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1000pts Early Chapter Space Marines
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Old 30 Oct 2008, 10:45   #1 (permalink)
Shas'Vre
 
Join Date: Oct 2007
Posts: 1,933
Default 1000pts Early Chapter Space Marines

Hey all, this list is an attempt at a recently created chapter, hence the amount of scout squads and lack of veteran squads . (I like the scout models) Now, you may be wondering why the hell I've got a dreadnought in there... well, that'd be the original master, who was unfortunately killed some time or another.. umm... oh, and that's why a librarian leads the force, umm yeah... (Ok, I like dreadnoughts, just as i like scouts, so...)

Librarian
Just that, some passive abilities will be used the most until the enemy get too close (whether he comes to me or vice versa).

Dreadnought
Heavy Flamer, Drop Pod.
He'll be dropping in from turn one, hopefully popping an unwary tank in the rear. If that fails he'll charge in and knock it about. If there happens to be no such tank, he'll go for MEQs and TEQs, melting and then charging in.

Tactical Squad (10)
Plasmagun, Missile Launcher, Power Weapon.
The most elite in the list, heh, I can split the unit how I see fit depending on the enemy.

Razorback
Extra Armour.
Some general fire support and transport when needed.

Tactical Squad (10)
Plasmagun, Missile Launcher, Power Weapon.
As Before

Razorback
Extra Armour, Storm Bolter.
As before.

Scout Squad (10)
4 Shotguns, Power Weapon, 4 BP+CCW, Power Weapon.
They'll come in either on the flank or in cover, one unit to provide fire support and/or to nap side/rear armour, the other will be a moving combat/close range unit.

Scout Squad (10)
4 Bolters, Power Weapon, 4 Sniper Rifles, Heavy Bolter.
Fire support unit(s), most likely to infiltrate into cover/on an objective and blast away at anything that needs blasting.

Thoughts?
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Old 31 Oct 2008, 03:24   #2 (permalink)
Shas'La
 
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Location: Seattle, WA
Posts: 452
Default Re: 1000pts Early Chapter Space Marines

I'd give scout squad one BP and CCW instead of bolters. You have a distinct lack of CC and this will help out. I'd also go with a powerfist.

For the shooty scout squad I'd give them sniper rifles instead of bolters. Or maybe 4 rifles, 1 HB and 5 bolters. The extra range of the snipers works well with the range of the HB and they can stay farther away from the fray and better protected. If you go with the 5 bolters I'd upgrade the sgt to have a powerweapon or powerfist. In order to rapid fire they will need to be close and are likely to get assaulted.

remember that you will not always want to combat squad these guys so there weapons still need to compliment one another.

to get points I'd probably start by removing the SBs form the razorbacks.
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Old 31 Oct 2008, 07:41   #3 (permalink)
Shas'Vre
 
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Default Re: 1000pts Early Chapter Space Marines

Hmm... ok, I can see where y're coming from .

I'll edit the main post.

Ok, done, but I've had to remove the EA on the Dread, plus I'm a bit concerned about the amount of anti-tank I have in there... But I suppose the scouts could always assault a vehicle with krak grenades... hmm....
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Old 01 Nov 2008, 18:18   #4 (permalink)
Shas'La
 
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Default Re: 1000pts Early Chapter Space Marines

Scout squad one has 2 powerweapons. Did you mean one to be a missle launcher or heavy bolter? A missle launcher will help your AT, but at 1k I would not be too worried.

A powerfist in the CC scout squad would give you some anti-tank, too.

When you go to a higher poitns level I'd start out by upgrading the tacticals to lascannons.
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Old 01 Nov 2008, 18:21   #5 (permalink)
Shas'Vre
 
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Default Re: 1000pts Early Chapter Space Marines

Maybe, then again, the librarian could always have that vehicle damaging power I suppose .
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