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I have about 2.5k points of marines in total. Mostly just 'normal' marines, 5 bikes, a dreadnought and a land raider. Only just got the new Codex yesterday and came up with a list to play against everyone. It is assualt focused, hopefully with enough to take on tanks and big-beasties as well should I have to face them. The only model in this list that's missing is a Razorback, which I shall be purchasing shortly.
HQ Captain and Command Squad 388
Commander Cortez - Pair of Lightning Claws. Artificer Armour. Melta Bombs,
Auxiliary Grenade Launcher
Command Squad - Company Champion. Storm Bolter. Flamer
Razorback Transport - Twin-Linked Assualt Cannon. Storm Bolter. Extra Armour
HQ Chaplain 125
Chaplain Heineken - Jump Pack. Digital Weapons.
Fast Attack Vanguard Veteran Squad 185
5 Veterans - Jump Packs. Relic Blade
Troops Tactical Squad 185
10 Tactical - Flamer. Missile Launcher. Teleport Homer
Troops Scout Squad 100
5 Scouts - Snipers. Heavy Bolter. Camo Cloaks
Troops Scout Squad 116
7 Scouts - Combat Blades. Teleport Homer
Elites Terminator Squad
5 Terminators - Assault Cannon. 2 Chainfists.
Elites Dreadnought 160
Dreadnought - Twin-Linked Lascannon. Missile Launcher. Extra Armour
I don't what I'll be fighting when I go down to my local GW next week, and I don't even know if this is a good list or not, lol. Hopefully with your help that will all change
Last edited by Mini_Grift; June 24th, 2009 at 16:25.
At the moment this list is sorely lacking on anti-tank. Assuming your Dreadnought is taken out by turn 2, you're left with close combat anti-tank options which can typically be outrun. I'm not sure what other models you have in your collection so I can't really suggest alternatives, but be aware of this weakness for now.
2 Chainfists on the Terminators seems like overkill, but if you have the models then play them by all means. It's only Y points after all.
The extra armour on your Dreadnought seems to be a waste though. It reduces stun results to shaken results, but on a shooty Dreadnought this doesn't help much. It is mostly useful on Dreadnoughts that are meant to assault, since being shaken still allows you to assault.
I second Firaya on the extra armor for the dread. Spend the points elsewhere, or put a fist w/ heavy flamer on it instead of the missile launcher. It will be a more versatile unit.
Still, don't underestimate assault cannons' rending power, they are arguably better against tanks than lascannons, and they are definitely better against everything else. I think you'll be okay in the anti-tank department...just have faith in your dice. They'll roll 6's often enough. With 4 shots at a time, the odds are good that they'll get the extra D3 for one of the armor penetration rolls.
The Vanguard are a bit steep, I'd just go with a tooled up Assault Squad and either add a few more bodies or spend the points elsewhere, like upgrading one of the scout squads to a tactical squad. You'll find out how big of a difference there is between a 3+ and 4+ save.
Otherwise, I think the list will do fairly well. Just don't lean on the sniper scouts too much. Use them to sit on an objective...anything else they accomplish is gravy.
Will ditch the extra armour for my for my dread and tool up an assault squad instead of the Vanguard. What else... I like the scout models and they fit into my army theme quite well. Liche Legion, I know it sounds corny, have the background in the fluff section if you wanna go look.
Do you think it might be worthwhile giving the Razorback an anti-tank gun? Maybe a lascannon and TL plasma guns or something?
Am pretty happy with the rest, don't know what to do with it anyway. Will make those few small changes and see how it works next week when I play my first game