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another 2000pt scorpions list

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Aegwymourn
dusktiger
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Post  dusktiger Tue Aug 14, 2012 11:05 am

going to use this tonight, so i'll post what happens.

2000 Pts - Codex: Space Marines Roster
Composition Report:
HQ: 1 (1 - 2)
Elite: 1 (0 - 3)
Troops: 3 (2 - 6)
Fast: 3 (0 - 3)
Heavy: 1 (0 - 3)
Fort: 0 (0 - 1)

Total Roster Cost: 1995

Command (685 pts)
High Chaplain Thulsa Kane
Assault Squad 'Vindictus', 2 Flamers, no jump packs, Sergeant w/ Combat Shield + Power Sword, Drop Pod
Land Raider Prometheus, Pintle-mounted Multi-melta

Troops (800 pts)
Tactical Squad 'Relentless', Meltagun, Multi-Melta, Veteran Sergeant Haas, Rhino + Hunter-killer Missile
Tactical Squad 'Loyalists', Plasma gun, Lascannon, Sergeant w/ Combi-Flamer + Power Maul, Rhino + Hunter-killer Missile
Tactical Squad 'Anvil', Plasma gun, Lascannon, Sergeant w/ Combi-Flamer + Power Maul, Rhino + Hunter-killer Missile

Flyers (310 pts)
Storm Talon 'Sky Fury', Skyhammer Missile Launcher
Storm Talon 'Storm Bane', Typhoon Missile Launcher

Big Guns (200 pts)
Mortis Contemptor 'Brother Resilience', Dual Twin-linked Autocannon, Cyclone Missile Launcher
dusktiger
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Post  Aegwymourn Tue Aug 14, 2012 5:50 pm

A little light on bodies for 2k maybe? Other than that looks good!
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Post  Lore Weaver Tue Aug 14, 2012 9:17 pm

No double force org shenanigans? (Is it optional or mandatory? I can't remember)

I think at 2000 pts now, you really need 4 scoring units, minimum. You've got 2 objective missions with 5 objectives, and one with 6. You need the flexibility to control the battlefield.

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Post  gluvzer Tue Aug 14, 2012 9:20 pm

Mark: Not mandatory. He's got up to 3-6 troops, I think that's plenty.
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Post  Aegwymourn Tue Aug 14, 2012 9:26 pm

gluvzer wrote:Mark: Not mandatory. He's got up to 3-6 troops, I think that's plenty.

I would only argue that those squads are decently fragile, especially if you start combat squading them. if you dont then they are a bit more durable, but like loreweaver said it makes you much more static. I suppose you could use the rhinos to make half of the combat squads fairly durable? other than that I think the list is fairly solid as an all-comers list.
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Post  dusktiger Tue Aug 14, 2012 11:49 pm

dont forget that 6th now lets you combat squad and still have them ride together in the rhino until you find a suitable place with cover to let a demi squad pop out and let the other demi squad keep going in the rhino.

i just played this against a siege assault vanguard (dan surprised it on me) that consisted of 2 tactical squads in rhinos, 2 squadrons of 3 vindicators, a squadron of 2 predator annihilators, a tactical squad with siege mantlets (re-roll armor saves vs shooting), and a siege master with a T-Hammer. and all the tanks had dozer blades.

we rolled the kill point mission, long table edge deployment. i got first turn. we rapidly made it through 5 turns, where i lost the mortis, both flyers, a rhino, and the land raider. zero loss of troops. dan also earned the first blood and linebreaker objectives, for a total of 7VP.

dan lost 3 vindicators, a rhino, and around half or so of the siege mantlet squad, and i had the linebreaker objective, for a total of 5VP.

he also claimed his siege army objective (not doing this means a normal win is only counted as a tie for a siege army), so he took the win.
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Post  Rhaevyn Wed Aug 15, 2012 12:40 am

Making space marines take 4 tactical squads to reach that magic number 4 is always going to be a hard sell in most marine lists that want to take anything else useful.

I sound like a hypocrit to myself now, because I've been telling everyone else that they need more troops, but there is no sense in having all sorts of scoring units if you cant kill your enemies or cause enough havoc. And Tactical squads are less than effective at doing much more than scaring guardsmen and providing scoring bodies.
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Post  Roland Wed Aug 15, 2012 6:40 am

You've hit it Mike B. The other problem is he's spending too much on toys:)

Mike S: The idea looks good. But you can shoot at what, 8 targets max? and 3 of those are with tactical squads and another is a secondary target for teh LR.

