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Old March 19th, 2006, 03:40   #1 (permalink)
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Default 1500 Point Space Marine Signifigant Divergence Friendly Army List

Howdy, I was looking through my Warhammer Codexes and decided it would be fun to come up with another list. It looks pretty basic to me just let me know what you think and if it works and everything. Thanks guys.

-Jimmy

1500 Point Signifigant Divergence Space Marine Army Detachment I:

Points: 1500
Models: 40
Vehicles: 8

Trait Advantage: Cleanse and Purify
Trait Advantage: Trust Your Battle Brothers
Major Drawback: Aspire to Glory
Minor Drawback: Have Pride In Your Colors

Headquarters [101pts, 6.7%]
Chaplain: Reclusiarch [101]
Bolt Pistol and Terminator Honors

Elites [163, 10.9%]
Dreadnought [163]
Lasercannon, Venerable, Tank Hunter, Extra Armor and Smoke Launchers

Troops [958pts, 63.9%]
Tactical Squad I (Close Combat) [275]
6 Space Marines with True Grit, Bolters and Close Combat Weapons
2 Space Marine with Meltaguns
1 Space Marine Sergeant with Terminator Honors, Power Fist and Bolt Pistol
Transport: Rhino: Pattern A
Extra Armor and Smoke Launchers

Tactical Squad II (Close Combat) [293]
7 Space Marines with True Grit, Bolters and Close Combat Weapons
2 Space Marines with Meltaguns
1 Space Marine Sergeant with Terminator Honors, Power Fist and Bolt Pistol
Transport: Rhino: Pattern A

Tactical Squad III (Fire Support) [195]
2 Space Marines with Bolters
1 Space Marine with Lasercannon
1 Space Marine with Plasma Gun
1 Space Marine Sergeant with Bolter
Transport: Razorback: Pattern B
Twin-Linked Lasercannon and Extra Armor

Tactical Squad IV (Fire Support) [195]
2 Space Marines with Bolters
1 Space Marine with Lasercannon
1 Space Marine with Plasma Gun
1 Space Marine Sergeant with Bolter
Transport: Razorback: Pattern B

Fast Attack [160pts, 10.7%]
Land Speeder Tornado I [80]

Land Speeder Tornado II [80]

Heavy Support [118pts, 7.9%]
Predator Destructor [118]
Heavy Bolters, Extra Armor and Smoke Launchers


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Old March 19th, 2006, 06:13   #2 (permalink)
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Looks good mate. Quick question though, what will you chappie be doing? everyone else has a ride, and he will be walking across the field trying to catch up. Give him a jump pack, or a command squad so he can get in the rhino too.

I like your sig.

RoV
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Old March 19th, 2006, 06:34   #3 (permalink)
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Hehe, I guess I shouldv'e explained it a little bit. The first tactical squad only has 9 men in it for a reason, so the chappy can join in. I could have just made a command squad but I would then be tempted to add in a company champion and I do not think they are worth it. I did it this way to keep my point count down. Thanks for the sig comment and he can start with the first tactical squad right? If not it does not change anything except transfer the first squad to a command squad.

-Jimmy
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Old March 19th, 2006, 13:33   #4 (permalink)
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Yeah, he can start with them, but he is deployed seperately. I don't know if he can be deployed in the rhino with them.
Hmmm...

In any case he will go well with that squad. I guess the advantage of a command squad is you can give them Bolt pistol/CCW which is great for an assault squad. You want to get the most out of the chappies re-rolling ability.
RoV
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