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Post by Melissia on Jan 30, 2010 14:32:21 GMT -5
Normally I never bother with Marine lists, but Envoy and I ended up talking about the faults of many Marine players in making their lists, and so this list came up in the conversation. So here goes.
HQ: 260 Pts Chaplain w/Jump Pack, Power Fist
Chaplain w/Jump Pack, Power Fist
Troops: 940 Pts 9 TSMs w/ Meltagun, Missile Launcher -- Sergeant w/Power Fist, Bolt Pistol -- Rhino
9 TSMs w/ Meltagun, Missile Launcher -- Sergeant w/Power Fist, Bolt Pistol -- Rhino
9 TSMs w/ Meltagun, Missile Launcher -- Sergeant w/Power Fist, Bolt Pistol -- Rhino
9 TSMs w/ Meltagun, Missile Launcher -- Sergeant w/Power Fist, Bolt Pistol -- Rhino
Fast Attack: 480 Pts 9 ASMs w/ Flamer, Flamer -- Sergeant w/Thunder Hammer, Bolt Pistol
9 ASMs w/ Flamer, Flamer -- Sergeant w/Thunder Hammer, Bolt Pistol
Heavy Support: 320 Pts Predator w/TLAC, Sponson HBs, Pintle SB
Predator w/TLAC, Sponson HBs, Pintle SB
Vindicator w/Dozer Blade, Pintle SB
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Post by Ymmot (M.I.A) on Jan 30, 2010 14:49:38 GMT -5
I like it a lot, Tac Squads are the way to go, but I might swap a meltagun or two for some flamers and trade a powersword for a powerfist.
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Post by Melissia on Jan 30, 2010 14:56:52 GMT -5
Err, my bad, those power weapons ARE power fists, forgot to change that after I adjusted the points. Post has been edited.
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Post by ElegaicRequiem on Jan 30, 2010 14:57:54 GMT -5
I like how modular it is. Although the vindicator is a bit odd, but it's not a bad choice.
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Post by Ymmot (M.I.A) on Jan 30, 2010 15:01:27 GMT -5
Err, my bad, those power weapons ARE power fists, forgot to change that after I adjusted the points. Post has been edited. Oh, well in that case it's just about perfect.
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Post by Ymmot (M.I.A) on Jan 30, 2010 15:03:37 GMT -5
Err, my bad, those power weapons ARE power fists, forgot to change that after I adjusted the points. Post has been edited. Oh, well in that case it's just about perfect.
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Post by RedsandRoyals on Jan 30, 2010 15:15:09 GMT -5
The one thing that does kind of bother me is the lack ranged firepower, particularly AT. At 2k, it's pretty easy to knock down 4 Rhinos for a good gunline army (Tau or IG), making those Meltas walk, which won't end well. I'd rather have a Las Pred then a Vindicator, since the big short ranged template isn't as necessary as a long range tank pranger.
The Assault Squads are okay, but keep in mind that things like Banewolves or Banshees will stomp them flat, so it might be better to bounce them from cover to cover then DS them.
Good list over all, but getting the first turn would be rather important.
*Edit* Yes, I did see the MLs, but considering that you've given them Meltaguns, I assumed you'd have the Rhinos moving, and thus not really having a chance to use them.
Reds
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Post by Melissia on Jan 30, 2010 15:27:49 GMT -5
The MLs are situational. Against some lists they'd never be fired, but against other lists-- like lists with devil dogs and banewolves-- I would use them.
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Post by RedsandRoyals on Jan 30, 2010 15:31:28 GMT -5
True, and this is a decent build. I still say drop the Vin, though, since you'd need ranged Las more then that close range shot (since most of your firepower is close range anyway).
Reds
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Post by ElegaicRequiem on Jan 30, 2010 15:37:30 GMT -5
MM attack bikes make great mobile AT.
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Post by Melissia on Jan 30, 2010 15:39:04 GMT -5
If I drop the vindicator and pintle SBs and convert two meltaguns into flamers, I could have two predator annihilators (TLLC+LC sponsons). *shrug*
I could also get three basic dakka preds and a multimelta attack bike and have 25 points left to spend. Maybe change one melta to a flamer and get three pintle SBs.
