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Thread: Vanilla Marines

  1. #11
    Senior Member 4theEmperor!'s Avatar
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    I like most of the suggestions I am reading. Personally, I might consider a few changes.

    The razorbacks are pretty nice and shooty, but I'd drop them (they are still rhinos at this point). You will need your tactical marines in the fight, which they can't do inside vehicles and they can no longer hold or even contest an object while in a vehicle. Also I think AV 11 vehicles give your opponent First Blood to easily. That will free up points.

    I would give your sergeants melta-bombs. I'm not sure power weapons are a good choice either due to challenges, but I would keep them for now and play-test them. In 4th and 5th Ed I gave every Sgt a Power fist, but those days are gone. :-(

    I would consider dropping the landspeeders. They pop much easier now (I can't make a 5+ save!). I would get a Storm Talon for anti-air capability. Don't rely too much on your Aegis Def. Line Quad gun.

    Keep the 10 terminators and if you struggle with this list, practice, practice, practice before you re-vamp it...

    Once a Marine, always a Marine.

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  3. #12
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    So if I drop the rhinos' shall I just footslog it with the tacticals alongside the terms? I guess haven't not played a game of 6th ed yet, i'm still in 5th ed mindsets, where such a thing just wasn't done

    The stormtalon just looks so squishy on paper, I don't see how it "works" I guess like you said, trial and error.

    I've never used speeders before thought I might give them a try and see how it works.

    Right, i'll take out the rhinos and play with the points, maybe if not a squad of dev's I could squeeze in a Pred or Vindi?
    Space Marines (1750pt): W/D/L: 6/1/0
    Lizardmen (2000pt): W/D/L: 3/3/3

  4. #13
    Son of LO Phaeron Typhoon's Avatar
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    Marines still need their rhino's. It may mean giving your opponent first blood or it may not. What it does mean is that you have a less fluid battle plan with footsloggers and they start getting shot off the board right away. I tabled a marine player the other day because he succumbed to the weak vehicle panic in 6th. He footogged himself to death in the face of my necrons guns and then I moved up to take objectives once he was too weak to fight me off.

    if he had run some rhinos he could have at least got 18 inches across the board and in my face before losing any of the rhino's. 6th editions isn't the advent of no mech, its the advent of using vehicles differently and not expecting them to survive a whole games worth of shooting turns.
    Last edited by Phaeron Typhoon; August 5th, 2012 at 03:48.
    "Their number is legion, their name is Death."
    "I once fancied myself a pair of Catachan Devil boots, must of killed a hundred of them and not a damn one was wearing any." - Sgt. Harker

  5. #14
    Senior Member DeathPoke's Avatar
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    +1 to the above, I have found that rhino's in particular are very effective at getting your units where they need be, sure they die around the end of turn 2, but by then they have my units where I need them and the units inside are unscathed. They are no longer bunkers that can be used specifically for their fire points and to shield units all game, they are now fragile boxs' of metal designed to get your units from point A to point B as quick as possible and with the advent of HP and Flat out moves they excell at this new profession.

    Definately give them a chance, with the thoughts of "more infantry/less vehicles" going on, you may find that many an opponent has less dedicated anti-tank units and thus puts you at an even greater advantage. Dont forget that a busted Rhino also makes for a nice piece of cover

    -Poke-

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