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		<title><![CDATA[Latest posts for the thread "Marine Army List"]]></title>
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				<title>Marine Army List</title>
				<description><![CDATA[ So, like so many other people, I bought the Black Reach set for one of the races, and ended up with a whole bunch of other models that I just don't want to sell on.  I want to make a Marine army, but can't quite get a feel for how they play as there are just so damned many troop types.  I was thinking of building a 1000 point starter force, obviously based around the <span class="glossaryitem" onmouseover='gp(505);'>AOBR</span> models and have been looking for a suitable army online, but haven't found one yet.  I've found the list below on the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> site, which is 1500 points, and I wondered how it stacked up?  Is it balanced?  I realise that no army can take on all comers and win, but I'm looking for something that will give me a good introduction to marines and stands a reasonable chance of not being walked over.  Also, if I wanted to drop 500 points to get down to 1000, how would I do it?  Plus, the dreadnought isn't in there.  Should I seek to get it into the list.  Thanks in advance for the help!<br /> <br /> <br /> Space Marine Captain, Lightning Claws	, Melta bombs	 	135<br />  	 	 	 <br /> Command Squad (5 strong), Company Standard, Company Champion, Storm bolter & power sword, Melta gun, Rhino	 	208<br />  	 	 	 <br /> Terminator Squad (5 strong), Heavy flamer	 	205<br />  	 	 	 <br /> Tactical Squad (10 strong), Flamer & missile launcher, Rhino    205<br />  	 	 	 <br /> Tactical Squad (10 strong), Flamer & missile launcher, Rhino    205<br />  	 	 	 <br /> Scout Squad (10 strong), Sniper rifles (free) & Missile Launcher, Melta bombs	 	155<br />  	 	 	 <br /> Assault Squad (10 strong), 2 x plasma pistols, Powerfist and combat shield	 	250<br />  	 	 	 <br /> Vindicator, Dozer Blade	 	120<br />  	 	 	 <br /> Whirlwind	 	85<br />  	 	 	 <br /> Total Points	 	1498]]></description>
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				<pubDate><![CDATA[Thu, 12 Feb 2009 00:30:48]]> GMT</pubDate>
				<author><![CDATA[ InyokaMadoda]]></author>
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				<title>Re:Marine Army List</title>
				<description><![CDATA[ What exactly do you want to do? Shooty, assaulting, tanky, one-uber unit, multiple smaller units, multi-tasking units, mobile, drop podding, teleporting, walking? ]]></description>
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				<pubDate><![CDATA[Thu, 12 Feb 2009 01:45:50]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Marine Army List</title>
				<description><![CDATA[ never follow <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s lists, they are allways poor quality.<br /> <br /> that army has 2 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units (ok, fine)<br /> random termy unit (again, fine)<br /> 2 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads (great, but erm, why have rhino's?)<br /> <br /> seems they wanted a bit of everything in there, best of to focus on 1 aspect, so shooty, tanks, loads of smaller units, drop pod death ect.]]></description>
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				<pubDate><![CDATA[Thu, 12 Feb 2009 01:59:32]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Re:Marine Army List</title>
				<description><![CDATA[ What's actually wrong in taking units that focus on different abilities in the same army?<br /> <br /> Just imagine, a Vindicator and a Whirlwind blast an ork squad around a bit and then combat squaded assault squad takes care of the rest.<br /> All units that have capability in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> can also block the way to vulnerable shooty squads holding objectives. Also I think drop pods work best when there are only a few of them.]]></description>
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				<pubDate><![CDATA[Thu, 12 Feb 2009 14:15:11]]> GMT</pubDate>
				<author><![CDATA[ Zaephyr]]></author>
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				<title>Re:Marine Army List</title>
				<description><![CDATA[ <blockquote><div><cite>Razerous wrote:</cite>What exactly do you want to do? Shooty, assaulting, tanky, one-uber unit, multiple smaller units, multi-tasking units, mobile, drop podding, teleporting, walking? </div></blockquote><br /> <br /> That's exactly the problem - I don't know.  I'm looking for a good general army that will give me a good introduction to how marines play.  I'm not looking to enter competitions with it, just get a feel of how different units work, but still with a vague chance of winning a couple of games.<br /> <br /> <blockquote><div><cite>JD21290 wrote:</cite>never follow <span class="glossaryitem" onmouseover='gp(50);'>GW</span>'s lists, they are allways poor quality.<br /> <br /> that army has 2 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units (ok, fine)<br /> random termy unit (again, fine)<br /> 2 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads (great, but erm, why have rhino's?)