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post #1 of 16 (permalink) Old 04-13-09, 09:27 PM Thread Starter
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Default Just another marine player in need of help

So after dusting off my marines for 5th edition, I've been in desperate need of some help with my list for a 1500 pt tourney at my gameclub. Any and all help is appreciated.

HQ

Chaplain- Terminator armor, storm bolter, crozius, rosarius 130pts

Elites

Terminator Assault Squad- 3 w/ lightning claws, 2 w/ ss and th 200pts

Troops

Tatical squad- 10 man, 1 w/ meltagun, 1 w/ missile launcher, sarge w/ powerfist & meltabombs 205pts

Rhino

Tatical squad- 10 man, 1 w/ plasma gun, 1 w/ missile launcher, sarge w/ powerfist & storm bolter & meltabombs 220pts

Rhino

Scout Squad- 5 man, 4 w/ sniper rifles, 1 w/ heavy bolter 85pts

Fast Attack

Assault Squad- 5 man, sarge w/ pp, powerfist & meltabombs 140pts

Heavy Support

Land Raider - 250pts

Whirlwind 85pts

Predator- twin linked lascannon 105pts

Total - 1490

Last edited by Katie Drake; 04-20-09 at 03:23 AM.
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post #2 of 16 (permalink) Old 04-13-09, 11:46 PM
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I would ditch the land raider and buy another pred w lascannons and get LC sponsons on both of em. Give the scouts a TP homer to get your termis in safe. Otherwise its like 500 pts out of your 1500 pt list in one spot on the board plus it balances out some of your anti tank which you are a little light on.

I would also swap out the Assault squad for another squad of marines and give all 3 plasma guns and cannons to help balance out some Anti infantry potential. Thats just my thought since marines are never really great at CC vs dedicated specialists and its not really a big enough squad to slow down a CC horde.

Oh and you might want a few more objective grabbing units.


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post #3 of 16 (permalink) Old 04-14-09, 04:17 AM Thread Starter
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Alright, i'll try to make those changes, thanks for the input!
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post #4 of 16 (permalink) Old 04-14-09, 07:00 PM
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I would also ditch the Land Raider but I believe that Assualt Marines are still extremly useful. If you drop the land raider i would add in a dreadnought with a drop pod as I have been advised to do in my Crimson Fist forcce. Best of luck with your army list.

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post #5 of 16 (permalink) Old 04-18-09, 04:58 AM Thread Starter
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Alright, i messed around with my list and had decent success, here's what changes i made. If i need further improvements, lemme know.

Chaplain- Terminator armor, storm bolter, crozius, rosarius 130pts

Elites

Terminator Assault Squad- 3 w/ lightning claws, 2 w/ ss and th 200pts

Dreadnought - Twin linked lascannon, Dccw, heavy flamer, searchlight, smoke launchers 145 pts

Drop pod - storm bolter 35pts

Troops

Tatical squad- 10 man, 1 w/ meltagun, 1 w/ missile launcher, sarge w/ powerfist & meltabombs 205pts

Rhino

Tatical squad- 10 man, 1 w/ plasma gun, 1 w/ plasma cannon, sarge w/ powerfist & storm bolter & meltabombs 230pts

Rhino

Scout Squad- 5 man, 4 w/ sniper rifles, 1 w/ heavy bolter 85pts

Tatical Squad - 10 marines, 1 w/ flamer, 1 w/ heavy bolter, sarge w/ bolter, 7 w/ bolter, all with frag and krak grenades 170 pts

Drop pod - storm bolter 35pts

Heavy Support

Whirlwind - 85pts

Predator- twin linked lascannon 105pts

Total - 1495 pts

Last edited by Katie Drake; 04-20-09 at 03:24 AM.
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post #6 of 16 (permalink) Old 04-18-09, 05:41 AM
 
