<3000 2000 Points Codex Space Marines - Warhammer 40K Fantasy
 

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  1. #1
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    2000 Points Codex Space Marines

    Hey I was was working on a list for my Marines, and I just need some advice on it. Tell me what you think.

    1 Librarian
    Epistolary, Terminator Armor, Storm Shield
    190pts

    10 Man Tactical Squad
    Melta-gun, Lascannon, Rhino
    220pts

    10 Man Tactical Squad
    Melta-gun, Lascannon, Rhino
    220pts

    10 Man Scout Squad
    10 Sniper Rifles, Telion
    200pts

    1 Ironclad Dreadnought
    Assault Launchers, Drop Pod
    185pts

    5 Man Sternguard Squad
    1 Melta-gun, 4 Combi-meltas, Drop Pod
    185pts

    5 Man Assault Terminator Squad
    Thunder Hammer/Storm Shield
    Land Raider Crusader: Extra Armor, Multi-melta
    475pts

    10 Man Assault Squad
    Flamer, Melta-bombs
    205

    1 Predator
    Autocannon, 2 Lascannons
    120

    Total: 2000, Spot on

    I not so sure about using Telion but he looks good enough


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  3. #2
    Senior Member Lord Ramon's Avatar
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    128 (x3)

    1 Librarian
    Epistolary, Terminator Armor, Storm Shield
    190pts

    10 Man Tactical Squad
    Melta-gun, Lascannon, Rhino
    220pts

    10 Man Tactical Squad
    Melta-gun, Lascannon, Rhino
    220pts

    Useful for Combat Squading: 5 men with MG in Rhino, 5 men with LC sitting on your Objectives. Needs PowerFist for Sarges. Dozers are very useful for the Rhinos.

    10 Man Scout Squad
    10 Sniper Rifles, Telion
    200pts

    Need Cloaks. Reduce unit to 6-8 and consider giving them a Missile Launcher too.

    1 Ironclad Dreadnought
    Assault Launchers, Drop Pod
    185pts

    5 Man Sternguard Squad
    1 Melta-gun, 4 Combi-meltas, Drop Pod
    185pts

    Remember that one of these two Drop Pods will have to Deep Strike in round1 - Drop Pod Assault, leaving it very vulnerable with little close support. I think you need a few more Sternguard as they will be an easy Kill Point. I would give them a second Meltagun too.

    5 Man Assault Terminator Squad
    Thunder Hammer/Storm Shield
    Land Raider Crusader: Extra Armor, Multi-melta
    475pts

    10 Man Assault Squad
    Flamer, Melta-bombs
    205

    Use 2x Meltaguns and a Power Fist. In an 'average' game they will help you much more.

    1 Predator
    Autocannon, 2 Lascannons
    120

    You can find points buy losing the Epistolary upgrade.

  4. #3
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    Thanks for the input. For the scouts however, Telion gives them all the stealth special rule for free, but you still pay 20 extra points so i will probably drop him to free up a few points. As for the Sternguard I planned on having the librarian go down with them in the Drop Pod, But now rethinking that now, the Sternguard are still vulnerable, Ill have to add more Vets to the squad somehow. Also i was possibly thinking about dropping the Assault squads Jump Packs and using a Drop Pod, But then I lose movement range. Thanks for telling what you think.

  5. #4
    LO Zealot watchwood's Avatar
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    185 (x4)

    Useful for Combat Squading: 5 men with MG in Rhino, 5 men with LC sitting on your Objectives. Needs PowerFist for Sarges. Dozers are very useful for the Rhinos.
    Fists are useful, but not having them won't be the end of the world. Dozer Blades are wasted on a 35 point transport. I suggest comb-meltas.


    Need Cloaks. Reduce unit to 6-8 and consider giving them a Missile Launcher too.
    Cloaks are redundant with Tellion in the squad - see the latest FAQ update for the main rules.

    The main advantage of Sternguard over other units is Special Ammunition - giving them weapons upgrades other then combi-somethings pretty much negates their utility.

    The jump squad is fairly redundant as an assault unit with you've got a group of hammer/shield termies on the board.

    I suggest footslogging the ironclad, and freeing up some points somewhere for a second AC/LC predator.

  6. #5
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    I am going to footslog the ironclad though. I have played a few games where my opponent dropped a geared up ironclad in my deployment area. Lets say one melta shot to the back armor works very... very efficiently.

  7. #6
    Senior Member TheNightbringer's Avatar
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    Take Dozer Blades at your Rhinos. You can lose games without them, seriously. From my personal experience, you ALWAYS roll a 1 at the most critical point of the game (when you will try to deny an objective passing through terrain etc.). I have already lost 2 games because of the dangerous terrain tests (and the lack of dozer blades) and since then, my Rhinos have always Dozer Blades for protection.

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