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 1750 Trait Marines

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Steve
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PostSubject: 1750 Trait Marines   Thu Apr 10, 2008 4:29 am

For those of you thinking of attending the CAG tournament. How would feel if you went up against this list? For those of you that have played against my normal marine (the one in the bat rep against Marc) list which is better? I know I'm weak in counter assault and units to go grab objectives, but I don't think any army can hide from this much fire power and range.

Traits: Honor Your Wargear and Cleans & Purify: We Stand Alone and Eye to Eye

Heavy:
130 Predator Annihilator: Heavy Bolters
130 Predator Annihilator: Heavy Bolters

Troops:
100 Tactical x5: Lascannon, Plasma Gun
100 Tactical x5: Lascannon, Plasma Gun
100 Tactical x5: Lascannon, Plasma Gun
100 Tactical x5: Lascannon, Plasma Gun
115 Tactical x6: 2x Plasma Gun

Elite: (all with tanks hunters, although infiltrate on one or maybe two squads might help with cleanse and other objectives)
204 Devastators x8: 4x Heavy Bolter
224 Devastators x8: 4x Missile Launcher
284 Devastators x8: 4x Plasma Cannon

HQ:
94 Master: Bolt Pistol, Power Weapon, Frag, Auspex
169 Epistolary: Furry of the Ancients, Fear of the Darkness, Bolt Pistol, Jump Pack, Combat Shield, Familiar, Frag

Is it to much gun line? I don't really see any army standing the hail of bullets, especially if i go first.

Marc what do you think? You play the fast/assault list.
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Makari
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PostSubject: Re: 1750 Trait Marines   Thu Apr 10, 2008 6:55 am

I'd love to play against this list to see how da Boyz would work.
Both Horde and Speed Freak Orks

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PostSubject: Re: 1750 Trait Marines   Thu Apr 10, 2008 7:42 am

I think it will depend on how much terrain is on each board you are playing on. If the opponent has some area terrain in the middle of the board to hide behind it might be harder.

Also, how would this list do against hordes like nids? Wouldn't they end up getting swarmed?

You'd be awesome in escalation though, with every unit on the board and just waiting to have the enemy come in piece meal to get shot up.
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Matt
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PostSubject: Re: 1750 Trait Marines   Thu Apr 10, 2008 9:10 am

I'd drop the cleanse and purify. you only use it on one squad. Although, this list is pretty tweaked, so I can see why it's there for just one squad.

You won't be winning any comp scores with those downsides you took.

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Marc
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PostSubject: Re: 1750 Trait Marines   Thu Apr 10, 2008 9:30 am

Steve wrote:
Marc what do you think? You play the fast/assault list.

Well done shoe horning in the Master.

The Missile Devs are not needed imo. I'd drop them for another Tactical and a Tornado.

I'd go with the HvyBolters as TankHunters and the Plasma as Infiltrate.

You're only problems would be going 2nd and terrain, as already mentioned. Against horde you would need a spot on deployment, yet with all those redundant squads this shouldn't be too difficult.

Quite scary in the hands of a player like yourself.

As for coming up against it at the tournament?
I'm not too worried as I'll be lurking in mid table mediocrity Laughing
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Steve
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PostSubject: Re: 1750 Trait Marines   Thu Apr 10, 2008 1:45 pm

Thanks for the input guys.

@JMarv: For terrain in the middle, or even an overload of terrain could be a problem. With my range I can set up in both corners of the board, espcially the Plasma Cannons. They "should" nuke any squad trying to jump and hide, although with my plasma roles probably just themselves. I did design the list for an advantage with escalation. I'm thinking it will probably be only in the third round, though.

For hordes I would either castle one corner to limit the numbers the can send in at a time or just make a few small bubbles of overlapping fire power. I am defiantley worried about going second against any army like KOS/Ravenwing.

@Matt: If I drop that trait, I would drop the double plama for a tornado.

So thats one vote for a no composition. Everyone else ok with the list then?

@Marc: I know, I had to have the Master in a list like this with no Vet Srg upgrades.

Those devs are there just for dakka fexs, I don't know if anyone is planning on playing Godzilla. I do remember seeing a player with the army at Hard Boyz. I'm really not a fan of the tornado, I have one and haven't found it useful yet. Most players will kill it asap because of its low armour value and possibilty for damage output.

Going second could be a problem but not lying I have every intention of setting my army up within 3 inches of my board edge to help out some. As for terrain, all I need is LOS. I haven't seen any terrain, outside of trees, that really hides infantry.

