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Possible spring tourney list

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dusktiger
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Post  Timbo Sat May 14, 2011 3:40 am

If I don't work on the 28th I'll try to make it out for the spring tourney. This list is just a shaved down version of my 2000 point marine list. Seeing as my other marine list got so many comments I'm hoping for at least as many on this one!

HQ
Librarian w. Null Zone, Avenger 100

Elites
Dreadnought 105
Dreadnought 105
Dreadnought 105

Troops
10 Tacticals w. Multi-Melta, Meltagun, Sgt. w. Combi-Melta, Melta Bombs 190
Rhino 35
10 Tacticals w. Multi-Melta, Meltagun, Sgt. w. Combi-Melta, Melta Bombs 190
Rhino 35
5 Tacticals w. Sgt. w. Combi-Melta, Powerfist, Melta Bombs 130
Rhino 35

Fast Attack
3 Attack Bikes w. Multi-Meltas 150
3 Attack Bikes w. Multi-Meltas 150

Heavy Support
Predator Destructor w. Heavy Bolter Sponsons 85
Predator Destructor w. Heavy Bolter Sponsons 85

Total: 1500 Points
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Post  dusktiger Sat May 14, 2011 7:12 am

what, no razorbacks with meltas or vulkan to twin link all that melta?
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Post  Roland Sat May 14, 2011 11:47 am

Do you have a plan for when your opponent is outside 24"?
I'd trade the MM on the tacts for ML, and give the sgts a PF, nothing else.
Give the dreads T/L AutoCannon instead (either singly or Rifleman).
Trade the Librarian for Vulkan. I don't see that Libby doing much with that Combat squad.
Drop either a Dread or one Attack Bike from each sqd, that should give you enough pts to play with.

My $.02, YMMV.
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Post  Timbo Sat May 14, 2011 2:38 pm

Hey, responses! Thanks fellas! Vulkan is kinda cool, but 190 points is way too much for a guy in a 1500 point game IMHO and losing combat tactics sucks in an army with little assault ability. The librarian gives psychic defence, and null zone is kind of hidden offence versus some lists (admittedly not all). Point taken on the 24" threat range, although the attack bikes are closer to 36", and I still have a couple autocannons on the predators. The short range could bite me in the ass in a kill point scenario. I do like TL autocannons on dreads, so maybe I'll look at converting one or two. However I think the rifleman dread is best left for GK (where they are str8). The dreads are a tough assault matchup for a lot of lists. Even a hidden powerfist is no guarantee against them (4+ to hit, 5+ to pen, then another 5+ to kill). Not a fan of missile launchers, at all.
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Post  Roland Sat May 14, 2011 3:23 pm

my dreads are t/l a/c, powerfist for the reasons you gave. i want to be able to tie up a unot for awhile and/or take on an opposing dread. Point taken on the bikes being closer to a 36" effective range.

I know Vulkan seems like a lot @ 190 but if you are planning on running that much melta do it. Msg commander james if you don't believe me. I think he missed one shot the game I played against his Ultra-manders. He pays for himself.
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Post  dusktiger Sat May 14, 2011 11:17 pm

agreed. far as special characters from the vanilla codex, he's one of only 2 i'd say are really worthwhile to take for the points they average out and the rules they give. even if you dont take his typical deathstar bodyguard, 190pts really isnt that much to re-roll every melta and flamer, and mastercraft any thunderhammers you may wanna take. given you cant get the +1 attack from powerfist/pistol anymore, you may as well take vulkan and give the sgt's thunderhammers to further take advantage of him. but thats just to fully take advantage of the rules he has and the weapons you already use and love so much. i guarantee you if you make the alterations to fit him in there, you will be pleased with it.
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Post  Commander James of the Ul Sun May 15, 2011 9:30 am

Roland wrote:my dreads are t/l a/c, powerfist for the reasons you gave. i want to be able to tie up a unot for awhile and/or take on an opposing dread. Point taken on the bikes being closer to a 36" effective range.

I know Vulkan seems like a lot @ 190 but if you are planning on running that much melta do it. Msg commander james if you don't believe me. I think he missed one shot the game I played against his Ultra-manders. He pays for himself.