Would you be better off dropping the contemptor to a std dread and changing one tact squad to a Sniper squad w/ Telion in an Aegis line? Thats what, 275?

1/3 of your points on your HQ/bodyguard/ride seems a bit excessive, but I suppose its no worse than the old Bookmobile of Doom. Maybe change to a Godhammer so you can reach out and touch someone?

I think something ranged that can reliably pen AV 13/14 is quickly becoming mandatory. You seem very light on this. You've got the Contmeptor's Cyclone that can glance AV 14, but past that, you're relying on your melta and rending assault cannons. Melta isn't BAD, it's just with the new table deployments and disembarking rules its a lot harder to get in range.
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Post  Aegwymourn Wed Aug 15, 2012 8:05 am

Don't forget that if your opponent is canny with pre-measuring melta becomes very hard to get into half.
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Post  dusktiger Wed Aug 15, 2012 10:24 am

*shrugs* the list was for fun and was what fit into a single bag. and if you recall the txts last night beau, you know this list gave dan a hard time. taking a similar list was able to give grey knights an extremely hard time and teach them the emperor doesn't love them as much Razz

at this point the goals of my lists are to use a large enough spread of newer units to familiarize myself with how they'll work in 6th so im familiar with how to play with and against them when it comes time to play tournaments. the lists arent meant to be competitive right now; just use the new ruleset changes 6th provides so i memorize them.

some things i would immediately change in the list, other's i'd try to hold on to; for the points and what it gives, the mortis is a better dread for shooting. but it still falls as easily to concentrated fire. its a shooty ironclad. and dan and james have faced it enough times to know its very well balanced for the codex and doesnt OP your army at all. and if you're not taking any defense lines, they're good to have for anti-air because they're BS5 and have skyfire if they didnt move that turn, so i'd suggest them for a good anti-air that'll still cause hell to light-medium armor too. (btw chaos; you have these too, only yours is better; 4HP to our 3hp and they dont go crazy)

if taking flyers...you have to have them in pairs. one's not enough. at 2HP and av11, they drop too fast to take only 1. take them in pairs and hope they come in together. and make good use of flying off the board and coming on next turn again to make them last longer. and never hover unless you're absolutely sure its worth it; a heavy bolter can wreck you if you hover.

so far i've taken the prometheus just because my conversion looks cool Razz and because when its night fighting, he negates the cover saves. he also lets the flyers come in on a 2+ on turn 2. it did amazingly well this game, making cover saves like nuts. but in a more serious list, i wont take this unless its for anti-horde.

kane and his assault squad. this unit has surprised me. its stupidly good. i never thought before that walking assault marines would play as good as these do. if you have these, take some. if you don't, proxy something and try them out, they might surprise you.

troop choices...around three seems to be best so far. at first i was saving points by making one a scout squad with telion. its a mistake. the unit has been playing like crap and dies to easy to infiltrators/deep strikers/outflankers. and in assault they're a joke. i say this after playing them in cover, with cloaks, and having a 2+cover all game. once they get assaulted, theyre still just WS 3 Sv 4. you're better off spending the points to get a tactical squad. unless you 'know' what your facing can't get to them, scouts are a risk to your defensive line.

that's all that comes to mind over this list. right now im waiting on some new bikers from puppetswar and then i think i'll see how bikers play differently in 6th.
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Post  Roland Wed Aug 15, 2012 11:36 am

Actually the texts made it sound like a pretty crazy battle.

As I understand he scattered like crazy.

How did both your flyers drop in one turn? He had no skyfire I am aware of.

Going in, I figured your Talons would eat him up, but enough vindis would remain to do some damage. Once he texted both were down, you were going to drop to S10, AP2 blast eventually.

All in all, weird battle (but aren't they all?)
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Post  dusktiger Wed Aug 15, 2012 4:52 pm

He didn't scatter that bad actually. He just focused on the raider all game and just couldn't do the deed. The flyers he rolled lucky and got the 6s he needed to hit. After that, 2HP just doesn't cut it.
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