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		<title><![CDATA[Latest posts for the thread "Suggestions for first time Marine list (1000 pts)"]]></title>
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				<title>Suggestions for first time Marine list (1000 pts)</title>
				<description><![CDATA[ Pre-amble:<br /> With a new edition of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> coming soon, I thought it'd be a good time to try out a new army (until the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> codex comes out *waits patiently*). Posted up a Guard list idea, but am leaning towards marines at this point...plus they're also getting the first new codex. I've been playing Tau for most of my <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, so I'm trying to go for something a bit different than shooty-death.<br /> <br /> Here's a rough outline of how I want my list to look like:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> 1) Captain- Power weapon, Bolt Pistol, Frag Grenades, Melta Bombs<br /> <br /> ELITE<br /> 1) Dreadnought- Assault Cannon, Heavy Flamer, Extra Armour, Smoke<br /> 2) Dreadnought- Assault Cannon, Heavy Flamer, Extra Armour, Smoke<br /> <br /> TROOPS<br /> 1) Marine squad<br /> 2) Marine squad<br /> 3) Marine squad<br /> <br /> HEAVY SUPPORT<br /> 1) Predator- Autocannon, Heavy Bolter Sponsons, Storm Bolter, Extra Armour, Smoke<br /> 2) Predator- Autocannon, Heavy Bolter Sponsons, Storm Bolter, Extra Armour, Smoke<br /> <br /> Some things foremost in my mind:<br /> 1) What should my marine squads be tooled with? I had an idea of my army advancing towards the enemy to fight them head on (maybe a trait to emphasize this), instead of sitting back and shooting (I'd just stick with Tau if I wanted that). I'm thinking flamers, but any heavy weapons necessary?<br /> 2) My <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> is going to be foot slogging it. Should I add a jump-pack to him, buy a rhino for one of the squads and stick him with it, or just hope the 'forced march' in 5th ed takes me there fast enough.<br /> 3) There's not much Anti-tank in my army. Should this come from my marines or should I use the lascannons on the preds instead of the anti-infantry weapons?<br /> <br /> Thanks!]]></description>
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				<pubDate><![CDATA[Mon, 23 Jun 2008 01:05:13]]> GMT</pubDate>
				<author><![CDATA[ orchewer]]></author>
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				<title>Suggestions for first time Marine list (1000 pts)</title>
				<description><![CDATA[ I've never played <span class="glossaryitem" onmouseover='gp(119);'>SM</span> but I have played against them and I'd say for starters , do not leave your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> alone, attach him to something or he's going to be toast. <br /> <br /> Yeah, you also need anti-armor. You can expect to see at least a coulpe tanks or mechs at this level...]]></description>
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				<pubDate><![CDATA[Mon, 23 Jun 2008 02:02:12]]> GMT</pubDate>
				<author><![CDATA[ Aeddon]]></author>
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				<title>Suggestions for first time Marine list (1000 pts)</title>
				<description><![CDATA[ Give your commander a command squad and give him artificier armour for survivability. And please, don't hesitate to spend a few more points for the extra wound Masters have.]]></description>
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				<pubDate><![CDATA[Mon, 23 Jun 2008 03:07:33]]> GMT</pubDate>
				<author><![CDATA[ Cheese Elemental]]></author>
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				<title>Suggestions for first time Marine list (1000 pts)</title>
				<description><![CDATA[ <blockquote><div><cite>orchewer wrote:</cite><span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> 1) Captain- Power weapon, Bolt Pistol, Frag Grenades, Melta Bombs</div></blockquote><br /> Artificer armor is a really good idea here.  The captain is going to have to be with a squad.  Alone he is just a big fat target that isn't hard to kill at all.  One las cannon would be all it takes.  You can either put him in a rhino with a squad or you could give him a jump pack and a jump packing command (or assault) squad.<br /> <blockquote class="uncited"><div><br /> ELITE<br /> 1) Dreadnought- Assault Cannon, Heavy Flamer, Extra Armour, Smoke<br /> 2) Dreadnought- Assault Cannon, Heavy Flamer, Extra Armour, Smoke</div></blockquote><br /> Assault cannons are not as cool as they used to be with the rending nerf, but they are not bad.  Just be careful about melta guns<br /> <blockquote class="uncited"><div><br /> TROOPS<br /> 1) Marine squad<br /> 2) Marine squad<br /> 3) Marine squad</div></blockquote><br /> If you want a "In Your Face" army, then put these guys in rhinos and throw in a mix of flamers, plasma guns, and melta guns.  Heavy weapons will have no place in that sort of setup.  If you want heavy weapons, you can split larger squads into smaller ones (either multiple selections or combat squads depending on which codex you use) and leave 5 man units in the back with heavy weapons while larger ones go forward.<br /> <br /> <blockquote class="uncited"><div><br /> HEAVY SUPPORT<br /> 1) Predator- Autocannon, Heavy Bolter Sponsons, Storm Bolter, Extra Armour, Smoke<br /> 2) Predator- Autocannon, Heavy Bolter Sponsons, Storm Bolter, Extra Armour, Smoke</div></blockquote><br /> Seems like you probably have pleanty of anti troop fire power already, but what you do with your predators is kind of up to you.  You could have one like you have here and then another tripple las cannon one.  It doesn't make that much difference which way you go so long as your army has enough anti tank and anti troop power to do the job.  It seems that with the idea of charging forward to kill the enemy at short range, you would want to leave the tank killing to your long range units like the predator.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 23 Jun 2008 22:31:18]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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