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Post by RedsandRoyals on Jan 30, 2010 15:50:26 GMT -5
Actually, I agree with Req. Running a Multimelta Bike squad of, say, 2 might be better. Sadly, you could only take one squadron, since you have those two assault squads, but oh well. The other downside is that, while fast, their a bit easier to kill then a Pred, and aren't quite as reliable (3 Lascannons, one of which is TL'd shots over 2 Multimelta). Either one is a good choice, though.
Heck, even a Dakka Dread with an ML and Las might also be worth considering.
Reds
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Post by Ymmot (M.I.A) on Jan 30, 2010 15:52:54 GMT -5
*Edit* Yes, I did see the MLs, but considering that you've given them Meltaguns, I assumed you'd have the Rhinos moving, and thus not really having a chance to use them. Reds Or combat squad and dig the missile launchers in cover somewhere while the meltaguns ride forward in the rhinos.
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Post by RedsandRoyals on Jan 30, 2010 15:55:07 GMT -5
*Edit* Yes, I did see the MLs, but considering that you've given them Meltaguns, I assumed you'd have the Rhinos moving, and thus not really having a chance to use them. Reds Or combat squad and dig the missile launchers in cover somewhere while the meltaguns ride forward in the rhinos. The issue there is being fairly helpess against AV 14 tanks, or armour in cover, which the multi-shots of the Pred can overcome. I assumed there would be at least one squad camping an objective, though. Speaking of which, for that one squad that will be sitting back on an objective, might it be worth giving them a Flamer to fend off enemy troops? Reds
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Post by ElegaicRequiem on Jan 30, 2010 16:02:27 GMT -5
When you say "TLAC," do you mean twin-linked autocannon? Because it's not twin-linked.
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Post by Ymmot (M.I.A) on Jan 30, 2010 16:03:41 GMT -5
but there could be four squads camping objectives while 4 squads move forward in rhinos, letting you fire those four missile launchers from turn 1 onward while the meltas move in against the AV14 and the preds provide long range AT support.
But yeah...the vindicator could probably go in exchange for something else.
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Post by RedsandRoyals on Jan 30, 2010 16:52:24 GMT -5
A very good point, Ymmot. I forgot about Combat Squads, which would certainly be the way to go. Still doesn't help too much against AV 14, but it's enough to smack around other stuff.
I hesitate to mention this due to the utter cheese, but....
Perhaps a Vanguard Squad with Lighting Claws instead of the two assault squads? If you dropped them both and the second Chappie, you could grab it. It's a helluva lot of points (495 of them), but it gives you a very nice 3+ Inv save for dropping in. If you run them without the Chappie, then they can assault the turn they arrive via DS, which is nice, and if you do run the chappie, they you get Rerolls to hit AND wound AND a 3+ inv save. It would also free up another FA slot for another Multimelta Biker.
It's much cheaper without the lighting claws, but I put it forward for consideration.
Reds
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Post by ElegaicRequiem on Jan 30, 2010 17:05:57 GMT -5
The vanguard with jump packs, claws, and ss, would only be 310...
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Post by The Envoy (AWOL) on Jan 30, 2010 17:25:14 GMT -5
Yeah...it's only 310 for 5 of them, 410 for 10.
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Post by ElegaicRequiem on Jan 30, 2010 17:34:59 GMT -5
Although anyone taking 10 is a heretic, and should be shot out of a cannon. I have one right here, actually...
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Post by The Envoy (AWOL) on Jan 30, 2010 17:42:20 GMT -5
I did the math wrong for 10 anyway.
Should be 560.
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Post by ElegaicRequiem on Jan 30, 2010 18:13:05 GMT -5
And that's why it's heresy.
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Post by The Envoy (AWOL) on Jan 30, 2010 18:15:18 GMT -5
But it hits so damned hard. And is a nightmare and a half to kill.
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Post by RedsandRoyals on Jan 30, 2010 18:28:55 GMT -5
I forgot to factor in the JP's when I did my math.
Reds
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Post by seed on Jan 30, 2010 18:46:28 GMT -5
That is a very strong scary list. *Hides behind tank calls his staff car*
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