1k mech list, help me spend last 65pts! - Warhammer 40K Fantasy
 

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  1. #1
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    1k mech list, help me spend last 65pts!

    I posted a 1k list a little while ago that you were kind enough to give me input on, tried it but felt i could make a stronger list, please tell me what you think.

    HQ-
    CCS
    PF, Flamer x4
    Chimera ML, HHF
    (ive never seen that many orks die to 5 guardsmen so fast before, the fist is for looking cool and maybe getting its points back)

    Troops-
    Vet Squad 1
    Melta Gun x3
    Chimera ML, HHF

    Vet Squad 2
    Melta Gun x3
    Chimera ML, HHF

    Vet Squad 3
    Plasma Gun x3
    Chimera ML, HHF
    (Useful for rapid firing MEQ&TEQs, i dont mind avoiding another 3 special weapon sprues either)

    Heavy Support-
    Demolisher, HHF
    (Have the model, was my baby in the old dex)
    LR Battle Tank, HHF
    (Also have the model, good bang for your buck imo)

    Total:935

    What do you guys think would be most beneficial to fill out the last 65pts? im thinking maybe Marbo? or 5 Rough Riders with 1 Melta Gun could be good too. Thank you in advance for the input.


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  3. #2
    Son of LO kevin vanrooyen's Avatar
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    452 (x8)

    Marbo, definately. Put him right beside your opponents prize unit; or in a perfect position to defend your tanks. He may often end up being a one-shot wonder; but think about how many points those 3 termies costed your opponent (hint: it's almost twice as much as marbo costed).

    The Emperor protects
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    Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11

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    Thanks for the reply Kevin, yea i like Marbo a lot too but im hesitant to bring him as he is so fragile, im definately going to try play testing him though.

  5. #4
    Drill Sergeant Lord Borak's Avatar
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    2052 (x8)

    I second him too. He's very fragile so don't expect him to live after he's thrown thst demo charge.

    However, He is very useful for getting rid of things like Marine Devestators who are to far away for your chimera mounted troops to get at.

    Other than that mate you're list is looking very spot on.
    Last edited by Lord Borak; August 14th, 2009 at 14:05.

  6. #5
    My backpack has JETS! Ravendove's Avatar
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    545 (x8)

    I would consider moving swapping the Plasmaguns and Flamers round, so that the CCS has 4 x Plasma. Why? Orders, mostly. Being able to twin-link or deny cover is very useful in some situations. Otherwise, nice list. Very similar to what I use.

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    Thank you all for your input, when you put it in examples i can see why Marbo is worth it to bring. As for Ravendove's suggestion ill put em side by side for comparison,

    HQ-
    CCS
    PF, Flamer x4
    Chimera ML, HHF

    Elite-
    Sly Marbo

    Troops-
    Vet Squad 1
    Melta Gun x3
    Chimera ML, HHF

    Vet Squad 2
    Melta Gun x3
    Chimera ML, HHF

    Vet Squad 3
    Plasma Gun x3
    Chimera ML, HHF

    Heavy Support-
    Demolisher, HHF

    LR Battle Tank, HHF

    Total:1000pts
    Edit: the side by side didnt work so basically if i put 4 Plasma Guns in the CCS drop the PF and put 3 Famers in Vet Squad 3 ill have 5 points leftover. While giving bring it down and fire on my target to 4 Plasma Guns is definitely an appealing one i dont like that as soon as i take a single casualty im loosing Plasma Guns, where if it were the flamer they are 1/3 the points and less threatening aswell (not that guardsmen are actually valuable). What do you guys think?
    Last edited by Pibbles; August 14th, 2009 at 18:51.

  8. #7
    LO Zealot SandWyrm's Avatar
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    204 (x5)

    Quote Originally Posted by Pibbles View Post
    Thank you all for your input, when you put it in examples i can see why Marbo is worth it to bring. As for Ravendove's suggestion ill put em side by side for comparison,
    Definately Marbo

    Let's list some of the cool things he can do:

    1) Throw Demo Charges on HWTs and/or CCS command squads.
    2) Contest Objectives.
    3) Hang out in cover and force your opponent to come dig him out.
    4) Chase nasty units that are running so they can't regroup.
    5) Throw Demo charges on Deep Strikers.
    6) Charge monstrous creatures and wound them on 2's.
    7) Soak up fire by going to ground in cover for a 2+ save.

    The list is endless!

  9. #8
    Member Jazer506's Avatar
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    Yes, I back Marbo all the way.
    I've used him in a game against nids and he rocked.
    He killed a full squad of termagaunts with his demo charge, sent a genestealer unit off the board by sending them running from a combat and then went on to destroy a 2 tyrant guard.
    He was then charged by a Hive Tyrant but brought it down to a wound before dying.
    Marbo really is a one man army.
    "Not that I have anything against senseless violence, manling, but why exactly are you strangling that old man?"
    Gotrek Gurnisson, Trollslayer

  10. #9
    Drill Sergeant Lord Borak's Avatar
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    2052 (x8)

    Remember you don't HAVE to make him pop up near the enemy either. You can always have him pop up in your own lines if there are no decent targets to throw that demo charge at. Don;t sacrifice him for no real gain.

    Having a single modle running around in your own lines with a Demo charge can be a nasty detterant for anyone wanting to get close.

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