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  1. #1
    Member monkeigh sama's Avatar
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    1500 point Shooty Marines comments welcome.

    HQ:
    Force Commander Bike, MC Powersword, Plasma Pistol, Iron Halo
    Chaplain Plasma Pistol, Bike, Terminator Honors

    Troops:

    Tactical squad(10) Msl Launcher, Meltagun, Frag grenades
    Tactical squad(10) Msl Launcher, Meltagun, Frag grenades, vet sgt, power sword
    Scout Squad(5) 4x Sniper Rifle, 1x Msl Launcher, 1 Vet Sgt

    Elites:

    Dreadnought Msl Launcher, TL Lascannon, Extra armor
    Dreadnought Msl Launcher, TL Lascannon, Extra armor
    Terminator(5)

    Fast Attack:
    Bike Squadron(3) 2x meltagun

    Heavy Support:

    Whirlwind

    My thought with this army is to secure an objective or defendable terrain points. I've included the Whirlwind as a harassment/bombardment platform, and the Dreadnoughts as heavy fire support. The scouts are intended to inflitrate and take out problem specialist squads before the can reach the main force. A missile launcher is included in the mix for antitank/antiswarm defense. HQ Elements and the Bike squad are tasked with hit and run operations against slow vulnerable targets.


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  3. #2
    Member Captain_Sicarius's Avatar
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    The basic structure of the army looks pretty good except for two things. First you dont have much anti-infantry weapons except for the whirlwind meaning armies that have lots of infantry like tyranids you'll be overun fairly easily. Second if your planning on putting both commanders in that three man bike squad then if it attracts alot of attention thats alot of firepower at one unit which could be bad even if you turboboost. Also it's not such a shooty army with those bikes but that's good because if you get in a fight with someone like tau you can assault because trust me you can't out gun the tau.

  4. #3
    Member monkeigh sama's Avatar
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    Most of the anti-infantry work was left to bolters and (4)missile launchers (Frag). Between those and the Whirlwind I thought I should have it covered. Against a swarm army I could switch out the meltaguns in the tactical squads for flamers. The terminators and the bike squad were there for assault work. I was considering adding a TP home to the Force Commander to deliver the terminators into the enemy back field early in the game. The prospect of assaulting bikes and terminators supported by scouts should tie up an opponent until the tacticals could be brought to bear.

  5. #4
    Member Captain_Sicarius's Avatar
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    Good thinking on the Teleport Homer i've considering using something like that but i haven't tried it. Also about anti-infantry swapping out for flamers would work as long as you don't do that in a tournament and the missile launchers should work fine except there only AP6 and the bolters are only AP5 so watch out for imperial guard with carapace armor and tau with this list but everything seems well that out so good job.

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    Member monkeigh sama's Avatar
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    I definitely appreciate the feedback. I feel like I have a solid base to build on. Another option might be to have one of the dreads configured for anti-infantry work, maybe a heavy flamer and an assault cannon or TL autocannon.

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    Member Captain_Sicarius's Avatar
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    Sounds good about the dread I suggest you use the assault cannon because it can rend and can therefore unitl 5th edition comes out be able to kill tanks with ease aswell as infantry and heavy infantry.

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