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![[Post New]](/s/i/i.gif) 2010/10/19 10:19:20
Subject: Codex Marines 2000 "TERMINATE"
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Andy Chambers
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Shrike 195
Kor’sarro Khan, moondrakkan 205
10 THSS Assault terminators 400
10 THSS Assault terminators 400
5 THSS Assault terminators 200
Bike squad, 4 bikers, 1 w/ meltagun, MM attack bike 200
Bike squad, 4 bikers, 1 w/ meltagun, MM attack bike 200
Bike squad, 3 bikers, 1 w/ meltagun, MM attack bike 175
= 2000
I think I'll try this out sometime, it looks like fun on paper at least. My only concern is my troops choices being so fragile.
C&C appreciated.
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"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"
EUROCHEESE - You can smell it.
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![[Post New]](/s/i/i.gif) 2010/10/19 13:03:42
Subject: Codex Marines 2000 "TERMINATE"
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Lord of the Fleet
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Dont like the idea of 2 SC and even then they conflict each other. If you want Shrike, your bikes wont benefit much. If you want Khan, your termies will be stuck DS. Also i do know an attack bike counts as 2 bikes for the purpose of combat squads, but inst technically still 1 model? that means you only have 2 min sized troops in 2k. I would drop shrike and make the termies into squads of 5 and give them a raider. Drop the 3rd terminator squad for a rifleman dread. Spend rest of points buffing the bikes
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![[Post New]](/s/i/i.gif) 2010/10/19 13:17:31
Subject: Re:Codex Marines 2000 "TERMINATE"
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Longtime Dakkanaut
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The termies can outflank if thats the rule he is taking, which presumabley he is...
Would be quite fun, 25 SS will be quite hard to kill, with luck of the dice gods  you will do well with them..
Maybe Shrike is a bit useless here, because you can only use infiltrate or fleet, infiltrate would defiantly be better here.
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DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ |
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![[Post New]](/s/i/i.gif) 2010/10/19 13:21:16
Subject: Codex Marines 2000 "TERMINATE"
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Longtime Dakkanaut
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I dont think this list would do well, due to sheer lack of bodies... Once you hit the 2000 point level 2+ and 3++ saves arent that hard to deal with.
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![[Post New]](/s/i/i.gif) 2010/10/19 13:56:08
Subject: Re:Codex Marines 2000 "TERMINATE"
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Andy Chambers
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Kor’sarro Khan, moondrakkan 205
10 THSS Assault terminators 400
10 THSS Assault terminators 400
5 THSS Assault terminators 200
Bike squad, 4 bikers, 1 w/ meltagun, MM attack bike 200
Bike squad, 4 bikers, 1 w/ meltagun, MM attack bike 200
Bike squad, 3 bikers, 1 w/ meltagun, MM attack bike 175
Bike squad, 3 bikers, 1 w/ meltagun, MM attack bike 175
Edited the list, switched out shrike for another bike squad, leaves 15pts left over. The bike squads have 3 bikers, the sarge, and an attack bike, so they are scoring.
As I said, this list isnt too competitive, its just for fun really. Although it could cause headaches for some opponents.
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"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"
EUROCHEESE - You can smell it.
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![[Post New]](/s/i/i.gif) 2010/10/19 16:44:03
Subject: Re:Codex Marines 2000 "TERMINATE"
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Twisted Trueborn with Blaster
Tapiola
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Going for full sized bike squads and combat squadding them, could give you some crucial points. Give sarges combi meltas and the squad a second meltagun and you still get the double meltas.
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![[Post New]](/s/i/i.gif) 2010/10/19 17:08:27
Subject: Codex Marines 2000 "TERMINATE"
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Impassive Inquisitorial Interrogator
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With 25 termies i would think taking shrike instead of Kahn to get you fleet and then taking a normal cap on a bike to keeps bikes as the troops choice(which will save you about 50 points depending on what you give the cap).
Running termies are more scary then maybe my termies will come out to play when i want them too.
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This is silly! Buttons are not how one escapes dungeons! I would smash the button and rain beatings liberally down on the wizard for playing such a trick!
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![[Post New]](/s/i/i.gif) 2010/10/19 18:10:45
Subject: Codex Marines 2000 "TERMINATE"
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Fighter Ace
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Agreed. Personally I would drop the 5 man squad, drop Khan down to a Captain, and pick Shrike up again.
Shrike infiltrates with fleeting Terminators, another squad Deep Strikes.
I would take larger Bike squads with a pair of meltaguns, and buy the Attack Bikes seperately in fast attack. I would also consider some Scout Bikers for the Beacons so if you do DS your terminators they have somewhere to come in on. That and scout bikers are great against parking lot armies like Leafblower IG.
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Started wargaming with heroscape. Who says kids can't be generals?
Tournament Results:
Space Marines 2-1-0
In Soviet Russia.... you go to Gulag.
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![[Post New]](/s/i/i.gif) 2010/10/19 18:36:55
Subject: Re:Codex Marines 2000 "TERMINATE"
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Bloodthirsty Chaos Knight
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Wow. 10x Infiltrating TH/SS termies with fleet.... I can't believe I have not thought of this before
Kinda makes me want to try them now.
I agree with taking Shrike and a Bike captain though.
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![[Post New]](/s/i/i.gif) 2010/10/19 18:55:21
Subject: Re:Codex Marines 2000 "TERMINATE"
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Andy Chambers
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Yeah, my bad, dont really know why I took khan just then in the edited list
It would be fun to try this list out, but I dont expect it would be terribly competitive.
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"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"
EUROCHEESE - You can smell it.
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![[Post New]](/s/i/i.gif) 2011/04/10 11:12:58
Subject: Codex Marines 2000 "TERMINATE"
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Fresh-Faced New User
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Drop the Bikes, Swap Shrike out with Khan and Attach him to a 10 man Assault Squad w/Power Fist. Then give the 10m Termies about 6 sets of Claws, and the 5m 2 sets. For Troops, Roll 4 5m Scout Squads with 4 snipers, 1 ML, and Camo Cloaks. Also add a Thunderfire Cannon. Lastly, 2nd HQ: Librarian in Terminator Armour w/Storm Shield and Null Zone/Quickening. AV 14 will become and annoyance, but Light Armour will be crushed. Even then, Shrike can Rend if need be, or give the Assault SGT Meltabombs or something of that nature. '
Scouts all Infiltrate and with the Techmarine with the Thunderfire Cannon, you can Bolster Defences, giving most of the Scouts 2+ Covers. Shrike Infiltrates the Assault Squad, and they make a Turn 1 Charge.
Another tactic I just thought of... Put Tele Homers on 2 of the Scout Squads, and Deep Strike the Termis. with Shrike Leading the Charge.
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