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I own the Black Reach set, and play Orks frequently. I decided I want to see what the Marines have to offer, so please keep in mind that I want to expand my Black Reach list.
Here's what I'm thinking:
Captain with power sword 115
5 man Terminator Squad 200
10 man Tactical Squad 170
-flamer, missile launcher
10 man Tactical Squad 170
5 man scouts 90
-snipers, camo cloaks
The extra 25 points allows for variations in equipment. I imagine that the lack of transport and vehicles could be pretty rough. Also, what about the two dreadnoughts? Please give me some advice, thanks.
You're going to want a heavy flamer on the second dread, the firepower difference between that and a stormbolter is night and day. Otherwise the Dreadnoughts are fine. You're also quite right about the lack of transports, if it's at all possible you really should get a couple rhinos for your tactical squads. I also suggest getting some meltaguns for your tactical squads, it's a very useful gun when it comes to killing tanks.
I'll get a heavy flamer for sure. I'm trying to avoid rhinos for now, so how about drop pods instead of rhinos? And, finally, why meltaguns?
I'd also swap the power sword for a relic blade as +2S beats an extra attack.D8 + 2D6 penetrationAnd, finally, why meltaguns?
Thank you, I'll definitely swap the power sword for a relic blade, points permitting. But, to be more specific, why meltaguns instead of multimeltas? Mobility?
I will certainly look into dropping the terminators and scouts for another dread, as you suggested. I think I'll playtest that to see how it works out for me. Thank you for the suggestions thus far.
As stated above, mobility is the prime (and significant) advantage of meltaguns over multimeltas. Not that Multimeltas are a bad weapon - they're especially useful on dreadnoughts, land speeders, and any other platform that can use them on the move. Even on infantry squads, they're not all bad, as in Codex: Ultramarines you can combat squad your tactical squad and leave the half with the multimelta at home to guard the objectives while everything else moves up.It's especially the case with tactical squads, who get their special/heavy weapons on the cheap compared to other units. I usually run plasma/las cannons with my tacticals and combat squad them.But do still keep the heavy weapons, even if you only expect to fire it once or twice. Those big shots are worth a lot more than 4-5 bolter hits.
Drops pods are workable, but they're not overly difficult to counter or nullify by an opponent who knows what he's doing. It wouldn't be the case if we had access to the Deathstorm pods from IA...but we don't, and it is. Best we can do is the Dreadpod bombs stated above - I do suggest arming those pods with DWLs though, as the firepower difference between a stormbolter and a DWL is massive and well worth the points, assuming you're not overly unlucky with your deepstrike rolls.