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Made in nz
Implacable Black Templar Initiate




New Zealand

I played a test game against Tau last night, 1500 points, the intention was to try out some of the new units by proxy, and to see whether Marines could stand toe to toe with Tau in a firefight.

HQ
Lvl 2 Libby w/ Storm Bolter and Auspex

Elites
Vanilla Dread w/ PF/HF and MM, in a Pod with Deathwind Launcher
Rifleman Dread
Rifleman Dread

Troops
10 Marines w/ Grav Gun, Grav Pistol/PF, Missile Launcher, in a Pod with Deathwind Launcher
10 Marines w/ Grav Gun, Grav Pistol/PF, Missile Launcher, in a Pod with Deathwind Launcher

Heavy
TFC
TFC
3x Centurions w/ TL Las Cannons and Missile Launchers

I dropped two of the pods empty on turn 1, for turn 2 Tau deployment zone pie plate shenanigans. This is definitely one of my new favourite tactics. The third pod containing the vanilla dread came in on Turn 2 and got summarily executed by the Broadside unit and Interceptor. It's a pity too because he landed beside a unit of Fire Warriors. Nevermind..

Libby rolled Endurance and the 6th Telekinesis one (can't remember the name, forces enemies to re-roll to hit and wound rolls of 6). He is still my MVP. I'll always roll Biomancy!

Centy's put out a lot of hurt and practically nullified a large unit of Broadside missile spam with drones.

I had never tried Rifleman Dreads, and it turns out that I really like them. Didn't take out much, but they both survived until the end and forced some difficult target priority choices.

OMG how I do love TFC's!!! they are complete bullet magnets once you toast something valuable. They took out the Pathfinders (and subsequently removed his ability to use marker-light cheese) in the first turn.

Turned out to be a draw in the end.

Here's where I need your input people. This is a very different list to my normal, and I really like the changes, however I'm not happy with how my Tactical Squads are playing out (as it is, one of them got shot to sht, losing the Missile/Grav/GravPistol to Plasma spam) and the other didn't move and only fired a missile for first 4 turns (admittedly get a weapon destroyed result on the grav tank), eventually moving in the 5th to claim my deployment zone objective.

I would like to run Tac squads bare bones, so that I can take a unit of HB equipped AB's. Question really is this, am I simply equipping my Tac squads incorrectly? Based on deployment and opponent I sometimes drop my pods full, which is why I have been trying to flesh them out with weapon options.

Is there anything glaringly obvious that I have made a mistake with? I'm aware that I didn't have any AA, however we weren't playing flyers and I do have two Vendettas + assorted Guard units to ally when necessary.

Centurions, Riflemen, and TFC's were all proxy'd.

Marine units I have available to me are as follows:
3x AB's w/ HB
8x Bikes (including a model I can use as a Captain/Chapter Master, or simply as Vet Sgt)
1x Landspeeder w/ MM and HF
1x Captain/CM in Terminator Armour w/ TH/SS
1x Terminator Chappy
5x Assault Terminators w/ TH/SS
1x Assault Terminator w/ TLC
1x Terminator w/ Cyclone
1x Terminator w/ HF
1x Terminator w/ CF
1x Terminator Sergeant w/ PS/SB
6x Terminators
1x Landraider Redeemer w/ MM
+ many more marines, veteran sgt's, etc w/ many different weapon options including heavy weapons

Thanks in advance.

"Ours is not to reason why. Ours is but to do and die" - Alfred Lord Tennyson.

/ 3500 pts
1000 pts
2500 pts
1500 pts 
   
Made in au
Boosting Space Marine Biker




I've been hearing a lot of good about the tllc cents. Haven't tried them yet, but by the sounds of it I definitely will. The bonus is they only take up one hs slot so still got room for two tfcs. Like you did. I'm definitely giving that combo a whirl, thanks mate. Stick with it

Solid Fists 2000 wip 
   
 
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