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Made in us
Navigator





Lost in Space

Minor Divergence
Heed the wisdom of the ancients
We stand alone

HQ
Librarian w/ Terminator Armor, Fear/Fury, Furious Charge
Terminator Command Squad w/ 4 marines including Vet Sgt w Combi-Flamer, 2x Assault Cannons, Chainfist, Furious Charge, and Droppod.

Elites
Terminator Squad w/ 5 marines including 2x Assault Cannons and Chainfist.
Terminator Squad same as above

Troops
Scout Squad w/ 5 marines 4x sniper rifles, 1x ML
Scout Squad same as above
Fast  Attack
Landspeeder Tornado (1)
Landspeeder Tornado (1)

Heavy Support
Venerable Dreadnought w/ assault cannon, DCW, heavy flamer, extra armor, smoke, droppod
Venerable dreadnought same as above
Devastator squad w/ 6 marines including 4x heavy bolters


This is a more extreme variant of my normal list.

The army takes advantage of the flexible deployment of the scouts (infiltrators) and terminators (deploy normal or teleport). Against shooty lists the terminators teleport. against assaulty lists they deploy normally. Scouts deploy according to terrain and objective-based needs.

Given its high volume of rending weapons and long to medium range firepower. I expect it will do well against Zilla nids, Mech Eldar, and most demon bombs.

   
Made in us
Bounding Assault Marine



Long Island, New York

Give the scouts vet sarges with teleport homers, it increases your infiltrating strategic capability ensuring teleport precision.
Drop 1 dev marine, heavy flamers from dreads and combi-flamer (really, what's the point?) to pay for the 40 points needed. If you love the flamers so much, drop the chainfists to keep one or two.
Also, tank-hunters might be more useful. Those ML's can only do so much.
25 marines and low AV vehicles are a challenge for objective missions. Good luck!

War is not your recreation. It is the reason for your existence. Prepare for it well.
~CODEX ASTARTES

Give me a hundred Space Marines. Or failing that, give me a thousand other troops.
~Rogal Dorn  
   
Made in us
Navigator





Lost in Space

Can't say that dropping dakka for vets with T-homers is a fair trade. My opponent gets those point if he kills 3 scouts in each squad. And I can say I'd almost never teleport  near my scouts, as they are as far from the enemy as they can be (and still be effective). The flamers kill light infantry pretty well. Think harlies, demonettes, LaTD mutants, and the odd conscript platoon.

The ML's aren't the only AT weapons in the list. Assault cannons, chainfists, and dreadnought close combat weapons are more effective at taking out main battle tanks (except monoliths).

The question becomes are the dakka devastators a good choice for this list? I could replace them with another tornado and a 5 man scout squad with bolters/HB or with another dreadnought (not venerable) in a pod. That way if I decide to teleport the termies in all I place on the board is 2(3) tornadoes (in cover) and 2(3) infiltrators. It will reduce my 1st turn effectiveness but increase my tactical mobility.
   
 
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