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Made in us
Automated Rubric Marine of Tzeentch






This list is aimed at pickup take all comers games and I am looking for feedback on any glaring weaknesses.

HQ
Captain (130pts)
Artificer Armour,
Bolt Pistol,
Power Weapon

Elites
Dreadnought (125pts)
Assault Cannon
Dreadnought Close Combat Weapon
Heavy Flamer

Dreadnought (145pts)
Twin-Linked Autocannon
Twin-Linked Lascannon

Terminator Squad (200pts)
Terminator Sergeant w/stormbolter and power sword
x4 stormbolter and powerfist

Troops
Tactical Squad (230pts)
Space Marine Sergeant
Bolt Pistol
Combi-Melta
Teleport Homer
9x Space Marine
Flamer
Missile Launcher
Rhino, (144pts)

Tactical Squad (255pts)
And They Shall Know no Fear, Combat Squads, Combat Tactics
Space Marine Sergeant
Combi-Melta
Power Fist,
Teleport Homer
9x Space Marines
Flamer
Missile Launcher
Rhino

Tactical Squad (265pts)
Space Marine Sergeant
Bolt Pistol
Chainsword
9x Space Marine
Plasma Gun
Lascannon
Razorback
Twin-Linked Lascannon

Heavy Support (140pts)
Predator
Autocannon
Storm Bolter
Lascannon sponsons
Hunter-Killer Missile

10 points to spare

General tactics:
Dreads and Pred for fire support
Keep Termies in reserve, teleport to the squad that needs assistance for objectives
Not sure what to do with the captain, or if I should replace him with a Libby

   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Stick the captain in the razorback with a combat squad. They are a little weak, as HQ picks go, but he should serve you well. If you want to replace him, a librarian in TDA would work well. Stick him with the termis with GoI and either null zone or the blast of your choice and blip about shooting stuff.

Move the sarge with the fist to the squad with the razorback to ride with the captain.

I'd drop the homers. Unless you are playing on a tight, packed, board, tactical terminators just need to be kinda close to shoot things to death. Use the points saved to give the termis an assault cannon or CML. A chain fist or two are nice in case you ever need something carved open.

Your Tac squad weapon options are very generalist. This is not a bad thing, but an observation. You might want to focus one or two of them. Personally I run a ML/F and a MM/M as my first two tacs in almost every list. Third is usually PC/P. General consensus is to have the sarge's combi match the squads weapon.

You buy a lot of upgrades. Be careful about that. A lot of our stuff is good out of the box, and instead of getting the whistles and bells, you can get a whole extra unit.

   
Made in gb
Longtime Dakkanaut




Give the captain meltabombs, as they are cool.
Not the best HQ. If taking them I would bring a command squad on bikes, it gives a reason for the captain and it is one of the only squads I would trust in cc. FNP with toughness 5

Dread with assault cannon and heavy flamer is good, just a little short ranged.

I would personally give the other dread 2Tlautocannon, it gives it a clearer role in life.

Termies could do with a chainfist and CML. These are maybe not the best unit anyway. The assault cannon is also a good gun.

Powerfist isn't good as you will lose challenges before hitting things.

Going pure razorbacks would be better, it would help your list work together.

Reasonable mech list, the major flaw is you will slightly struggle to hit flyers. Very reasonable though
   
 
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