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Also note that assault marines stand a touch below average when it comes to specialist fight units, 5 men is screaming EAT ME.
Land Raiders have their uses, although they cannot kill all that many models per turn on their lonesome, the sheer presence of an AV14 all sides vehicle gets into the thought processes of the opponent, usually causing them to divert firepower towards it. Leaving most other units unscathed. Sticking a teleport homer onto the scouts would be a waste of time imo, they have snipers, usually indicative of camping the home objective.
You have a good firebase with the scouts, predator, whirlwind and tactical squad with the drop pod (which could drop into your own deployment zone depending on the situation), also those terminators (if deepstriking) could drop anywhere, including your deployment zone, which makes it yet another thing that your opponent has to consider when going for your deployment zone, yet another thing that could possibly save the lives of your two tactical squads in the rhinos. Pretty well balanced list, except the rhino squads have heavy weapons, for the ML it isn't all that bad, because it's free, but it's one less bolter shot coming from them, for the plasma cannon you're paying points for something that won't really get that many shots in (unless you combat squad, which leaves you 2x5 men squads to nab objectives).
Although, that dreadnought in the DP, if it's deepstriking deep into enemy territory it's losing some of the oomph of it's TLLCs long range. If it were me, I'd pull points from the tactical squad's heavy weapons and invest in an Iron Clad instead, AV 13,13,10 dropping in on you turn one is scary stuff and can seriously mess up any plan you've formulated.
Of course this is all just my opinion on the matter, feel free to take some or ignore me completely .
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post #7 of 16 (permalink) Old 04-20-09, 03:14 AM
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whyed you give the Tactical Squad Sergeants Melta Bombs if they already have a Power Fist? its a waste of pionts

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post #8 of 16 (permalink) Old 04-20-09, 03:22 AM
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I like the list, but I think you might running yourself a little too thin. You need some redundancy in certain areas. I do not get why the first two tac squads are different, I would go double melta and multimelta just in case your Pred cannot take out heavy army by itself. Or give the dred multimelta because with drop pod you will be putting him i the thick of things and Melta is the better choice if you are already going to be within 24"

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post #9 of 16 (permalink) Old 04-20-09, 02:39 PM
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I'd suggest either upgrading the Dred to an Ironclad, or give it an assault cannon/multi-melta, since it's gonna be dropping into the opponent's territory.

I'd also suggest removing the scouts(you can combat squad the plasma-armed tactical squad to compensate for this) and add sponsons (heavy bolter or lascannon) to the Predator.

The meltabombs seem a bit redundant (and a bit unnecessary) when the squads already have a power fist (and a melta gun in one case).

I'd suggest also maybe taking the fist from one squad, and instead give it to the sergeant of the drop-podding squad, that way they have protection if they get assaulted after they deep strike.

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post #10 of 16 (permalink) Old 04-20-09, 04:00 PM
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Quote:
Originally Posted by ninjaman120489 View Post
Chaplain- Terminator armor, storm bolter, crozius, rosarius 130pts

Terminator Assault Squad- 3 w/ lightning claws, 2 w/ ss and th 200pts
this i like very mutch

Quote:
Dreadnought - Twin linked lascannon, Dccw, heavy flamer, searchlight, smoke launchers 145 pts

Drop pod - storm bolter 35pts
consider giving the dread a auto cannon, and a storm bolter (the flamer is good, but you need a little bit more points for more space marines)

Quote:
Tatical squad- 10 man, 1 w/ meltagun, 1 w/ missile launcher, sarge w/ powerfist & meltabombs 205pts

Rhino

Tatical squad- 10 man, 1 w/ plasma gun, 1 w/ plasma cannon, sarge w/ powerfist & storm bolter & meltabombs 230pts

Rhino

Scout Squad- 5 man, 4 w/ sniper rifles, 1 w/ heavy bolter 85pts

Tatical Squad - 10 marines, 1 w/ flamer, 1 w/ heavy bolter, sarge w/ bolter, 7 w/ bolter, all with frag and krak grenades 170 pts

Drop pod - storm bolter 35pts
im not a huge fan of the scout squad, so i suggest removing that, you might want to replace the plasma gun for a flamer to help keep your guys alive, if you are going to cc the plasma cannon squad, take a razor back w. hb for immediate support, and cover (3 re-roleable hb shots are a whole lot better than 2 sb shots and only 5 pts extra). also if you are taking pfs then loose the mbs, consider taking a 5 man sernguard vet squad w. a pf and a drop pod to pound potential threats in the early game, they are your early roadblock and can dish out a lot of punishment in close range shooting

Quote:
Whirlwind - 85pts

Predator- twin linked lascannon 105pts
im not to sure bout a whirlwind, considering the loss of firepower that it received in 5th, i really engoyed seeing the lr there but if you want to kill alot of stuff, then take a llr/llc (awesome flamers i think str 6 ap 3 im not sure, or 18 tl hb shots) put your termies w. chaplin in there just in case your opponent has a lot of ap 2, and not a lot of stuff can easily kill it in 5th

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