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Old October 5th, 2006, 00:11   #1 (permalink)
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Default Vanilla Space Marine [1500] Competetive

Hey everyone. This isn't a list that I actually plan on playing or anything, I just think it's fun to make army lists, and to see what people think of it (I'm also incredibly bored). All constructive critisism, ideas, thoughts ect. welcome. For the purpose of critiquing it, assume it's a competetive list.

Vanilla Space Marine [1500] Competetive

HQ:
Chapter Librarian
-Space Marine Bike
+Psychic Powers: Fear of Darkness
=145

ELITE:
Dreadnought
-Twin-Linked Lascannon
-Missile Launcher
=135

Dreadnought
-Twin-Linked Lascannon
-Missile Launcher
=135

TROOPS:

Tactical Squad
-7 Space Marines and 1 Sergeant
-Bolt Pistol's; CCW's
-Melta Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Rhino: Smoke Launchers, Extra Armour
=218

Tactical Squad
-7 Space Marines and 1 Sergeant
-Bolt Pistol's; CCW's
-Melta Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Rhino: Smoke Launchers, Extra Armour
=218

Tactical Squad
-5 Space Marines and 1 Sergeant
-Bolters, CCW's
-Heavy Bolter, Plasma Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Razorback: Smoke Launchers, Extra Armour
=228

Tactical Squad
-5 Space Marines and 1 Sergeant
-Bolters, CCW's
-Heavy Bolter, Plasma Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Razorback: Smoke Launchers, Extra Armour
=228

HEAVY SUPPORT:
Whirlwind
-Vengeance Missiles
=85

Whirlwind
-Castellan Missiles
=85


TOTAL: 1477


Thoughts?
Ben


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Old October 5th, 2006, 01:37   #2 (permalink)
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Hey nice list =P, i like the in your face squads with the rhino's. But the 2 last tac squads since they have heavy bolters and a plasma im thinking they are going to stay back and shoot, and i find its a waste of 2 powerfist, i think your better of with a sarge with a bolter or if you think your gonig to get assaulted a cc and bp would be nice but a waste of 15 points if your not getting assaulted. Depending on the army you play (well if youre going to use this army) you might consider frag grenades especially against higher initative models when u attack (you go at the same time ] . Is this a trait army, because i can help more.


Hope I helped Tim
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Old October 5th, 2006, 01:47   #3 (permalink)
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Quote:
Hey nice list =P, i like the in your face squads with the rhino's. But the 2 last tac squads since they have heavy bolters and a plasma im thinking they are going to stay back and shoot, and i find its a waste of 2 powerfist, i think your better of with a sarge with a bolter or if you think your gonig to get assaulted a cc and bp would be nice but a waste of 15 points if your not getting assaulted.
I like the Powerfist on the squads incase they get assaulted. I guess I would drop them if I was facing a more shooty style army.

Quote:
Depending on the army you play (well if youre going to use this army) you might consider frag grenades especially against higher initative models when u attack (you go at the same time ] .
Ahh, I forgot about grenades. Thanks for pointing that out. Your right, it'd probably be a good idea to add them to the squad. I could put them in place of the power fists in the shooty squads if need be.

Quote:
Is this a trait army, because i can help more.
Not originally, but I'd be open to any suggestions on traits.

Quote:
Hope I helped Tim
Thanks, you did ^^

Ben
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Old October 5th, 2006, 20:31   #4 (permalink)
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Yay i helped =P, the powerfist are fine just that incase you need to drop something you know what to drop. If your considering traits i would choose suffer not the alien to live for 1 point a model u hit on 3's or better no matter what the weapon skill is of the opposing model. When combined with krak grenades, its crazy =P hit on 3's krak grenades instead of 6's, no armor save and sterngth six. And any minor drawbacks. Those are the traits i use, especially whne im against big things like carnefexes and other big things.

Hope i helped again Tim
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Old October 5th, 2006, 21:31   #5 (permalink)
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Sounds good. Thanks for the info.
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Old October 5th, 2006, 22:46   #6 (permalink)
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Quote:
Chapter Librarian
-Space Marine Bike
+Psychic Powers: Fear of Darkness
=145
Interesting choice - i would add a combat shield, bolt pistol, and frags, i would also consider termintor honours.

