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Thread: 1500 points UM

  1. #1
    Senior Member bladeofdeath3's Avatar
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    1500 points UM

    SM 1500

    HQ: Master of Sanctity
    -Terminator Honors
    -Bolt Pistol
    -Frag Grenades
    -Jump Pack
    -Bionics
    142 Points

    HQ: Codicer
    -Terminator Armor
    -Storm-Bolter
    -Bionics
    -Fear of the Darkness
    1x Sergeant w/ Storm Bolter, Power Weapon
    1x Terminator w/ Storm Bolter, Power Fist
    2x Terminator w/ Assault Cannon, Power Fist
    -Furious Charge
    -Drop Pod
    385 Points

    Elites: Dreadnought
    -Assault Cannon
    -Heavy Flamer
    -Extra Armor
    -Drop Pod
    150 Points

    Troops: Tactical Squad
    Veteran Sergeant w/ Power Fist, Bolt Pistol
    1x Marine w/ Meltagun
    8x Marine w/ Bolter
    -Drop Pod
    220 Points

    Troops: Tactical Squad
    Sergeant w/ Bolter
    1x Marine w/ Lascannon
    1x Marine w/ Plasma gun
    4x Marine
    130 Points




    Fast Attack: Assault Squad
    Veteran Sergeant w/ Power Fist, Bolt Pistol, Combat Shield
    2x Marine w/ Plasma Pistol, CCW, Melta Bombs
    7x Marine w/ Bolt Pistol, CCW, Melta Bombs
    283 Points

    Heavy Support: Predator Annihilator
    -Heavy Bolter Sponsons
    -130 Points

    1440 Points

    what to do w/ 60 points?


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  3. #2
    Senior Member The Shrike's Avatar
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    I like this list, it's a little different. But it has a few kinks that need fixing. 1) Your Predator is going out the window, 1 tank is just going to get wasted right away. The points from that and the leftover points you already had are almost enough for an 8 man devastator squad with 4 Missile Launchers, a much more resilient, and versatile unit. So find 10 points somewhere and you'll be set. 2) Consider giving the first Tac squad a heavy weapon if you can find the points. Good Luck, Cheers.

  4. #3
    Senior Member The Shrike's Avatar
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    Whoa, time out, I missed a few major things. 3) Lose the drop pod on the termies, they need to be shooting as long as possible. Unless your planning on popping tanks in which case give them cyclones and tank hunters, then you could drop pod them. 4) Lose the drop pod on Tac squad one, give it a heavy weapon. Your Tac squads should be support fire for your assault squad and chappie, and they'll need as many distractions as you can give them. Ok, you really do have an awesome list in the works here, just needs some tweaking. Good Luck.

  5. #4
    Son of LO
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    I agree that losing the Predator would be helpful, as the 130 points that you'd have to play with could be used for better things. I'd also drop the plasma pistols on my assault squad, in addition to both the Terminator Honours and Bionics on the Chaplain (or if you're set on keeping the Honours, demote him to a Reclusiarch), as this will open up enough points for you to include 2 Land Speeder Tornados, which are quite useful in a Drop Pod Marine army.

  6. #5
    Senior Member bladeofdeath3's Avatar
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    the point of the first tac squad is a combat tac squad. it drops near the opponents and shoots a lot into them. next turn, the meltagun and bolt pistol fire and then charge! i can find 10 points by removing bionics from both the chappie and the librarian. the 3rd wound on the chaplain is invaluable when charging because he's gonna draw a lot of fire. the plasma pistols are also invaluable because they can knock out light-medium armored vehicles and heavy infantry. finally, land speeder tornadoes got really nerfed by the new erretas.

  7. #6
    Son of LO
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    Quote Originally Posted by bladeofdeath3
    finally, land speeder tornadoes got really nerfed by the new erretas.
    It did? How? In that it can't Deep Strike and fire in the same turn? I don't know many people that did that in the first place...

  8. #7
    Senior Member bladeofdeath3's Avatar
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    that was the whole point of the tornadoes. you deep strike, then you open up with 7 shots. now they count as moving over 12" when deep striking :'(

  9. #8
    Senior Member Chaplain Stephen's Avatar
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    With their speed, why wait till turn 2 or three to get them on the table? Just set em up on the flanks of the table behind cover and wreak havoc on the foe each turn.
    breath, sight, squeeze.

    now double tap just for grins

    and Another One bite's the dust.

    A bolter round for all that oppose the Emperor.

  10. #9
    Son of LO
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    Quote Originally Posted by Chaplain Stephen
    With their speed, why wait till turn 2 or three to get them on the table? Just set em up on the flanks of the table behind cover and wreak havoc on the foe each turn.
    That's how most people do it. You have to wait until at least turn 2 for Deep Strikers to show up anyway... why not have them on the table from the start?

  11. #10
    Senior Member bladeofdeath3's Avatar
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    my friends play ig and have 3+ leman russ' in 1000 points. that's why i dont start anything on the table. 75% of my guys are deep strikers. allows me to not get totally obliterated 1st turn.

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