
Nurgle Chaos work in progress
I get a feeling that the difficulty that you will face with marines is that they are not the best at anything. They are good at everything but your opposition will be able to beat you in one phase of the game or another.
I get a feeling that a Mech Eldar list would cause this list some grief as they will be able to out shoot you and potentially out assault you as well...
As bad as this might sound have you thought about dropping the vets in the rhino and replacing them with another assault marine unit and also giving the chaplain a jumppack.
This way you can sit back with all your fire support units.
Have your 2 assult marine units on flanks behind cover ready to react to the enemy as they advance with the chaplain.
Something to think about.
I like this armies basic idea, it seems very balanced and it should be able to stand up to most attacks, a few things I would suggest would be;
1. The chaplain does not need a power fist, its just a waste of points because it already has a power weapon
2. Inncrease the squad of eight to ten men and replace the flamer with a plasma gun, and take the vet sarges PP away, also mount them in a rhino
3. Take away the razorback because the lascannon can't fire when they disembark
4. As I said above take the PP off the vet sarge
5. If you have any more points add another marine with Missile launcher to the devs
Hope this helps
The most effective (and most fun, I think) way to use them is to take an individual unit and tool it up for exactly ONE purpose, then take another unit and tool that one up for the exact OPPOSITE purpose. Then, build your strategy around using one unit to back up the other.
By this rationale, your chaplain doesn't make sense. It's hard to imagine in the theory stage, but try to figure out NOW just what you want him to do, and don't say both of the above. You gotta pick one. It may make for dramatic storytelling to imagine your chaplain laying the smackdown on a daemon prince or carnifex, but the reality is, that's often not a good idea, or what the chaplain's best at. He's really good at slamming into a crowd of something and using the crozius to slice and dice. With a powerfist, you're taking away an attack he could have if he had a pistol instead, and you're showing that you haven't made up your mind what you want to do with him. Bad idea.
It's also a bad idea to leave him behind the action as a counterassault unit. The chappie likes to charge right in. The "classic" build for him, especially with an assault squad already in your list, is to give him a pistol and a jump pack. You think that assault squad's fun now? Wait till you get to re-roll all those missed attacks on the charge!