Quote:
Dreadnought
-Twin-Linked Lascannon
-Missile Launcher
=135

Dreadnought
-Twin-Linked Lascannon
-Missile Launcher
=135
Extra armour!


Quote:
Tactical Squad
-7 Space Marines and 1 Sergeant
-Bolt Pistol's; CCW's
-Melta Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Rhino: Smoke Launchers, Extra Armour
=218

Tactical Squad
-7 Space Marines and 1 Sergeant
-Bolt Pistol's; CCW's
-Melta Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Rhino: Smoke Launchers, Extra Armour
=218
Rihnos are not ment for compedative lists.

I would infiltrate these. - either get a trait, or make them veterans.

Quote:
Tactical Squad
-5 Space Marines and 1 Sergeant
-Bolters, CCW's
-Heavy Bolter, Plasma Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Razorback: Smoke Launchers, Extra Armour
=228

Tactical Squad
-5 Space Marines and 1 Sergeant
-Bolters, CCW's
-Heavy Bolter, Plasma Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Razorback: Smoke Launchers, Extra Armour
=228
Again the razorback isnt a compedative choice - infiltrate with a trait - or simply deploy normally.

The razor backs + rihnos cost you 240 points, thats the cost of 3 landspeeders, or something else which would be much better then transport vehicels.

Quote:
Whirlwind
-Vengeance Missiles
=85

Whirlwind
-Castellan Missiles
=85
You dont have to pick which type your using, untill the game starts -

Anyway, use one or the other, dont have both types, as the mines only work in mass, and the ordances is unreliable, so having a backup is a good idea.
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Old October 5th, 2006, 22:59   #7 (permalink)
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Quote:
Originally Posted by Inquisitor Hause- View Post
Tactical Squad
-7 Space Marines and 1 Sergeant
-Bolt Pistol's; CCW's
-Melta Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Rhino: Smoke Launchers, Extra Armour
=218

Tactical Squad
-7 Space Marines and 1 Sergeant
-Bolt Pistol's; CCW's
-Melta Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Rhino: Smoke Launchers, Extra Armour
=218

Tactical Squad
-5 Space Marines and 1 Sergeant
-Bolters, CCW's
-Heavy Bolter, Plasma Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Razorback: Smoke Launchers, Extra Armour
=228

Tactical Squad
-5 Space Marines and 1 Sergeant
-Bolters, CCW's
-Heavy Bolter, Plasma Gun
-Sergeante: Terminator Honors, Powerfist, Bolt Pistol
+Razorback: Smoke Launchers, Extra Armour
=228
No offense, but its a bit strange that a vanilla force seems to have access to options that certain traits allow you. Those bolt pistol tactical squads can only get bolt pistols with take the fight to them, and those tactical squads with bolters and close combat weapons can only get them with trust your battle brother in which the close combat weapons don't have to be modeled.
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Old October 8th, 2006, 06:33   #8 (permalink)
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Quote:
Originally Posted by darkreever View Post
Those bolt pistol tactical squads can only get bolt pistols with take the fight to them, and those tactical squads with bolters and close combat weapons can only get them with trust your battle brother in which the close combat weapons don't have to be modeled.
That is what I was going to say! Ya know, when you say vanilla that sorta implies no traits...

In addition, instead of having 2 whirlwinds, I would recommend a devastator squad. They have better staying power. For those points you could have a 10 man dev squad (with ML of course), but of course you really only need 8. Also, I would drop some rhinos and and drop pods. Doing that would give you more points and you could put a few more marines in your tac squads which can make ALL the difference in the world...
One more thing, I would make one of the dreadnoughts venerable. It can really make it live a lot longer.
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Old October 12th, 2006, 18:51   #9 (permalink)
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Well, I've never been a fan of Rhino's, figure drop pods are better since you don't have to worry about your squad getting blown up getting to the target, but the only real problem I might have is with the 5 man powerfist squads. If your expecting or want to make use of a fist(which I am a big fan of), you want a good deal of cushion wound wise for your hidden powerfist and only 5 marines doesn't really cut it. Having at least 2 more per squad if you can find the points somehow will add a round or so to your time in melee, letting you get in more fist swings and really helps to make up for some points. Just my 2 cents.
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