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![[Post New]](/s/i/i.gif) 2009/09/10 19:27:46
Subject: 2000 Point Marines First Turn Assault
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Been Around the Block
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Shrike-195 points
Cato Sicarius- 200 Points
Terminator Assault Squad-200 Points
5x TH SS
Land Raider Redeemer-255
EA
Tactical Squad- 180 Points
Lascannon, Flamer
Tactical Squad-180 Points
Lascannon, Flamer
Scout Squad- 170 Points
BP CCW, PF
Scout Squad- 170 Points
BP CCW, PF
Devastator Squad- 230 Points
4x Missile Launchers
Whirlwind- 85 Points
Scout Squad- 135
Telion, 3x Sniper Rifles, 1x Heavy Bolter
Let me know what you think. Any commments/criticisms(be constructive at least please)  are appreciated.
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![[Post New]](/s/i/i.gif) 2009/09/10 19:31:27
Subject: 2000 Point Marines First Turn Assault
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Sadistic Inquisitorial Excruciator
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Why 4 Missile Launchers on the Devastator Squad? I don't play Marines but I know that 2 or 3 Plasma Cannons, a Multi-Melta and a Lascannon are much better the Missile Launchers.
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![[Post New]](/s/i/i.gif) 2009/09/10 20:30:11
Subject: Re:2000 Point Marines First Turn Assault
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Storm Trooper with Maglight
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Why only 5 TH/SS guys? Might as well be 10 if you're going for that 1st turn assault gimmik.
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![[Post New]](/s/i/i.gif) 2009/09/10 21:26:33
Subject: 2000 Point Marines First Turn Assault
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Annoyed Blood Angel Devastator
Alaska
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phantommaster wrote:Why 4 Missile Launchers on the Devastator Squad? I don't play Marines but I know that 2 or 3 Plasma Cannons, a Multi-Melta and a Lascannon are much better the Missile Launchers.
4 Missile Launchers in a Dev squad gives them the most versatility. Either firing at infantry or pinging armor, it also keeps them cheap. Starting putting it other weapons the cost rises pretty sharply.
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Current Army: Too many freaking Jump Packs 1500
Gwar! wrote:The newb has it right. |
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![[Post New]](/s/i/i.gif) 2009/09/10 22:03:38
Subject: 2000 Point Marines First Turn Assault
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Sybarite Swinging an Agonizer
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Remove devs and take some armour instead for 255pts you get 3 dakkapreds they take more punishment and deals alot more damage to. and those first turn assulters will get a pretty good beating when they are alone in your oponents lines,
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Dark Eldar Tournament Record 2011
W-D-L
12-3-4 |
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![[Post New]](/s/i/i.gif) 2009/09/10 22:55:19
Subject: Re:2000 Point Marines First Turn Assault
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Adolescent Youth with Potential
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I agree with above post, drop devs add armor of anykind a dread in a drop pod could be helpfull becuase your scouts alone arent that impressive for a turn 1 assault. Scouts and dread tie stuff up until your th/ss termies can get into the mix also 10 th/ss termies 3+ inv save everyone will waste all there shots at these guys which will give the rest of your army free regin.
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![[Post New]](/s/i/i.gif) 2009/09/10 23:17:37
Subject: 2000 Point Marines First Turn Assault
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Awesome Autarch
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I use a first turn charge list too, although it is a lot different. I use assault marines, scouts and termies with a gating libby as it makes the army so much faster and you can hit with a lot more force on turn 1.
As others have said, I would focus more on the assault aspect of it. Drop the devs, the tacs and take some assault marines, IMHO.
Good luck with it, I had a ton of fun playing my alpha strike marine list.
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