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Mortifactors [1500]
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Old 15 Dec 2006, 10:08   #1 (permalink)
Shas'Saal
 
Join Date: Feb 2006
Location: Australia
Posts: 151
Default Mortifactors [1500]

Chaplain-104
bolt pistol, infiltrate

10 marines, command squad-245
sergeant with power weapon, infiltrate and Company Champion, 2 meltaguns

Librarian-154
bolt pistol, viel of time, terminator honours, iron halo, infiltrate

10 marines, command squad-245
sergeant with power weapon, infiltrate and Company Champion, 2 meltaguns

10 marines-205
sergeant with power weapon, meltagun, infiltrate

10 marines-205
sergeant with power weapon, meltagun, infiltrate

7 devestators-186
4 heavy bolters

1344

and theres 156 points left any fillers?

Traits- see but dont be seen, take the fight to them
disadvantage- flesh over steel, we stand alone
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Old 15 Dec 2006, 12:26   #2 (permalink)
Shas'La
 
Join Date: Jan 2006
Location: Forres, Scotland
Posts: 297
Default Re: Mortifactors [1500]

I too play Mortifactors though my list looks very diffrent to yours.

Did you just pick the traits or they offical for the Mortifactors. I've been working useing them as a vanilla chapter.

Infultrate fits with the head hunter concept for the natives Posul, but personally I'd drop a command squad and take a Terminator Squad instead.
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Old 16 Dec 2006, 05:24   #3 (permalink)
Shas'Saal
 
Join Date: Feb 2006
Location: Australia
Posts: 151
Default Re: Mortifactors [1500]

It was discussed on the B&C and seems to fit them rather nicely, they have a darkened world ( sounds like a bit of a rip off of the Raven Guard) and are headhunters.

I personally see them as a bit techno-phobic and prefer the in your face approach. On the Terminators i dont like them as much facing Orks a fair bit plus they cost a fair bit ($ and points wise) 8)
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Old 20 Dec 2006, 20:10   #4 (permalink)
Shas'Ui
 
Join Date: Oct 2005
Posts: 504
Default Re: Mortifactors [1500]

If it would be up to me, I'd use Trust your Battle Brothers instead of Take the Fight to Them, as in my experience, Bolter shooting is much more productive at racking up kills than simply going to grips with your foes, especially if they're Orks. The addition of True Grit and Countercharge gives a nice defensive countermeasure against melee armies, furthermore if your Vet Sarges have Powerfists.
On a last point, even if your Marines are Infiltrating, they don't have the speed to charge quite often. They'll end up being easy targets to enemy shooting and will get shred to bits in melee and twice so when you consider that most of the other armies' melee standard units and/or specialists are much more potent than your standard Marine.

Anyways, replacing all the Power Weapons with Powerfists would be a nice plus, giving you the option of destroying vehicles up close and to inflict Instant Deaths on the Warboss and Nobz.

Giving to the Librarian the additional power Fury of the Ancients would be very nice, potential allowing you maybe to pin at least one enemy unit with each use.

Giving a Missile Launcher to both Tac squads could be useful, as they're cheap and relatively low-tech ranged antiarmor fire.

Getting an additional Marine in the Dev squad to make its numbers even would be nice for scoring purposes and to add an additional ablative wound.
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