need help with the last 200pts of my army - Warhammer 40K Fantasy
 

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  1. #1
    Member Captain_Mito's Avatar
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    need help with the last 200pts of my army

    hey every1 i just wanted some help in choosing the last 167 pts in my 750 point space marine army
    my army is trait based with the tank hunters trait and the have pride in your colours drawback.
    this is what i have so far:

    HQ: 1 Captain with Thunder hammer Artificer armour and bolt pistol. and he leads a 5 marine command squad with company standard bearer and apothecary, a flamer and 2 marines with bolt pistols and close combat weapons. 242 pts

    Elite: 1 Dreadnought with TL lascannon, and venerable. 145pts

    Troops:
    5 Tactical Marines with HB and Flamer. 86pts
    5 Tactical Marines with Missle Launcher, Krak Grenades and Tank Hunters Skill. 110 pts

    as you can see i have only spent 583 pts so any suggestions would be great.

    Only the weak tell tales of how strong they are...

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  3. #2
    Slave to the flesh The_Outsider's Avatar
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    251 (x8)

    More marines! Two squads at five strong isn't enough, bump them up to ten strong (which should leave you with fifty points).

    With that last fifty points just take a basic landspeeder for a bit of mobility, or buy a rhino for your commander and squad, that way they will make combat quicker (which is where they want to be).

  4. #3
    Member Captain_Mito's Avatar
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    yeah your right i was getting to amazed by all the big shooty things and forgetting about the marines. thanks a bunch
    Only the weak tell tales of how strong they are...

  5. #4
    LO Oldie
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    I wouldnt lighten the HQ. the thunderhammer wastes his high initiative and leaves him vulnerable to power weapons. I would trade him in for a captain or master w/ power weapon, bolt pistol, combat shield, and terminator honours. Will yield much more success.

    I would drop the command squad and spend the points in more tactical marines

    As for the tac squads, i would drop the 1st squad, then in the 2nd squad take a lascannon instead and drop the grenades and tank hunters. tak 2 squads like this. With the remaining points invest them in a full 10 man tac squad with powerfisted sgt, and a meltagun

    with those 2 small tac squad will give you all the AT firepower u need so i would stick with the assault cannon on the dreadnought. but either way it desperatly needs extra armour.

    so with my changes...

    Captain: power weapon, bolt pistol, combat shield, terminator honours = 101pts

    Dreadnought: Venerable, extra armour = 130pts

    5 Tactical marines: Lascannon = 90pts

    5 Tactical marines: Lascannon = 90pts

    10 Tacitcal marines: vet sgt w/ power fist. meltagun = 190pts

    This will leave you with 164 points left over. with these points I would suggest 2 land speeder tornado's with assault cannons to help with infantry (the main threat in small games) then put smoke launchers on the dreadnought, and add frag grenades to the captain and BAM, there's 750 points even.

    For strategies put the captain with the 10 man squad to do all of your brute assault work. then use the small squads to target armour then provide covering fire. run your speeders each up a flank to harass infantry, then use the dread to march up the middle, absorbing enemy fire.
    2000pts Orks 4-2-1

  6. #5
    Member rawhead's Avatar
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    how about 6 devastators with 3 missile launchers for 150pts or 8 with 4 launchers for 200pts as this looks like a static firepower kinda list

  7. #6
    Wolf Scout Meltagunner Wulfbanes's Avatar
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    can't agree more than with getting yourself devastators with missile launchers, downgrading your HQ and getting more marines in your tacticals.

    Greetings,
    Wulfbanes
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  8. #7
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    Never give a captain terminator honors just upgrade him to a master. it costs the same and gives him a extra wound and leadership withch i think is way better then an extra attack.
    You Cant See Me, I'm... "Invisable"

  9. #8
    Wolf Scout Meltagunner Wulfbanes's Avatar
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    why not get both?
    Getting Help = Giving Rep

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  10. #9
    Member Captain_Mito's Avatar
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    yeah except me being the silly person i am bought the battle of macragge set so ive got a flamer and a missle launcher to work in. and it would be good to have tankhunters on at least 1 unit otherwise theres no point in having the trait. ill think about all this and post a revised list in a few mins.
    Only the weak tell tales of how strong they are...

  11. #10
    Member Captain_Mito's Avatar
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    ok ive taken all this into consideration and this is the revised list comments plz but dont suggest any major changes. (a substitute for the un upgraded landspeeder would be greatly appreciated but no rhinos)

    HQ:
    Master: Power weapon, Bolt pistol, Bionics, Auspex, Combat shield=108 pts

    Elites: Venerable, Extra armour=130 pts

    Troops:
    10 Tactical Marines: Vet. Sgt with Bolt pistol and power weapon, Meltagun, Flamer=191 pts
    5 Tactical Marines: Lascannon, Missle Launcher=100 pts
    5 Tactical Marines: Lascannon= 90 pts

    Fast Attack:
    1 Tornado Landspeeder=80 pts
    1 Landspeeder=50 pts

    Cheers
    Only the weak tell tales of how strong they are...

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