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 Reworked space marines 1500 list

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mikerollsones
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Join date : 2007-11-22
Age : 28
Location : the nati

PostSubject: Reworked space marines 1500 list   Tue Dec 04, 2007 9:04 pm

commence shred.

Significant Divergence:
Advantages
Cleanse and Purify, Trust Your Battle Brothers
Drawbacks
Aspire to Glory, We Stand Alone

Hq
Chaplin (1)
Bolt Pistol
Artificer Armor
total = 121

Elites
Veteren Squad (5)
Frag Grenades
Close Combat Weapons
Bolt Pistols
Power Weapon
Lightning Claws (pair)
Rhino Transport
total = 190

Dread (1)
Tank Hunter
Las Cannon
Rocket Launcher
total = 145

Fast Attack
Bike Squad (3 groups of 4)
Terminator Honours (x3)
Power weapon (x3)
total = 459

Troops
Tactical Squad (3 groups of 5)
True Grit (x8)
Terminator Honours (x3)
Squad I
Plasma Gun (x2)
Sargent with powerfist
Squad II
Plasma Gun (x1)
Sargent with powerfist and Combiplasma
Squad III
Plasma Gun (x1)
Frag Grenades (x5)
Sargent with powerfist
total = 394

Heavy Support
Predator Destructor (2)
Heavy Bolters
total = 240
Army total = 1499

i revamped everything and added some tanks and a rhino for mobility and support. let me know if this is any better.


Last edited by on Wed Dec 05, 2007 2:32 am; edited 9 times in total
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Scav
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Age : 27

PostSubject: Re: Reworked space marines 1500 list   Tue Dec 04, 2007 11:40 pm

dude edit out every single point options.. its no problem to put the options in the list but not the points they are worth. just give us the total of the squad.
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Matt
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Join date : 2007-08-19
Location : Cincinnati, OH

PostSubject: Re: Reworked space marines 1500 list   Tue Dec 04, 2007 11:40 pm

Hmm, where to begin Smile

HQ

Purity Seals are next to worthless, don't take them.

Give him a bolt pistol, the extra shooting is not worth losing an attack.

I don't think artificer armor is worth it, but some on the board will disagree (I'm looking at you Nathan Wink).

Elites

Veterans:

I don't mind it the load out except for the plasma cannon. This squad will need to be moving every turn in order to be effective (has to reach close combat really) so lose the plasma cannon and make sure everyone in the squad has bolt pistol + close combat weapon.

I like a transport on these guys too, perhaps a razorback at this unit size, although Rhinos are more cost effective for something that will be in the thick of it.

Dread:

Give him a missile launcher instead of the close combat weapon and trade FC for tank hunter. He kills too slowly to be really effective in close combat unless supported by a very killy unit.

Fast Attack

You can only have 5 bikes in a squad, so you need to split this up (or indicate how you already have, 3 squads of 4?).

I don't mind power weapons on these guys, but make sure to give the Srg's bolt pistols too.

If you are looking to tank hunt with bikers take 3 squads of 2 attack bikes with multi-meltas. Much more effective.

Troops

Tactical Marines:

Again not sure how these guys are divided up so make sure to separate by squads.

Flamers are not very useful on true gritted guys, take them out. As you want to maximize the amount of casualties you inflict before you receive the charge, where as with flamers you will normally need to move close to the enemy in order to get the jump with them. You could leave them though.

Melta guns again, same thing as flamers.

I like plasma guns in true gritted squads.

I would leave your vets with just regular bolters, the extra points on the other guns really aren't worth it. Combat shields are pretty useless too. As he will only really use it once he is the last one standing (it's not as if you will risk a 1/3 chance on a power weapon hit for example).

Also, make sure to give them all power fists. The hidden power fist is the single most important thing in making competitive space marines. Throw one in a squad and all of a sudden you have a dude who has ablative protection (the other marines) and cannot be targeted. These dudes will help you out every time they hit close combat.

Scouts:

Sniper rifles are pretty useless imo, better to use the points somewhere else. Can be helpful in a pinch, but rarely.



I think the list is okay as a starting point, but needs a lot of work. Any thoughts on how you will play it?

Also, make sure to let us know what traits and drawbacks you are taking.

Oh and Ryan is right, take the individual points out. It's actually illegal to post them.

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Nathan
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PostSubject: Re: Reworked space marines 1500 list   Fri Dec 07, 2007 8:04 am

All right, I obviously missed the first edition of this list, but I'm back.

Somebody else sees the usefullness of artificer armour! If feel so proud.

Can't really complain about the list, but everything Matt said is right. Don't know why you're forking up the extra attack with the vet serg carrying a pf and a combi-plasma. Unfortunately, true grit does not affect combi-weapons (if it did Wolf Guard terminators would be much more deadly). Your Dread has to be venerable to take TH. What skill did you give your vets? The Rhino dumps their infiltrate skill, so you've got furious charge? And how many (if any) of them actually have terminator honours? Last thing, at five man squads, your basic marines are rather easy to kill and almost makes the hidden PF's null. I'd say the most survivable squads come in size 7 - 10. Just my thoughts though. Good job with the list!
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Marc
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PostSubject: Re: Reworked space marines 1500 list   Fri Dec 07, 2007 11:22 am

Was this written with an "only the models I own" in mind?
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Matt
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PostSubject: Re: Reworked space marines 1500 list   Fri Dec 07, 2007 12:27 pm

I believe it was, and we have since played a game... which got ugly.

So I think Mike has more of an idea where to take his list.

I am now firmly in the camp that believes true grit sucks on tactical marines for the 3 points a dude you spend.

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Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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Marc
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PostSubject: Re: Reworked space marines 1500 list   Fri Dec 07, 2007 1:48 pm

Another example of the ridiculous glory which is the CSM trooper.
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Nathan
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PostSubject: Re: Reworked space marines 1500 list   Fri Dec 07, 2007 9:40 pm

Stupid CSM trooper..... Mad
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Matt
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PostSubject: Re: Reworked space marines 1500 list   Fri Dec 07, 2007 11:01 pm

Agreed, although you do lose a few things that are dead sexy like the attack bike w/ multi-melta + the landspeeder tornado.

...and yes i know they gain other things, i was just trying to defend the good old loyalists Razz

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Loss - 13 (Brice's Necrons wiped me)
Draw - 2 (The 13th hold out in alpha take and hold)
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PostSubject: Re: Reworked space marines 1500 list   Today at 5:10 am

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