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Experimental 1500pt army - no tactical marines, packs a punch!
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Old 10 Dec 2007, 06:53   #1 (permalink)
Shas'Saal
 
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Default Experimental 1500pt army - no tactical marines, packs a punch!

HQ - master of the sancitiy (chaplain)
- Crozius Arcanum
- Rosarius
- Jump pack
- Terminator honours

@ 135Pt's

ELITES - Terminators (5x)
- Lightning Claws
- Furious Charge

@ 215Pt's

ELITES - Venerable Dreadnought
- Assault Cannon
- Missile Launcher

@ 135Pt's

TROOPS - Scouts (5x)
- Sniper Rifles
- Rocket launcher

@ 95pts

TROOPS - Scouts (5x)
- Sniper Rifles
- Rocket launcher

@ 95pts

FAST ATTACK - Land Speeder Squadron (3x)
- 2x tornado's, heavy bolter's and assault cannons
- 1x tornado, multi-melta and assault cannon

@175Pt's

FAST ATTACK - Assault Squad (5x)
- bolt pistols and cc weapons
- 2x plasma pistols

@ 120Pt's

FAST ATTACK - Biker Squadron (4x)
- 2x melta guns
- melta bombs
- Teleport homer

@ 161Pt's

HEAVY SUPPORT - Devastators (5x)
- 2x missile launchers
- 2x lascannons

@ 185Pt's

HEAVY SUPPORT - Devastators
- 1x heavy bolter
- 1x plasma cannon
- 1x lascannon cannon
- 1x missile launcher

@ 180Pt's.

NOTE: Chaplain assists assault marines.
Bikers place teleport homer in a strategic postion to gain full
advantage of cc terminators.

The whole idea of this force is to pound to enemy into submission
with the dev squads, scouts and dread ( possibly pinning on
non-fearless units).
With assistance from the fast attack element on the flanks and
hopefully cause some havoc with the assault units.

There Obviously alot more to it! But thats it in a nut shell.


Any feed back would be much appreciated.

Gamblor.
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Old 10 Dec 2007, 23:29   #2 (permalink)
Shas'Saal
 
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Default Re: Experimental 1500pt army - no tactical marines, packs a punch!

All around solid list. Like it, except for the CC termies and the devastor sqauds.

You should NEVER EVER take CC termies unless you have a LRC to back them up. They'll just get shoot up footsloggin' it over to the enemy, and they can't assault after they deep strike, leaving a turn for the enemy to shoot the hell out of them.

The Devastors squads are Way to small. after one casualty you'll start to loss heavy weapons. Get some more marines in those squads to beef'em up. The points you save from the Termies will definately be enough to cover it.

Also The 5 man assault squad is pretty small, even with the shapy to help. add some mroe marines here as well.
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Old 11 Dec 2007, 04:55   #3 (permalink)
Shas'Saal
 
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Default Re: Experimental 1500pt army - no tactical marines, packs a punch!

yeah, i was actually thinking about taking more marines in the dev and assualt units.

Like with the devastor's, increase the unit size to 7 or 8. Likewise with the assault marines.
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Old 18 Dec 2007, 04:38   #4 (permalink)
Shas'Saal
 
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Default Re: Experimental 1500pt army - no tactical marines, packs a punch!

HQ - master of the sancitiy (chaplain)
- Crozius Arcanum
- Rosarius
- Jump pack
- Terminator honours
- Melta Bombs

@ 145Pt's

ELITES - Venerable Dreadnought
- Assault Cannon
- Missile Launcher

@ 135Pt's

TROOPS - Scouts (5x)
- Sniper Rifles
- Rocket launcher

@ 95pts

TROOPS - Scouts (5x)
- Sniper Rifles
- Rocket launcher

@ 95pts

TROOPS - Razorback
- twinlinked heavy bolter
- extra armour & smoke launchers

@ 78pts


FAST ATTACK - Land Speeder Squadron (3x)
- 2x tornado's, heavy bolter's and assault cannons
- 1x tornado, multi-melta and assault cannon

@175Pt's

FAST ATTACK - Assault Squad (8x)
- bolt pistols and cc weapons
- 2x plasma pistols

@ 186Pt's

FAST ATTACK - Biker Squadron (4x)
- 2x melta guns
- melta bombs

@ 156Pt's

HEAVY SUPPORT - Devastators (8x)
- 3x missile launchers
- 1x lascannons

215@ Pt's

HEAVY SUPPORT - Devastators (8x)
- 1x heavy bolter
- 1x plasma cannon
- 1x lascannon cannon
- 1x missile launcher

@ 225Pt's.

TOTAL : 1500PTS

Increased troops dev squad and assault squad, and a few other attachments throughout. Including Razorback.

Didn't want to change the force too much! Wanted to keep the same theme.
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Old 21 Dec 2007, 03:32   #5 (permalink)
Shas'La
 
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Default Re: Experimental 1500pt army - no tactical marines, packs a punch!

I am 99% sure you cannot take Multimelta/Asscannon tornados in the standard codex. Only BA and DA have access to those. Also, I'd have single tornados or squads of 2. units of 3 are not so hot because of keeping them scoring units.

I'm also pretty sure you can't take razorbacks for scouts. And you don't really want to if you could. They are overpriced for what you get.

You also shouldn't mix weaponry in dev squads. IMO the only two types of weapons worth considering are missle launchers and heavy bolters.

Assault squad is next to useless without a vet sgt with a powerfist.
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Old 26 Dec 2007, 17:34   #6 (permalink)
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Default Re: Experimental 1500pt army - no tactical marines, packs a punch!

He's right, you can't take the Melt/Assu mix. It has to be Heavy/Assu, or Melt/HFlam.

I have no idea why you even thought of putting the Razor back into this list. It has no purpose. All of your Dev-marines have too many in them to be put into one, and all of your other marines can't take one. Take a Rihno if you're going to do this, put a Dev-squad into it. I mean, it can have 2 people fire from it, so you your heavy weapons will be mobile. Put the pintle Storm Bolter on it, and the same upgrades you took for your Razor, and you should be fine. That leaves you with 10 points you. You could use that for ExArmour on your Dread if you wanted.
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Old 04 Jan 2008, 20:06   #7 (permalink)
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Default Re: Experimental 1500pt army - no tactical marines, packs a punch!

Quote:
Originally Posted by TipTop1987
He's right, you can't take the Melt/Assu mix. It has to be Heavy/Assu, or Melt/HFlam.

I have no idea why you even thought of putting the Razor back into this list. It has no purpose. All of your Dev-marines have too many in them to be put into one, and all of your other marines can't take one. Take a Rihno if you're going to do this, put a Dev-squad into it. I mean, it can have 2 people fire from it, so you your heavy weapons will be mobile. Put the pintle Storm Bolter on it, and the same upgrades you took for your Razor, and you should be fine. That leaves you with 10 points you. You could use that for ExArmour on your Dread if you wanted.
You can not fire heavy weapons from a transport if the transport has moved.

Everyone else is correct that you can not take a razorback for scouts and the other squads ar too big for a razorback.

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Old 05 Jan 2008, 00:56   #8 (permalink)
Shas'La
 
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Default Re: Experimental 1500pt army - no tactical marines, packs a punch!

Quote:
Originally Posted by JBunny
You can not fire heavy weapons from a transport if the transport has moved.
Or from a shaken vehicle. And one glancing hit is all it takes to shake a rhino. Not hard with AV11.
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