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Test in dual-listing

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Lore Weaver
dusktiger
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Post  dusktiger Tue Dec 06, 2011 9:57 am

Codex: Space Marines

Total Roster Cost: 1850

HQ:
2 Space Marine Librarian in Terminator Armour (Storm Shield, Null Zone, Avenger)

Elite:
Terminator Assault Squad [5] (4 TH&SS)
. . . . Land Raider Crusader (Multi-melta)
Terminator Squad
. . . . Land Raider

Troops:
Tactical Squad (Meltagun, Multi-Melta, Sgt w/ Power Sword, Melta Bombs)
. . . . Rhino
Tactical Squad (Meltagun, Multi-Melta, Sgt w/ Power Sword, Melta Bombs)
. . . . Rhino

Heavy Support:
2 Thunderfire Cannon
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Post  Lore Weaver Tue Dec 06, 2011 12:31 pm

I'm a fan of the Multi-melta, meltagun, combi-melta 10 man squad.

If you dropped the meltabombs, could you afford the combi-melta? You're not really assaulting vehicles anyway, right?
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Post  gluvzer Tue Dec 06, 2011 1:18 pm

Melta Bombs = 5
Combi Melta = 10

So, "dual-listing" is doubling up on unit selection?
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Post  Timbo Tue Dec 06, 2011 4:46 pm

Looks fairly solid. Redundancy is good. Mobility might be a bit of an issue as you only have 4 vehicles and none move over 12". Gate of Infinity on the libbys can help with this. In my experience Avenger does very little.
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Post  dusktiger Tue Dec 06, 2011 8:03 pm

i've thought about taking gate, but every time i've taken avenger on them, i manage to get a situation where it pays off big time; ask roland, where i avanger'd his devastators in cover, and took out all but 1 of them with the one shot, and assaulted and killed the rest. good times.

yes, dual-listing is where you double up on everything so your opponent can go "well, i could focus-fire on that target, but, dammit, there's another one just like it over there....hmmm...."

i dont like one-shot ponies, like the combi weapons; i buy melta weapons that get to shoot that way 'every' turn. the points are better spent on the melta bombs that are multiple use 'in case' you get into assault with a vehicle because you were already in Melta USR range, and somehow managed to screw up your chances of blowing it up with shooting. a Fist would do it better, but the 25 for a fist, or the 15+5 for a sword and bombs makes the sword and bombs more viable at this point limit as the fists would put me over 1850 by 10 points, so im S.O.L. there.

i actually was hoping the total would be smaller, cause at 1850 i like tossing in some land speeder typhoons to harass my opponent and make a general nuisance of themselves to make him waste shots on those instead of my main hitters while they advance forward to cause hell.

but as for mobility, i''m not too too worried, as before picking the red scorpions as my chapter, i was playing a salamander army with my own twist on the color scheme as everyone kept looking at the green and saying "oh, dark angels??" which led to alot of explaining that angels have wings and swords, and my guys had dragon heads and tons and tons of melta; tooootally different. not to mention no one plays dark angels' codex unless they're playing Deathwing lists; anything a dark angel codex can do for standard battle companies, the standard marine codex does way better. which is saying alot given how every other 5th Ed marine codex is better than the std marine one; they need something more unique than thunderfire cannons and land speeder storms. sorry, that just doesn't make the codex unique and special enough to compete with blood angels, or space wolves. hell, even the black templar and dark angels have better themed army lists. us? thunderfire and scout spam. oh, and bike armies; i dont think the other codecies do them as point-effectively as we do.
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Post  Gain Tue Dec 06, 2011 10:57 pm

I have had better luck with avenger over gate. Mishaps are not pretty and I seem to have rather bad luck with that.
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Post  Timbo Wed Dec 07, 2011 1:20 am

I've gotten off maybe 2 decent Avenger shots in a year. Not worth it IMHO. Gate at least forces your opponent to think about his deployment and movement a little more, and you just might be able to pull off a late-game objective contest. Some marine armies benefit from it more than others, and this looks like one that it would suit. I've had good luck with Gate, even when I haven't used it. Just keep reminding your opponent you have it Very Happy As for the combi-meltas they are absolutely worth the 10 points. When you move your Rhino into close range for the first time you get a magical two shots out of that hatch. Or if the Rhino is shaken and you are forced to disembark two shots is just so much more reliable than one. If you blow up your target, you don't need the melta anymore...
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Post  gluvzer Wed Dec 07, 2011 11:28 am

Gate won me a game a couple monthss back vs. Ryan K. and gave Tim some consideration in our play-off game. I still like the idea of avenger, but like Tim said it doesn't work out as much as I would like it.

I alway take combi-meltas on all my sergeants. Two shots is better than one, that first target is usually the important one.
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Post  Rhaevyn Wed Dec 07, 2011 12:54 pm

Agree on the combi's.

You're probably only going to be in melta range and have it matter a lot once per game. And, you want to be assaulting the squishy bits INSIDE the armor, not assaulting the armor, blowing it up, taking a blast, and then getting shot up and assaulted back by whatever was inside said armor on their turn. And then there is the problem of Walkers. much rather hit that dreadnaught on a 3+ with your combi that try to roll a 6 to hit with the melta bombs.
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Post  Timbo Wed Dec 07, 2011 3:50 pm

Rhaevyn wrote: much rather hit that dreadnaught on a 3+ with your combi that try to roll a 6 to hit with the melta bombs.

Not to mention the +1 on the damage table...
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