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  1. #1
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    1500 points of lets just shoot them lol

    So ive leaned this list towards a chapter forge theme. hope you wouldnt mind takin a look and given some feed back.

    Headquarters
    Master of the Forge: Power Weapon, Storm Bolter

    Master of the Forge: Power Weapon

    Troops
    Tactical Squad: 10 Marines, melta gun (and either missile launcher or heavy bolter, not sure yet)

    Tactical Squad: 10 Marines, melta gun (same as first squad)

    Tactical Squad: 10 Marines, melta gun (same as the first)

    Elites
    Dreadnought: 2 twin-linked autocannons

    Dreadnought: 2 twin-linked autocannons

    Dreadnought: 2 twin-linked autocannons

    Heavy Support
    Predator: autocannon, heavy bolter sponsons

    Predator: autocannon, heavy bolter sponsons

    Predator: autocannon, heavy bolter sponsons

    Fast Attack
    Land Speeder: multi melta

    Land Speeder: multi melta

    So first "no transports!". i know its crazy but my plan is that each squad will have a support element in way of a predator and dreadnought. now its 1500 spot on, and i do feel like its lacking in hand to hand effectiveness and thats when i ask ya'lls opinion


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  3. #2
    LO Zealot watchwood's Avatar
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    You still need transports to get your troops around the battlefield quickly. They'll also help you get the tactical squads meltaguns into range a lot earlier. I'd honestly drop one of the MotF's for a set of Rhinos for each Tactical squad, and then sprinkle the last couple of points into weapon upgrades for said squads. MotFs are honestly really only good for unlocking HS Dreadnought choices, and you're not even using that ability.

    Otherwise, it looks pretty good.

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    so lose the second MotF and put in 3 rhinos. so the the question remains on what kind of heavy weapons should the squads have. thanks for the advice.

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    Junior Member Kalian's Avatar
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    I'd say missile launchers for the tactical squads, they give you an easy way of being able to touch Av 14 without zooming the landspeeders in or having to slog the marines after them.

    MoTF's are actually quite nasty in combat, give them a boltpistol/powerweapon combo and thats 4 armour ignoring attacks on the charge followed up by two powerfist attacks is fairly nasty.

    I agree with watchwood about the rhinos even if you just want to shoot your opponent their great for blocking enemy squads from reaching you and generally creating havoc.
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    LO Zealot watchwood's Avatar
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    A missile launcher can only glance against AV14, it's not an effective weapon. Even a lascannon won't be even remotely reliable about killing it.

    I generally take plasma cannons, since they let me bake heavy infantry with easy. Having something that slaughters terminators easily can be very useful, especially when they still work against lighter infantry, and can even be used against light tanks in a pinch.

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    I probably should have typed that differently... eh hem. Missile launchers give the ability to touch AV 14 even if its only a very remote chance of doing anything, they also add more to the list in my opinion then any of the other free weapon options which I think RAM was looking at for the tactical squads.
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    that is true, missile launchers do sound like the right fit. thnks

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