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  1. #1
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    2000 pt Vanilla Marines Help Appreciated

    Hello Everyone
    I do not play space marines but I am posting for a friend that I am trying to help out. We are going to be playing in a 2000pt tournament. Here is what his list relatively consists of I think it comes to about 2000 pts. I would really appreciate some help and comments as I don't know much about marines (I play Tau). Thanks in advanced

    Captain w/ powerweapon (go in Redeemer)
    retinue w/ apothecary, champion, powerweapon, powerfist

    Tactical Squad w/ Rhino, Melta, Missile Launcher
    Tactical Squad w/ Rhino, Melta, Heavy Bolter
    Tactical Squad w/ Rhino, Flamer, Heavy Bolter

    Assault Terminators w/ 3 Thunderhammer/ Stormshields and 2 Lightning Claws (go in Crusader)

    Land Raider Crusader
    Land Raider Redeemer
    Vindicator


    Thanks
    Rush5


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  3. #2
    Toy Soldier Aficionado Wolf Guard's Avatar
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    Drop either the Crusader or the Redeemer, and then put the Captain and the Terminators in the reamining Land Raider. With these points, I would either A) buy another Tactical Squad another Vindicator and a Scout Sniper Squad (to hold home objectives) or C) Spam Land Speeders with Heavy Plamer and Multi-Melta (I believe you should be able to run 3 with the Raider gone.
    The Wolf time is upon us!
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    Changed the list a bit, again thanks for the help. Any changes I should make?

    HQ
    Librarian Epistolary- Terminator Armor/Combi plasma (w/ Terminators)

    Troops
    Tactical Squad 10 Marines- Rhino, Melta, multi melta
    Tactical Squad 10 Marines- Flamer, Rocket Launcher (in redeemer)
    Tactical Squad 10 Marines-Rhino, Melta Gun, Plasma Cannon
    Scout Snipers- x9, Heavybolter

    Elites
    Assault Terminators- TH/SSx2, Land Raider Crusader, Multi Melta
    Dreadnaught- Heavy Flamer, Drop Pod
    Dreadnaught- Heavy Flamer, Auto Cannon

    Heavy
    Land Raider Redeemer- Multi Melta
    Vindicator
    Vindicator

    I believe that comes to 1999 pts

  5. #4
    Toy Soldier Aficionado Wolf Guard's Avatar
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    The Only thing I would change is the Autocannon/Heavy Flamer Dreadnought. Drop the Heavy Flamer and buy a second Autocannon. A Riflemen Dread would work nicely with this list.
    The Wolf time is upon us!
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  6. #5
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    The dreadnaught with the multimelta and drop pod was going to be used to drop in first turn and maybe take out a tank. More of a sacrifice unit and the heavy flamer was encase it was near infantry.
    Another question. What powers should the librarian take?

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    Oh I mis read. Can the dreadnaught take an assault cannon and autocannon?
    Last edited by Rush5; February 21st, 2011 at 20:37.

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    Senior Member Broadsword's Avatar
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    Quote Originally Posted by Rush5 View Post
    Oh I mis read. Can the dreadnaught take an assault cannon and autocannon?
    It can in fact do this. the assault cannon comes on the right arm, and you can buy an autocannon for the left arm. I wouldn't advise you to do this though. What your list lacks is long range firepower. Your better off taking a rifleman dread with 2X TL Autocannon for 4 shots over 48".

    When you run a LR, you want it to deliver your termies or other death star unit in the heart of the foe. for it to reach it's destination, you need to take out your opponents AT weaponry and melta units from afar. the double LR you're using is eating away points you desperately need though, so I'd advise you to drop one of those.

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    I would heavily recommend dropping something (a couple of the scouts for example) to buy powerfists for your tactical squad sergeants. They can seriously make or break your game. I'd also recommend camo cloaks for the scouts (or Telion if you can find the extra points as he has the same effect)
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    Thanks for the help, I felt like it was lacking some long range firepower as well. What about the Librarian? What Psychic powers should he take?

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    Null Zone is a power that comes in handy if you are facing opponents with a pesky invulnerable save.
    Gate is usefull to get your libby and its attached squad out of a bad situation if need be and can even be used to try and contest an objective late in the game.
    I like Might of the ancients too since it gives him a boost if need be.

    What you choose will depend on what you think you'll be facing. Personally, I think that with Gate you can't go far wrong. play some games testing the different powers to find which one suits your style best.

    Since your libby is an epistolary, you can use two powers a turn. keep in mind that in order to instant death an opponent in CC with your force weapon, that it counts as using one of his powers for that turn. If you use the psychic hood to try and counter another psyker's power within your libby's bubble, it does not count as using one of your powers.

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