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Thread: Vanilla Marines

  1. #1
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    Vanilla Marines

    Heya guys, let me start by saying this is my first attempt at a 6th edition list, I have no experience of playing under the new rule set, the main objective with the list was to try some out some units which I hadn't used in the old edition to see how they work in the new edition (WW/TF/Libby)

    I'm used to using a V.Hestan list so this is quite a distance from that and looking at it myself, it still feels like it's lacking 'punch' so I submit it to your fine selves in the hope of some suggestions

    1750:

    HQ:
    Librarian (Epis Upgrade)
    Terminator Armor w/ Storm Bolter

    Terminator Squad
    Assault Cannon
    Cyclone Missile Launcher


    Troops:
    Scouts x5
    Camo Cloaks
    Missile Launcher

    Tactical Squad
    10 Marines
    Flamer
    Plasma Cannon
    Power Weapon
    Rhino (E.Armor)

    Tactical Squad
    10 Marines
    Flamer
    Plasma Cannon
    Power Weapon
    Rhino (E.Armor)

    Dreadnought
    2x Autocannons
    Extra Armor

    Whirlwind

    Thunderfire Cannon

    Vindicator

    3x Landspeeder
    3x Multi Melta
    1x Typhoon

    Fortification:
    Aegis Defence Line + Quad Gun


    The scouts/WW/Thunderfire all cower behind the Aegis (If it's big enough, not actually seen the thing physically yet! )

    There were a lot of ideas I wanted to use in the army but the points just run out so quickly I wanted to use a flyer of some kind, or an allied Vindicare assassin. But any suggestions are welcome, my own thoughts are the terminators and librarian are going to wandering loose and end up dead without achieving much.

    Space Marines (1750pt): W/D/L: 6/1/0
    Lizardmen (2000pt): W/D/L: 3/3/3

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  3. #2
    Senior Member greektlake's Avatar
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    this seems like a solid list to me. one of the things i noticed is your dread doesn't need extra armor since all he's going to do is shoot. the whirlwind isn't very effective IMO i think you would be better off with devastator squad or predator for some long range anti tank/anti terminator. i personally like to take the heavy bolter on scouts instead of the missle launcher since they should be targeting either weak units or very high toughness monsters. since you have 2 heavy weapons in the terminator squad i'm assuming they are 10 strong. with a librarian this squad should be a good Juggernaut to walk towards you opponent and shoot, shoot, shoot. if you can find the points i would highly reccomend you give the librarian a storm shield to help him survive challenges and absorb some ap2 shots that don't cause instant death.
    Never give up. Never give up. HIT, HIT, HIT, HIT!

    Semper Paratus

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    I've never used a WW which is why I put it in, how many dev's would you recommend and with what loadout?

    I was always under the assumption/belief what dev's were overpriced for what you got in terms of output?

    I'll take your advice on the H.Bolter, you're right, the snipers should be aiming at infantry and the ML is wasted points.

    Thanks for the reply Looks like I have a little bit of tweaking to do.
    Space Marines (1750pt): W/D/L: 6/1/0
    Lizardmen (2000pt): W/D/L: 3/3/3

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    Some changes (as previously my term's were only 5 thus illegal for weapon choices)

    HQ:Librarian (Epist upgrade)
    Terminator armor w/storm bolter
    Stormshield

    10x Terminator
    1x Assault Cannon
    1x Cyclone Missile Launcher
    2x Chainfists

    Tactical Squad
    10 Marines
    Flamer
    Plasma Cannon
    Power Weapon
    Rhino (E.Armor)

    Tactical Squad
    10 Marines
    Flamer
    Plasma Cannon
    Power Weapon
    Rhino (E.Armor)

    Scouts x5
    Camo Cloaks
    Heavy Bolter

    Dreadnought
    2x Autocannons

    Thunderfire Cannon

    2x Landspeeder
    2x Multi Melta
    1x Typhoon

    Fortification:
    Aegis Defence Line + Quad Gun

    --------------------------

    Scary how quickly 1750pts are spent especially on termies.

    Any feedback welcome and appreciated, hence why I've posted the list !
    Space Marines (1750pt): W/D/L: 6/1/0
    Lizardmen (2000pt): W/D/L: 3/3/3

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    Senior Member greektlake's Avatar
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    Quote Originally Posted by Raloris View Post
    I've never used a WW which is why I put it in, how many dev's would you recommend and with what loadout?

    I was always under the assumption/belief what dev's were overpriced for what you got in terms of output?

    I'll take your advice on the H.Bolter, you're right, the snipers should be aiming at infantry and the ML is wasted points.

    Thanks for the reply Looks like I have a little bit of tweaking to do.
    I'm not sure where you heard that devastators weren't worth their points. I think they definitely are when equipped and deployed right. Some people just get a little butt hurt when they compare their devastators to long fangs. as for loadout, a lot of people take a 5 or 6 man squads with 4 missile launchers. If you have the points i would recommend a lascannon or 2 to help pop those AV 14 vehicles.

    Have you thought about razorbacks instead of rhinos? Your tactical squads will probably be combat squading on objective games or standing still and shooting that plasma cannon. The razorbacks should add a little more firepower to help things out while transporting the combat squad. And if you want i recommend you change the tac squads flamer to plasma for extra terminator killing.
    Last edited by greektlake; July 28th, 2012 at 17:37.
    Never give up. Never give up. HIT, HIT, HIT, HIT!

    Semper Paratus

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    Well, i'm bang on the 1750 points limit at the moment, what would you recommend changing in order to squeeze in a squad of devastators?
    Space Marines (1750pt): W/D/L: 6/1/0
    Lizardmen (2000pt): W/D/L: 3/3/3

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    Senior Member juggulator's Avatar
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    O, well I have a few cents worth of info. With the advent of hull points i never saw the value in extra armour. so I would start there and ditch that. Who is going to man the quad gun?

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    The idea was one of the scouts, my original list I wrote had Telion in, but had to drop him too as the points escalated too quickly.

    I could drop the extra armor on the rhino's I guess, meaning I would be risking stuns a little bit more. That only unlocks 30 points ofc, still a long way from the dev squad

    Although those 30 points put my closer to squeezing Telion back in lol.
    Space Marines (1750pt): W/D/L: 6/1/0
    Lizardmen (2000pt): W/D/L: 3/3/3

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    Senior Member juggulator's Avatar
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    Well you could lose 5 termis and an AC and then you could get 4 devs with lascannons and stick them someone far back where the techmarine from the thunderfire can give a cover bonus. Not sure if that is better; as 5 terminators won't be too hard to bring down with massed fire. Your 10 terminators are a big point sink but also a massive hard to kill threat which alleviates the pain from your troops and other vital things.

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    If you take Devastators then id say go with 4 Missile Launchers.
    I have a blog, check it out :p - http://forthegloryofgorkandmork.blog...commander.html - brand new post 11/04/13

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