<br /> <br /> seems they wanted a bit of everything in there, best of to focus on 1 aspect, so shooty, tanks, loads of smaller units, drop pod death ect.</div></blockquote><br /> <br /> See above.  It's very hard to know what focus to have, whilst still enabling me to have a good introduction to the race and see it's potential.  I'm really open to suggestions though as I have minimal experience with them.<br /> <br /> <blockquote><div><cite>Zaephyr wrote:</cite>What's actually wrong in taking units that focus on different abilities in the same army?<br /> <br /> Just imagine, a Vindicator and a Whirlwind blast an ork squad around a bit and then combat squaded assault squad takes care of the rest.<br /> All units that have capability in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> can also block the way to vulnerable shooty squads holding objectives. Also I think drop pods work best when there are only a few of them.</div></blockquote><br /> <br /> I might steer away from drop pods for a 1000 point army as I'm not keen to have models that I can't move and really 'deal with'.  Any further thoughts from you guys?  It's making me think about it all quite a lot.  I'm not tied to the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> list, by any means.  If you have a better suggestion for 1000 points, please please please suggest it!  Thanks again, in advance.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 12 Feb 2009 16:51:44]]> GMT</pubDate>
				<author><![CDATA[ InyokaMadoda]]></author>
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				<title>Re:Marine Army List</title>
				<description><![CDATA[ Get one drop pod and get one dredenought. Keep it equiped with a multi-melta, buy a h.flamer and every game, first turn - go after serious armored threats from behind.<br /> <br /> Want good all-rounders, tacticals with lascannons, flamers, combi-flamers and a sgt-powerfist. Stick the flamer, 3 marines & the sgt in a razorback and now youve got a mobile assault unit and a nice backfield keep unit. If you want slightly better <span class="glossaryitem" onmouseover='gp(19);'>CC</span> results drop the combi-flamer and get a powersword instead, perhaps also giving the plasma gun (instead of a flamer) to the lascannon crew. If you want forward mobile anti-tank, drop the pfist/sword and equip the sgt with a combi-melta and swap the flamer for a meltagun. <br /> <br /> Scouts. Versitile, shooty, mobile (in deployement). 5man. 4 snipers, 1 h.bolter (read up the hellfire rules, thier cool) or missile launcher to suit taste. Cloaks a useful optional extra.<br /> <br /> All the above will come to roughly 700 pts. Gives you a good mobile scoring core and some nice deep-striking, first turn, virtualy risk free (dont let it land off-of the egde) punch. 100-200pts on a <span class="glossaryitem" onmouseover='gp(56);'>hq</span> and either 100-200pts of somthing to work well with that <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> or somthing to work alongside the army as a whole. ]]></description>
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				<pubDate><![CDATA[Thu, 12 Feb 2009 18:17:28]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Marine Army List</title>
				<description><![CDATA[ For an intro, not by any means the best, I would avoid the assault marines and scouts for now.  Likewise I would avoid vehicles/drop pods until you decide where you want to go with it.<br /> <br /> Assuming you have 1 black reach.  Add 1 box of tacticals, 1 box of devastators and maybe 1 more box of tacticals so you can proxy command squad or sternguard.<br /> <br /> 1 Captain       100 <br /> 2 Tacticals      340<br /> 1 Devastator  200+<br /> 1 Terminator  200+<br /> 1 Dreadnought 105<br /> <br /> Standard marines are typically more shooty oriented so one termie squad and perhaps one command squad will give you enough close combat to see whether you have a liking for more <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units or more shooty units.   The devastator box will give you 1 or 2 of each weapon so you can try different weapons in the <span class="glossaryitem" onmouseover='gp(29);'>devs</span> and the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads.   <br /> <br /> After you play a few at 1000 with this and feel the need for speed or more <span class="glossaryitem" onmouseover='gp(19);'>CC</span> or the need for armor, you will know how you want to focus your army.<br /> <br /> I would also suggest buying or proxying the other command options - librarian, chaplain, chapter master, named characters to see what you really like about each.<br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 12 Feb 2009 21:16:35]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>Marine Army List</title>
				<description><![CDATA[ Thank you very much razerous and DAaddict.  Some great suggestions for how to proceed with the army!  Will incorporate both ideas somehow as best I can and will get around to a blog soon.  Thanks!]]></description>
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				<pubDate><![CDATA[Fri, 13 Feb 2009 00:44:42]]> GMT</pubDate>
				<author><![CDATA[ InyokaMadoda]]></author>
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