Mid table mediocrity? What I thouhgt you where the KING of TOURNAMENTS???
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PostSubject: Re: 1750 Trait Marines   Thu Apr 10, 2008 9:12 pm

wow what an interesting list. First off i salute you for finding, for a lack of a better term, cheese or competitiveness in a marine army. I think this is a good thing btw.. not to be complete cheese (i only own 1 falcon!) but i rarely ran into a competitive marine list until i came down to cinci (you, marc, matt, and jmarv run the best marine lists ive ever run into).

ok so a few things. If i were to face this army.. my winning percentage would be an exact proportion to how much terrain there was on the board. if you faced a fast army like mine or marine bikes that could take 2 turns for their entire army to be in your face and still in tact (and with things like harlies, termies, doombanshees, etc you wouldnt stand a chance). Basically.. i think you would really benefit from some sort of seeker unit.. maybe assault marines? yeah they may get shot up a bit and its never good to sacrifice marines.. but if you played them well they could very well hold somebody up long enough to save your behind. can they jump out of cc? imagine if you jumped out on someones turn.. how much you could light them up later! possibly a drop pod or a few rhinos? assault marines could run with your epistolary.

so i dunno if any of that changes anything, but thats what i saw.
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PostSubject: Re: 1750 Trait Marines   Thu Apr 10, 2008 10:18 pm

Ok so this is what my list would look like with after your suggestions. I actually like this better than before. I think the assault squad and librarian will be good enough counter assault. What do you think now?

Traits: Honor Your Wargear : We Stand Alone

Heavy:
130 Predator Annihilator: Heavy Bolters
130 Predator Annihilator: Heavy Bolters

Troops:
100 Tactical x5: Lascannon, Plasma Gun
100 Tactical x5: Lascannon, Plasma Gun
100 Tactical x5: Lascannon, Plasma Gun
100 Tactical x5: Lascannon, Plasma Gun
130 Tactical x6: Plasma Gun, Power Fist

Elite:
204 Devastators x8: 4x Heavy Bolter, Tank Hunters (too much AV 12 to pass on being S6)
284 Devastators x8: 4x Plasma Cannon, Infiltrate

HQ:
94 Master: Bolt Pistol, Power Weapon, Frag, Auspex
169 Epistolary: Furry of the Ancients, Fear of the Darkness, Bolt Pistol, Jump Pack, Combat Shield, Frag

Fast:
216 Assault x8: 2x Plasma Pistol, Power Fist

@ryanscav: Thank you. I find it hard to believe you have never seen marine cheese before. It was top of the class, especially chaos, until the new eldar and tyranid codexs came out, even back in 3rd.

And the only thing you will probably get in tack into my lines are whatever are riding in the falcon. No army can assault me turn 1 and the ones that can assault turn 2(except KOS) I have as many heavy/special weapons as they do models. Lets not forget I also stand 50/50 chance of going first, then I will probably blow most armies of the table by the end of the second turn.

I will might play test this Saturday if anyone wants a "fun" game against this list.
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PostSubject: Re: 1750 Trait Marines   Thu Apr 10, 2008 11:01 pm

It takes you till turn 2 to get to the enemy? wow your slow... lol Razz
Red wunz go fasta! Go Wazdakka!
Got a hoard o Orks looking to sink their teef in!

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PostSubject: Re: 1750 Trait Marines   Fri Apr 11, 2008 3:52 am

@makari: Is there some rules I dont know about in the ork codex? The fastest turn one assault they have that i am aware of is stormboys(24")??? Deployment is 24" and I will be 5" in at the most with deployment, so thats 31" away. Not even Ravenwing can scout, move, charge that far, at least not without extending their tape measure. I will measure the board and deny oppenents assualts.
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PostSubject: Re: 1750 Trait Marines   Fri Apr 11, 2008 7:01 am

The trukks can get 25" if they are red... If I spot dangerous terrain and the vehicle fails the dangerous terrain check and the trukk gets destoyed the orks bail out and the survivors.... any who just kidding.
The Orks are faster by an inch... I was just making a joke. although I'm still trying to find a way to make that happen Razz

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PostSubject: Re: 1750 Trait Marines   Fri Apr 11, 2008 9:23 am

I think marines lists right now (Basic marine dex) are pretty easy to cheese out.

Hell, I should run one with ultramarine paint for the tournament. Who cares that I get combat squads? In the regular dex I can buy two squads of 5 for about 80 points less anyway Smile

Ok rant over.

I look forward to dying at the hands of this list about a month from now;)

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PostSubject: Re: 1750 Trait Marines   Sat Apr 12, 2008 8:14 am

Play @ 10am Sat April 12.... Orks vs. Marines!

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PostSubject: Re: 1750 Trait Marines   Sat Apr 12, 2008 9:03 am

oooooh the challenge!!! ^^^^


i will be there for effing sure! Wink




oh and btw i didnt really start playing until 4th.. i had models and played 2 games during 3rd but never got anything out of it until 4th
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PostSubject: Re: 1750 Trait Marines   Today at 9:37 am

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