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post #1 of 3 (permalink) Old 05-07-08, 10:19 PM Thread Starter
rgw
 
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Default Dark Angels 400 point

So a friend of mine is having a garage 2v2 tournament to show off some new tables he made. Each of us bringing 400 points. And that being a pretty low number for Space Marines to have alot of tricks, I was needing some advice.

HQ

Space Marine Commander-power weapon and bolt pistol
(would a basic kit chaplain be a better choice?)

Troops


Combat Squad 1- Plasmagun
Sgt. w/ bolt pistol and chainsword

Combat Squad 2- meltagun
Sgt. w/ plasma pistol and power fist
Rhino w/ pintle mounted storm bolter
(most likely have my commander go here as they will be able to get closer faster, may use rhino for LOS coverage)

I normally have a good grasp on army lists, but I have no idea if I'm doing a small sized list right. Fell free to rip this list a new one.

Last edited by rgw; 05-08-08 at 02:02 AM.
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post #2 of 3 (permalink) Old 05-08-08, 05:30 PM
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wot army u playin(if you kno) because if its hordish you want flamers and it may be wothwhile to put in some elites-if you do i would take a chaplain and put it in that unit. cant go wrong with vets(5 man with 1 or 2 power weapons)scouts would be good also cause im quite sure dark angel shotguns are strength 4-even 10 bs4 str4 shots can be devestating to a unit of guants
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post #3 of 3 (permalink) Old 05-08-08, 11:12 PM
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Quote:
Originally Posted by z4ch001 View Post
wot army u playin(if you kno) because if its hordish you want flamers and it may be wothwhile to put in some elites-if you do i would take a chaplain and put it in that unit. cant go wrong with vets(5 man with 1 or 2 power weapons)scouts would be good also cause im quite sure dark angel shotguns are strength 4-even 10 bs4 str4 shots can be devestating to a unit of guants
Keep in mind its a 400 point game... Vets + Power weapons and Scouts ... I mean from my understanding

90 points for vanilla combat squad x 2 = 180
Company Master = 100 points
(Note the bare minimum to play)

That leaves 120 points left... A vet squad with 1 power weapon is 115 points, with no special weapons. Be a good unit to attach the Chappy to (or commander) but no special weapons.

I might try:

Chaplain - 115 Points
Plasma Pistol

Tactical Squad (10) - 185
Missile Launcher
Flamer

Tactical Squad (5) - 105
Plasma Gun


Total: 400 Points on the button.

Obviously Break up the Tactical squad of 10 marines into 2 packs and separate the flamer and the ML. Attach the Chappy to the Flamer team.
I'm a fan of man power over vechiles but that's just me.

Considering an enemy could in theory field ... what 60 orks + a Big Mek totally 395 points....

Last edited by TrentLanthier; 05-08-08 at 11:17 PM.
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