LOL nice Roland LOL. Not only does Vulan give all melta twin linked but flamers and heavy flamers. He also makes all thunder hammers Master Crafted. And in CC he is kick ass 2plus Armour 3plus invul and when you charge Vulkan blasts his opponent with his heavy flamer. He also has a Master crafted relic blade and digital weapons. TOTALLY WORTH THE POINTS DUDE.

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Post  Timbo Sun May 15, 2011 11:11 am

Yep, he's cool and all. If I had a unit of TH/SS termies I'd consider it. The loss of combat tactics is not a tradeoff I'd like to make.
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Post  gluvzer Mon May 16, 2011 10:19 am

I like the list, the amount of melta, and the mobility and midfield control. I don't like that there is no 'rock' to throw at your opponent. But then agian, you'd be giving up lots to get it.

I like Combat Tactics for this army. The ability for Marines to run, auto rally, move 3", and THEN fire the multi-melta is a huge plus.

I'd myself would consider different weapon options for the dreads, but appreciate the cheapness and redundancy of what you have.
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Post  Roland Mon May 16, 2011 11:05 am

This isn't me saying I'm right, this is me saying "I don't get it".

What exactly is the big deal with Combat Tactics? I find it to be useless most of the time. The ability to run and rally relies on a convuluted set of circumstances that seems to be on par with a total solar eclipse.

1) It's your opponent's assault phase
2) You HAVE to lose combat, but hopefully not TOO badly.
3) You elect to auto-fail your morale and attempt to run.
4) Pray you outrun your opponent.
5)Pray you roll 6 or more on your fallback.
6)Hope to god nothing is off to the sides, or flanking you on your table edge.

If you are facing anything with a high INT, (eldar, DE, etc) you aren't running. IF you are facing MEQ, you have a 50/50 chance. Basically you can consistantly run from Orks, Necrons, Tau and Guard. But oops, you likely aren't losing combat to any of those but Orks.

If you roll less than a 6, or you've been flanked, etc, you can't regroup. So you keep running, but are either harried by the unit you just elected to lose to, or assaulted by them (granting them the charge).

The coherency/regrouping crap confuses me. If the squad ISN'T in coherency they can't even attempt to regroup, I remember seeing SOMEWHERE that ATSKNF grants that 3" move to attempt the regrouping, but that puts the order of actions ass-backwards.

Assuming the stars align, and everything goes right, you are somewhere between 3-15" from a unit that just killed more of your guys than you did his. You can either shoot pistols and jump back in, hoping you kill enough with pistols so you can try this all over again NEXT round) or stand and shoot with everything. Or run away.

The fact that it relies on LOSING combat seems inherently wrong. Even if you are able to keep it up turn after turn, eventually you will get the upper hand in CC and lose what is gave you the upper hand. If you DON'T get the upper hand eventually, you die. Maybe (probably) I'm looking at this wrong, but if someone could give me a good example of this WORKING in a game I'd appreciate it. It just seems like the stuff you WANT to run away from, you can't, and the stuff you can run away from you don't need to.
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Post  Timbo Mon May 16, 2011 2:32 pm

Combat isn't the only time you have to take morale tests. But, give me any chance of getting out of combat with a unit I don't want to be in combat with and I'll take it.

@Ryan Yeah, my previous marine units have all run the TH/SS termies in a land raider. I like them a lot, but if that land raider gets popped early it's tough to come back. I wanted to try an army that didn't have all of its eggs in one basket. Especially because this was a smaller tournament. The redundancy is key, now if I lose a unit it's okay because hey, I have another one of those right here.
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Post  Lore Weaver Tue May 17, 2011 7:04 pm

Tim and I had a close match, the redundancy of units makes it tough to land that killer blow.

I immobilized a dred on turn 1, still 2 more coming for me.

Pop a rhino? Still two more coming for me... Makes it tough to fight.
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Post  Timbo Tue May 17, 2011 7:44 pm

Yes it was another good, close game. Next time I would recommend not failing 3 consecutive leadership tests on 10.
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Post  Lore Weaver Wed May 18, 2011 3:22 pm

Timbo wrote:Yes it was another good, close game. Next time I would recommend not failing 3 consecutive leadership tests on 10.

Ya, that strategy never works.

But you have to admit, you weren't expecting it, were you! Haha! What a Face
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