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  1. #1
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    1000 pts (first list with 120 pts left)

    After a year and a half out of the game ive decided to start over again and collecting marines, I got my new codex yesterday and have just got the basis down for my first list of 1000 pts the problem is not being 100% sure what to spend 130 pts on so any help and suggestions would be great and rewarded with much punch pie and rep



    HQ
    Chaplin
    Power Fist
    Jump Pack
    Plasma Pistol

    Total 145 pts


    Troops

    10 Tactical Marines
    1 Plasma Gun
    Razorback with TLLC

    Total 255 pts

    10 Tactical Marines
    1 Plasma Gun
    Razorback with TLLC

    Total 255 pts


    Fast Attack

    10 Assault Marines
    1 Flamer
    1 Power Fist

    Total 225 pts

    Final total 880 pts leaving 120 to spare


    Answer on the back of a postcard

    Last edited by Easy G; April 10th, 2009 at 22:13. Reason: Removing point costs

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  3. #2
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    First things first: You are not allowed to post individual points, so remove the points behind each part of the squad/character.

    Looks like a solid army start. Though I remember for another thread you wanted no heavy weapons to keep your squads mobile, I think you should take them as they are free. The 1 bolter you are not going to miss. But the heavy weapon you will be missing, when your razorbacks are shot, for example.

    Actually it looks like a 1000 pts army I thought of yesterday for a local tournament. So maybe you can take ideas from it:

    Chaplain (bolt pistol, jump pack) 115
    10 assault marines (sergeant with power fist) 215
    10 tactical marines (lascannon, plasma gun) 190
    10 tactical marines (heavy bolter, melta gun, powerfist | Razorback) 240
    Landspeed with Multi-Melta

    Finish it with either:
    10 tactical marines (missile launcher, plasma gun) 180
    OR
    Dreagnought, extra armour, assault cannon, heavy flamer in drop pod (175)
    and melta bombs for the chaplain.

    Other suggestions to finish of with would be sniper scouts/camo cloaks to hold an objective. Or a predator (autocannon/heaby bolters) to draw fire away from you razorbacks.

  4. #3
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    Thanks for the info about points and thanks for your input (Rep has been given)

    Ive looked over the whole lot and taken your advice in some areas to update the list to this.


    HQ
    Chaplin
    Power Fist
    Jump Pack
    Plasma Pistol

    Total 145 pts


    Troops

    10 Tactical Marines
    1 Meltagun
    1 Heavy Bolter
    1 Storm Bolter
    Razorback with TLLC

    Total 260 pts

    10 Tactical Marines
    1 Meltagun
    1 Heavy Bolter
    1 Storm Bolter
    Razorback with TLLC

    Total 260 pts


    Fast Attack

    10 Assault Marines
    2 Plasma Pistols
    1 Power Fist

    Total 245 pts


    Heavy Support

    Predator Destructor
    Sponsons - Heavy Bolters

    Total 85 pts


    Final Total 995 pts







    As before suggestions and input are welcomed and if needs be reps handed out
    EasyG

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    Bump for some help... remember punch pie and rep awaits

  6. #5
    Junior Member DemoMarine's Avatar
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    close combat weps

    I would get some powerweapons or power fist on your sergeants... they do wonder when tearing trough your enemy or defending your gunline. are the stormbolters on the sergeant or on the razor? on the sergeant i would swap the SB with a bolt pistol for that extra powerfist attack.

    combat squad your tacs and you will have 21 close combat marines(boss/assault squad and 2x combat squad with fists) and good coverring fire from the shooting squads and the tanks! i think that's a solid list. many marines and good firepower should do good alround!

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    Solid tactical advice from DemoMarine.
    Though with one little error. Power Fists don't benefit from the extra close combat attack due to pistols.

    So I would use the last 5 points to either give your chaplain melta bombs or upgrade the assault squad power fist to a thunder hammer. But you really have a solid list, this (and below) is really tweaking.

    Then you can kit you tactical sergeants with either:
    * power weapon & bolt pistol
    OR
    * power fist & (storm) bolter
    Personally I think these are more usefull than the plasma pistols (on chaplains/assault squad). As your melta gun combat squads willl need to get in close, thus likely ending in combat. But I can image people to disagree.

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    Senior Member carrotman50's Avatar
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    Thats a good solid list, 30 attacks in a 1000 point game can make the enemy fearful and want to shoot up your assault marines real quick, so I would combat squad them and advance them along the flanks or deep strike them, and keep the enemy busy with your destructor.

    You may have thought of that already but I thought I might of helped
    For get your Mr T, John Mayer leaks pure awesomeness with every note he plays.

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    Rep given out to those giving some sound advice

    I saw the thread about powerfists v thunder hammers and i will tweak the list to get a one on my Sgt in the assault squad.
    My plan for combat would really depend on the mission but in most cases it would involve my tac marines and RBs moving on one flank whilst my assault marines get ready to move up the other flank.
    As the enemy move to engage the tac squads they should weaken the other flank leaving my assault marines to move in to the rear of the army with the pred in support

    NB: the SBs are on the sgts for an extra bit of firepower for the tac squads at range

    next area to look at would be how to move on to 1500 pts?

    punch and pie for all

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