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		![[Post New]](/s/i/i.gif)  2012/12/15 03:54:50
	  
	    Subject: 1250pt Space marines, need C&C 
	
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                            Camouflaged Zero
	 
 
 
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									Here's my 1250 space marine list, you'll probably notice there is no HQ. Its more for friendly games than anything, but I find HQ are too expensive and feel they dont justify their cost at this point. Just wondering what the consensus was with this, and if I was to take one, what would be removed.    10 Tactical Marines - 230  power sword  missile launcher  plasmagun  rhino    10 Tactical Marines - 230  power sword  missile launcher  plasmagun  rhino    5 Scouts - 140  heavy bolter  Land Speeder storm    5 Sternguard Veterans - 200  Razorback  TL LC    Dreadnought - 140  TL LC  Missile Launcher  drop pod    3 Landspeeders - 180  tornado heavy bolters    2 Attack bikes - 100  Multi meltas    Main idea is to split all marine squads into combat squads. So deploy from rhino, stationary missile launcher and mobile power sword/plasma squad.  Then have sternguard to deal with difficult infantry in cover or MCs with the razorback tank hunting. 3 Landspeeders solely for AI and 2 attack bikes to go heavy tank hunting. The scouts are for early objective grabbing and to try and put early hurt on MCs (often opponent is DE haemonculus army). Then deep striking dreadnought for first turn tank kills... hopefully.
							 
							
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								 This message was edited 1 time. Last update was at 2012/12/15 03:57:29 
							
 If your attack is going too well, you have walked into an ambush
 
 The easy way is always mined
 
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		![[Post New]](/s/i/i.gif)  2012/12/15 04:43:43
	  
	    Subject: 1250pt Space marines, need C&C 
	
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                            Steadfast Grey Hunter
	 
 
 
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									Well, to keep it by the rule book, I'd say you need an HQ. Just a 100pt Libby is all you need. 
  -
  Other than that, drop the PW on the Tac squads. I find them to not be worth the cost since you mainly want them for shootyness. If you were to charge an enemy, you wouldnt be able to shoot the bolters/plasma/ML.
							 
							
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		![[Post New]](/s/i/i.gif)  2012/12/15 04:49:27
	  
	    Subject: Re:1250pt Space marines, need C&C 
	
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                            Raging Ravener
	 
 
 
	
	
	 
	
 
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									Why a drop pod for a long range shooty dread? If you want it to drop down & pop a tank, I would go for a MM/HF dread instead.
							 
							
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 40k
   2000 Ravenwing   
    Hive Fleet Anathema 7300; always growing      | 
						
		
					 
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		![[Post New]](/s/i/i.gif)  2012/12/15 04:50:52
	  
	    Subject: Re:1250pt Space marines, need C&C 
	
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                            Camouflaged Zero
	 
 
 
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									yeah well since they're just friendly games its not too stringent on the rules, but out of the HQ choices taken raw/as is, would the librarian be the best option?
  
  Fair enough about the power swords as well.
							 
							
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 If your attack is going too well, you have walked into an ambush
 
 The easy way is always mined
 
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		![[Post New]](/s/i/i.gif)  2012/12/15 17:58:54
	  
	    Subject: 1250pt Space marines, need C&C 
	
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                            Steady Space Marine Vet Sergeant
	 
 
 
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									Yes, librarian is generally the best option for HQ. 100 points (on par with captain and chaplain), and you get a force weapon and 2 psychic powers, where as with the captain you have to buy wargear and the chaplain is only really for close combat.
  
  Sternguard are great with combi-weapons. If you're not going to drop pod them, then combi-plasma would be the best option.
							 
							
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		![[Post New]](/s/i/i.gif)  2012/12/16 08:16:07
	  
	    Subject: Re:1250pt Space marines, need C&C 
	
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                            Camouflaged Zero
	 
 
 
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									Im unsure of the benefit that the scouts on the storm would bring. So if I dropped them could take a librarian, but the only transport with space for him is the razorback. I dont think he complements sternguard so well. But following that line anyway the remaining 40pts could be used for either 5 combi-plasma or stormbolters on the sternguard then 15 left over for something random. Maybe a power weapon for a sergeant or a hunter-killer missile.
							 
							
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 If your attack is going too well, you have walked into an ambush
 
 The easy way is always mined
 
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		![[Post New]](/s/i/i.gif)  2012/12/16 09:00:30
	  
	    Subject: Re:1250pt Space marines, need C&C 
	
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                            Calm Celestian
	 
 
 
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									I find the librarian to be great fun. If you're playing C: SM you can grab the Gate of Infinity and Avenger powers so you can gate, shoot with sternguard and anyone get too close can eat a flame template. Granted you'd need more points to make him an Epistolary to cast both powers but that's tactics then. 
 
  OR
 
  I've run my vanilla librarian with telepathy and try for puppet master and make the enemy shoot themselves.     
							 
							
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 My Sisters of Battle Thread
 https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
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		![[Post New]](/s/i/i.gif)  2012/12/16 13:35:05
	  
	    Subject: Re:1250pt Space marines, need C&C 
	
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                            Perfect Shot Ultramarine Predator Pilot
	 
 
	
	
	 
	
 
		
 
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									I would suggest to change the loadout of the Razors to LC and TLPlasmagun.
  More shots for same costs. A single LC has anyway a good chance of hitting on its own.
							 
							
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		![[Post New]](/s/i/i.gif)  2012/12/16 18:54:00
	  
	    Subject: Re:1250pt Space marines, need C&C 
	
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                            Ultramarine Scout with Sniper Rifle
	 
 
 
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									Stick the sternguard in the drop pod with combi meltas. First turn byebye anything they have thats hi priority. Chaplain Cassius is also a decent HQ. Hes 125 pts and is hard as nails to kill. Keep the dread as is. With what you have on him is wont last long against a power fist/ claw etc. 
  
							 
							
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		![[Post New]](/s/i/i.gif)  2012/12/16 20:57:53
	  
	    Subject: Re:1250pt Space marines, need C&C 
	
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                            Camouflaged Zero
	 
 
 
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									Cassius... possibly. I have a chaplain model so could trial him. One thing I should have pointed out was my most common opponent is DE with around 2 raiders, 2 ravagers, 3 venoms and a Talos. Warriors+blaster in venoms, wracks+heamonculus in raiders. 
  
  I like the TL lascannon on the razorback as its insurance that it will hit. But I guess the LC/plasma combo would work.
  
  Typically a game goes something like this, I deploy my guys... then he stacks every model behind one building out of LoS. The deep striking long range dred was to manouvre it around to hit him yet remain out of blaster range. Since he's fast moving infantry with meltas may not help much, so I stuck them on attack bikes. Lastly the sternguard vets with storm bolters should be able to put decent hurt on the talos with hellfire rounds at 24". 
  
  I guess this kinda makes the list not so TAC, but from what I've thought of it would still perform reasonably against others.
							 
							
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 If your attack is going too well, you have walked into an ambush
 
 The easy way is always mined
 
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