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Thread: [1500] Space Marine - repsoting of army list for tournament and friendly with changes

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    [1500] Space Marine - repsoting of army list for tournament and friendly with changes

    sorry if i shoudlnt repost my army list with changes.

    The comments by ezekiel (sozz if spelling is wrong) are very helpful but anything else would be appreciated.
    This army has evovled into a strong shooty support element with a strong assault element employed in drop pods, deep strike and jump packs. Thanks for any help

    HQ

    Reclusiarch
    Bolt Pistol, jump pack, frag grenades
    107
    He will join the assault squad and try and get into combat ASAP.
    I would liuke to give him a teleport homer for the terminators, but which model in the army would it have the most effectiveness with???

    Elites

    5 Terminators
    2 Assault cannons, Chainfist
    245
    Deep Strike in as one of my serious shock troops.

    Drednought
    Assault Cannon, Extra Armour, Drop Pod
    140
    Extra armour so it makes it to combat.

    Troops

    7 Marines
    Lascannon, plasma gun, 5 bolters
    130

    6 Marines
    Missile Launcher, Plasma Gun, 5 Bolters
    110

    6 Marines
    Plasma Cannon, Plasma Gun
    120

    Fire Support Squads

    7 Scouts
    6 Sniper Rifles, 1 Heavy Bolter
    126
    I was worried about hordish armies and i thought that these would be good against eldar and against light infantry.

    Fast Attack

    10 Assault Marines
    2 Plasma pistols, Vet. Sarg. with powerfist
    260
    Chaplin lead Squad, will shoot around and get into the fight quickly.

    Land Speeder
    Multi Melta
    65
    To go tank hunting and im wondering if it should be turned into a Land Speeder Tornado with assault cannon and heavy bolter.

    Heavy Support

    8 Devastator Marines
    4 Missile Launchers
    200

    awesome fire support and multi purpose. I dropped my Vindicator because this is no longer a sit and wait force and i dont need a fire magnet to protect my otehr squads, as the Vindi wont be so much of a problem for armies facing this.

    So this army has a lot of shooting but also a quick moving assault force, any omments would be great, also tactics on how to best use the units would also be great.
    turner

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    sorry about all the spelling mistakes etc.

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    I like the list, and to anwser your quistion: The Sergeant in the Assault Marines unit would be most efficient, with 9 other models to protection

    Also, deep-striking the land-speeder you are fielding might be wise (don't forget that with teleport homer you can let it deep strike in the right spot too. And for your target, just deep strike on the rear of some heavy-points-max-damage tank you can see ( exampe: leman Russ Exterminator) and earn you points back big time before being shot to the ground. I don't think that you should make it the Assault cannon variant, it is effective now, and really capable to tip off that tank that you don't want to shoot on with the devastators. And you are already anti-infantry enough.
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    And for the scouts, shoot at or => high toughness creatures => wraithlords => you can bust them apart, that would be a real suprise for the elder guy. And also shoot at low-morale troops. If both of these are out of range or already dead, don't shoot randomly, shoot at models with a bad saving throw for terrific effects:
    6 snipers and 3 heavy bolter bullets against 5+ saves always look great on the table
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    so you think that the scouts are alrite and that in essence the army is pretty good???
    So teleport homer to the sarg in assault marines and have the terms appear with them for some serious pain
    If i can deep strike the land speeder do it and just shoot away with the rest???\
    Is this the basic idea?

    What about drop pod for the Dred, is it a good choice and should i exchange the scouts for another small tactical squad in a drop pod?
    Will it be a problem with 3 (maybe 4) squads in reserve that maybe i will get shot 2 pieces before they arrive?
    sorry about all the quesetions, also any changes/ fine tuning would be appreciated
    thanks a lot
    turner
    Last edited by turner; August 22nd, 2005 at 13:36. Reason: spelling

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    135

    Ok it is quite close to what I do with my nilla marines, but...

    1. Timing is everything:
    Are you sure the tourney allows deep striking? if it does then it probably also uses staged deployment, you may find your assault squad arriving at a different turn from your chaplain - be carefull

    2. strong assault element?
    Sorry but I dont think 1 squad cuts it for me as a strong assault element in 1500 points, even with the chaplain, you really need some support, my squad and the chappy are typically used for counter assault, hanging around near my lines and chargina any assault element that gets close, if you go down that route then you dont need jump packs.

    3. Personnaly I dont like the termies, they are very expensive - one pie plate and they are all dead. I assume the concern about this is persuading you to deep strike them, but that really isnt good either, this is a shooting based squad, it may well waste half the battle (termies are not close combat gods if your opponent knows how to deal with them and serious tourney armies will know how to deal with them)

    4. and this is a good point, your scouts can be used very effectively against those army like eldar, but now how you mean, anything that relies on high toughness and lots of wounds is an easy target for this squad, think wraith lords, avatars, C'Tan, greater demons, these appear? sniper rifle them to death

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    No, I think its quite nice. In my 1500 pts list I have 3 drop pods, so thats quite good. The scouts might not be a good option if you are playing good saving foes (Necro's, Marines), but thats up to you. I won't drop scouts that are under 6 man. A walking 8 man squad would be more usefull than. So again, up to you.
    You udnerstand the land speeder idea And else just speed it on the flank of the battle BEHIND COVER, don't get it shot before it shoots
    Dropping your dread rocks!! I do it all the time and it surely distracts your opponent. Also if it survives (not so really likely, but if he does) he can tie up whole squads that would be devastating to the rest of your army: Devastators, assault marines. Also, always shoot with the guy, it is one of his strongest abilities. Shoot and charge, don't go for the Don't shoot and extrra attack on cahrge. it aint worth those 6 bullet barriages.
    And yes, you WILL get shot up a lot with those units in reserve, but it issn't for nothing. Whole units will appear in return, so your opponent wouldn't be able to shoot at the other units without getting seriously molestated by full squads. So he wdoesn't have the posibility to spread his fire, and for Marines, that is quite nice, cause casualties will fall, and well....you get the idea

    Fine-tuning:
    7 Marines
    Lascannon, plasma gun, 5 bolters
    130
    Make this either a 5-man lascannonsquad or go with the Plasma option I will describe later on.

    6 Marines
    Missile Launcher, Plasma Gun, 4 Bolters ( you said 5 bolters so I changed it :p)
    110
    This squad doesn't need the Plasma gun, it won't be moving, so it might even be wiser to make it a 5-man lascannon squad for 90 points.

    6 Marines
    Plasma Cannon, Plasma Gun
    120
    Great for hordes or deep striking opponents, devastating effects combined with scout-fire. Although, with so much plasma fired, some spare marines to make up any posibille casualties might be wise. This unit should have a more important role on the battlefield, don't move except to get in cover or something likely, these guys would massacre everything stupid enough to venture close, but do add some numbers in their rank.

    To make points, maybe losing a Assault Marine won't hurt. It still is a 9-man retineu for your Chaplain.

    Well, those were my oppinions, use them as you like.
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