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![[Post New]](/s/i/i.gif) 2008/10/09 02:50:00
Subject: Marines 500pts
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Fate-Controlling Farseer
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Captain - Power Sword, Jump Pack
Tactical Squad
10 Man - Missile Launcher, Flamer, Power Weapon
Scout Squad
5 Man - Sniper Rifles, Camo Cloaks
Predator
Auto-Cannon, HB Sponsons
Gave the captain the jump pack cause it was 25 left over points, and I figured it would help him to capitalize on some weak spots. I have a little bit of trepidation about bringing the Predator, but I think I can get better and more diverse fire power out of it and the scouts, then trading them for another Tac squad.
So, any suggestions?
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Full Frontal Nerdity |
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![[Post New]](/s/i/i.gif) 2008/10/09 02:53:36
Subject: Marines 500pts
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Thunderhawk Pilot Dropping From Orbit
wait wait wait wait... huh..?
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I wouldn't give the captain the jump pack. The guy will likely just get shot to death if he's on his own like that.Just plunk him in with the tac squad, have them go out, take objectives with the help of the flamer, sarge, and captain, then they can hold it with the missile launchers and lots of bolter shots.
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I play (homegrown chapter)
Win 8
Draw1
Loss1
Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All
97% of people have useless and blatantly false statistics in their sigs, if you are one of the 8% who doesn't, paste this in your sig to show just what a rebel you are |
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![[Post New]](/s/i/i.gif) 2008/10/09 02:56:52
Subject: Re:Marines 500pts
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Storm Trooper with Maglight
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I'd find 5 points to give the captain melta bombs. seeing as he has a jump pack, he'll be able to contact tanks If needed. Besides that, It's really tough to move points around for 500 pts. I'd say you've got it pretty solid here.
The predator adds a scare factor of AV 13 that more marines don't have. By placing it down, you can force the enemy to play his game into your hands. (assuming they care about the tank)
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![[Post New]](/s/i/i.gif) 2008/10/09 03:21:31
Subject: Marines 500pts
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Thunderhawk Pilot Dropping From Orbit
wait wait wait wait... huh..?
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The tank gives you lots of tactical mobility, it can rush to where your scouts are infiltrated, while you tac squads take another objecive, or it can sit back and force your opponent to come to you, which is tough to do when you've got enemy snipers pinning your units.
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This message was edited 1 time. Last update was at 2008/10/09 03:22:06
I play (homegrown chapter)
Win 8
Draw1
Loss1
Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All
97% of people have useless and blatantly false statistics in their sigs, if you are one of the 8% who doesn't, paste this in your sig to show just what a rebel you are |
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![[Post New]](/s/i/i.gif) 2008/10/09 06:11:05
Subject: Marines 500pts
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Grovelin' Grot
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Why dont you drop the jump pack and give him a stormbolter/hellfire rounds? Extra punch, and isnt a waste.
Also if you can stick a HB in the scout squad. Hellfire blast template rocks hardcore.
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Lowinor wrote:Keep in mind, as far as the 8" range goes, you can pivot for free, so you can still get the full 8" by charging up, pivoting, and then firing the flamer.
The mental image I get from the technique is drift racing... in a Land Raider.
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![[Post New]](/s/i/i.gif) 2008/10/10 03:54:06
Subject: Marines 500pts
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Flashy Flashgitz
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Wouldn't it be better if you took Chaplain Cassius? Dude has T6 FNP with the same saves (at the cost of 1W) and power weapon than the Cpt but also has a combi flamer and hellfire rounds. Combat squad your tacs, take Cassius, Sgt, Flamer, 3 tacs forward...
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"Because Dakka and More Dakka are the answers to everything in life" |
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![[Post New]](/s/i/i.gif) 2008/10/10 14:36:05
Subject: Marines 500pts
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Fate-Controlling Farseer
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Well, this list worked amazingly well. I played and won two games last night against experienced players.
The Jump Pack on the Captain worked wonders. It allowed me to hold him back the first couple turns while they advanced into firing range, then he sprang into action. Single handedly cut down a 20 man unit of Dark Eldar warriors the first game, and killed a SM Captain and Tac squad the second game.
The scouts worked very well as well, and sold me on their usability in this edition. Sniper Rifles are more deadly now with the rending ability. My 5 man unit more then earned their points in just kills alone both games (wiped out the Dark Eldar archon single handedly), not counting the added affects of pinning.
In a serious league type of situation, I'd bring this list again, but I would say it was a bit over powered for just friendly games.
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Full Frontal Nerdity |
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![[Post New]](/s/i/i.gif) 2008/10/12 19:50:09
Subject: Marines 500pts
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Regular Dakkanaut
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djones520 wrote:Well, this list worked amazingly well. I played and won two games last night against experienced players.
The Jump Pack on the Captain worked wonders. It allowed me to hold him back the first couple turns while they advanced into firing range, then he sprang into action. Single handedly cut down a 20 man unit of Dark Eldar warriors the first game, and killed a SM Captain and Tac squad the second game.
The scouts worked very well as well, and sold me on their usability in this edition. Sniper Rifles are more deadly now with the rending ability. My 5 man unit more then earned their points in just kills alone both games (wiped out the Dark Eldar archon single handedly), not counting the added affects of pinning.
In a serious league type of situation, I'd bring this list again, but I would say it was a bit over powered for just friendly games.
Remember the Sniper rifles don't hit on 2+ anymore, at least I couldn't find that rule anywhere, am I wrong here people?
I'd say you were extremely lucky to get such high kills with the captain alone.
I'd drop the jump pack, and the power sword in the Tac squad (can't take the points from anywhere else without hurting it too much), and instead stick the captain with the Tac squad, give the captain melta bombs, replace the ML with a MM and give the unit a drop pod. Drop the Pod smackbang on the enemy and have some fun with the scouts and Tac squad right where you need them with the Predator moving up in support as needed. It also gives you a stormbolter to the mix also.
It should work. Try it out and let us know how it works.
Auretious Taak.
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![[Post New]](/s/i/i.gif) 2008/10/12 21:43:14
Subject: Marines 500pts
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Thunderhawk Pilot Dropping From Orbit
wait wait wait wait... huh..?
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I'm with Auretious on this, He just laid out a killer 500 point army for you.
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I play (homegrown chapter)
Win 8
Draw1
Loss1
Follow the word of the Turtle Pie. Bathe your soul in its holy warmth and partake in its delicious redemption. Let not the temptation of Lesser desserts divert you, for All is Pie, and Turtle is All
97% of people have useless and blatantly false statistics in their sigs, if you are one of the 8% who doesn't, paste this in your sig to show just what a rebel you are |
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![[Post New]](/s/i/i.gif) 2008/10/13 10:59:20
Subject: Marines 500pts
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Regular Dakkanaut
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Shrike78 wrote:I'm with Auretious on this, He just laid out a killer 500 point army for you.
Awesome!
I still haven't played a game of 5th edition 40k, it's strating to frustrate me no end. I should so post up my 500pt Guard force, it packs like 7 Demolition charges and is just brutal when it works...
Let us know how the force goes.
Auretious Taak.
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