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		<title><![CDATA[Latest posts for the thread "2500 Space Marine list, something different"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "2500 Space Marine list, something different"]]></description>
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				<title>2500 Space Marine list, something different</title>
				<description><![CDATA[ Purity Above All, Suffer not the Works of Heretics  [Pious]<br /> drawback:  Eye to Eye<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Reclusiarch, Terminator Armour, Storm Bolter, Furious Charge - 118<br />     Terminator Command Squad - 10 Terminators, furious charge, Assault cannon, Cyclone Missle Launcher - 475<br /> <br /> Ordo Hereticus Inquisitor Lord, Psychic Hood, Purgatus, Scourging - 100<br />   Retinue: 2 Sages, familiar, 3 heavy bolter gun servitors - 101<br /> <br /> Troops<br /> 10 Marines, plasmagun, heavy bolter, Apothecary w/ Narthecenium/reductor, powerfist, purity seals, auspex - 227<br />    transport - rhino, smoke launchers - 53<br /> <br /> 10 Marines, meltagun, heavy bolter, Apothecary w/ Narthecenium/reductor, powerfist, purity seals, auspex - 227<br />    transport - rhino, smoke launchers - 53<br /> <br /> 10 Marines, meltagun, heavy bolter, Apothecary w/ Narthecenium/reductor, power weapon, purity seals, auspex - 222<br />    transport - rhino, smoke launchers - 53<br /> <br /> 10 marines, plasmagun, heavy bolter, Apothecary w/ Narthecenium/reductor, power weapon, purity seals, auspex - 222<br />    transport - rhino, smoke launchers - 53<br /> <br /> 5 scouts, sniper rifles, veteran sergeant, teleport homer<br /> <br /> Heavy Support<br /> 8 Marines, Tank Hunters, 4 missle launchers - 224<br /> <br /> 8 Marines, 4 lascannons - 260<br /> <br /> Predator Annihilator, Lascannon Sponsons - 145<br /> <br /> <br /> This is about 2500, but I think I needed to do a bit of tweaking to fit the scouts in so it might be slightly over.<br /> <br /> Basic plan is that the inquisitor retinue, devastators, and a couple tactical squads make a fire base, the 2 tactical squads using their apothecaries to reduce casualties and prevent anyone from running away from 25% casualties.  The other two tactical squads move forward and support the terminators, also using their apothecaries to make the terminators into a serious nightmare.  Terminators probably walk through the field, but depending on the situation I may deepstrike them, using the scouts' teleport homer.<br /> <br /> The inquisitor is obviously around to counter psychic powers.  Even just cancelling half of the enemy's lashes [this is a big concern of mine] would be helpful, but the nail in the head is Purgatus.  50/50 shot to reduce enemy psykers' Leadership by 3, which would also really hurt their efforts!<br /> <br /> Anyway, despite my attempts to try to refine my chaos list for 'ard boyz, I think I may give my marines one last go before the new codex takes away all my apothecaries.<br /> <br /> Oh, and yes, the storm bolter is slowed on the chaplain.  It's the second <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> model I bought, I can't fix it really in time for the tourney &gt;&lt;.]]></description>
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				<pubDate><![CDATA[Tue, 9 Sep 2008 02:31:14]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>2500 Space Marine list, something different</title>
				<description><![CDATA[ The Apothecaries can be very very nasty.  I had a friend who used them around my area here and they were scary effective.  Also they can ignore a save in each persons turn, so they are good for plasma saves when you overheat.<br /> <br /> Also, they overlap to boot, so all 4 can be used on one squad if they are close enough.]]></description>
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				<pubDate><![CDATA[Tue, 9 Sep 2008 03:21:52]]> GMT</pubDate>
				<author><![CDATA[ Joyous_Oblivion]]></author>
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				<title>2500 Space Marine list, something different</title>
				<description><![CDATA[ Yeah originally I had each squad with a plasmagun, but I felt the list was light on anti-tank.  I may put them back.  7 lascannons and 4 <span class="glossaryitem" onmouseover='gp(224);'>TH</span> missle launchers may be enough.]]></description>
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				<pubDate><![CDATA[Tue, 9 Sep 2008 03:41:33]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>2500 Space Marine list, something different</title>
				<description><![CDATA[ I was thinking of dropping the termie command squad for a standard command squad + veteran squad, allowing me to get 2 more apothecaries.  Anyone think that would be preferable to the terminator unit?]]></description>
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				<pubDate><![CDATA[Tue, 9 Sep 2008 04:12:08]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>2500 Space Marine list, something different</title>
				<description><![CDATA[ Here's another version, wondering if this would perform better?<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Ordo Hereticus Inquisitor Lord, Psychic Hood, Purgatus, Scourging - 100<br />   Henchmen: 3 heavy bolter servitors, familiar, 2 sages, acolyte - 109<br /> <br /> Reclusiarch, Terminator Honours, plasma pistol, meltabombs, Furious Charge, Frag grenades - 129<br />   Command Squad: 8 Marines + Veteran Sergeant w/ powerfist, Company Champion w/ terminator honours and meltabombs, Apothecary, 2 Meltaguns, Furious Charge, Frag Grenades - 281<br /> <br /> Transport:  rhino, smoke - 53<br /> <br /> Troops:<br /> <br /> 10 Tactical marines, plasmagun, hvy bolter, Apothecary Vet serg., powerfist - 220<br /> rhino w/ smoke - 53<br /> <br /> Same, no rhino - 53<br /> <br /> 10 Tactical Marines, plasmagun, heavy bolter, Apothecary Vet. Serg., power weapon - 215<br />   rhino w/ smoke - 53<br /> <br /> Same, including rhino - 215+53<br /> <br /> Elites<br /> 6 Terminators, Assault Cannon, Cyclone Missle Launcher - 285<br /> <br /> Heavy Support<br /> 8-man Devastator squad, Tank Hunters, 4 missle launchers - 224<br /> <br /> 8-man Devastator squad, Tank Hunters, 4 lascannons - 284<br /> <br /> Total:  2,499<br /> <br /> <br /> I've still got a few termies, and an additional apothecary.  I only have 4 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, but the multiple apothecaries should keep them in the fight, especially if the <span class="glossaryitem" onmouseover='gp(7);'>apocs</span> are actually busy making sure the more dangerous targets that people shoot at are sticking around and require more effort to kill that can't then be devoted to the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads.]]></description>
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				<pubDate><![CDATA[Wed, 10 Sep 2008 03:20:57]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>Re:2500 Space Marine list, something different</title>
				<description><![CDATA[ Personally if your going to sling in four items into your heavy slot. I would then buy a techmarine for the added punch. That way you know your going to hit because of that reroll. You could get the points be bringing in your command squad. ]]></description>
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				<pubDate><![CDATA[Wed, 10 Sep 2008 12:39:59]]> GMT</pubDate>
				<author><![CDATA[ Tarval]]></author>
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