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Starting Space marines
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Old 09 Sep 2005, 19:39   #1 (permalink)
Kroot Shaper
 
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Default Starting Space marines

Yes i am starting tau but first is to get sm to 500 points. so far i have a squad of tac marines wif sarg, flamer and misile launcher, and a dred with various upgrades. what more should i buy to get 500 (about) points
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Old 09 Sep 2005, 19:58   #2 (permalink)
Shas'Vre
 
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Default Re: Starting Space marines

1.) how many marines are in the squad
2.) get the $15 dollar commander box.
3.) lots o space marine, marines
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Old 09 Sep 2005, 20:03   #3 (permalink)
Kroot Shaper
 
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Default Re: Starting Space marines

10 marines in the squad. is the $15 commander the 8 plastic one
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Old 09 Sep 2005, 20:26   #4 (permalink)
Shas'La
 
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Default Re: Starting Space marines

Probably. To make a decent 500pt army you want at least 2 squads of 10 space marines, a commander, and a dreadnaught. That is total. You should probably pick up a Scout squad, assault squad, or another tactical squad as options in case you don't want the dreadnaught and instead want a devastator squad or something.
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Old 09 Sep 2005, 20:32   #5 (permalink)
Kroot Shaper
 
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Default Re: Starting Space marines

thanks. i am buying the rest for my birthday (2days). i want my commander to have the lightning claws, what else should i give him?
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Old 09 Sep 2005, 22:01   #6 (permalink)
Shas'La
 
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Default Re: Starting Space marines

Really, that depends a lot on who you are fighting and who you plan on keeping him with. In 500 points I think a command squad is out of the question. Are you going to fashion your tactical squads for short range fighting or long range and is he going to stay with them or go on his own? If he sticks with the squad then upgraded armor isn't that important but if he's alone then it is practically a necessity since you want him to survive as long as possible.

If the assault squad is in you could give him a jump pack and both lightning claws and have him move up fast with them. Or, if your Commander is on his own a jump pack to let him move around faster to support your tactical squads is probably a good idea.

Are you going to give him 2 sets of lightning claws or just one and a long range weapon?

Regardless, your best bet might be to keep him with your tactical squads and give him a Stormbolter + Lightning Claw. Then if your tactical squad gets assaulted, you've got something to fight back with.
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Old 10 Sep 2005, 05:46   #7 (permalink)
Shas'Vre
 
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Default Re: Starting Space marines

and don't put a flamer and a missile launcher in the squad together. I know that's what came in the box, but those weapons are a horrible combination. Personally, I'd get a plasma or a melta for the squad, but if you face a lot of horde armies, leave the flamer and replace the missile with a heavy bolter. Make sure the dreadnaught has twinlinked lascannons, that's the best antitank for a 500 point list, as you'll likely see one and only one tank at that size.
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Old 10 Sep 2005, 07:10   #8 (permalink)
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Default Re: Starting Space marines

Should have 2 tactical squads and 1 librarian (close combat all) dreadnaught.
This should be a good 500 points army you can swap out the dread and librarian out for what every yo really need it.
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Old 10 Sep 2005, 10:42   #9 (permalink)
Shas'Saal
 
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Default Re: Starting Space marines

If by "Close combat all" your refering to a dreadnought with 2 power arm, you should know only blood angels can get those, they're called "furioso" dreadnoughts.

I would reccomend the dreadnought as well, with an assualt cannon, a power arm, and a storm bolter. Make him venerable and give him a drop pod if you have the points. The 15 dollar command box is a great buy for the money, even after you've made the commander it still can provide you with many extra bits for your marines. Buy a second tactical squad, and have a brother captain with a bolter,lightning claws and if you can spare the points, artificer armor.
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Old 10 Sep 2005, 12:04   #10 (permalink)
Kroot Shaper
 
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Default Re: Starting Space marines

thanks. i cant see the heavy bolter in the tac box set
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