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		<title><![CDATA[Latest posts for the thread "2000 pt marines"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "2000 pt marines"]]></description>
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				<title>2000 pt marines</title>
				<description><![CDATA[ I have been thinking about this list.  Curious how people think it might work<br /> <br /> pedro<br /> libby, term armor, gate, nulll zone<br /> <br /> 10 termies, 2x cyclone, 2x chain fist<br /> <br /> 10 marines, melta, las, fist, rhino<br /> 10 marines, melta, las, fist, rhino<br /> <br /> 2x attack bike W/ multi-melta<br /> <br /> thunderfire cannon<br /> land raider W/ multi-melta<br /> crusader W/ multi-melta<br /> <br /> Gives me a varitey of choices.  I can telliport the termies forward and bring the marines in the land raiders if i want to hit hard and fast.  I can combat squad the termies into the two land raiders if I want them to counter assault (I can even put both cyclones in one squad hanging back shooting).  <br /> 4 lascannons and 2 cyclones with a thunderfire isnt to bad of long range fire.  4 multi-melta guns and 2 meltas for tank busting.  And pedro with 5 termies on the charge will roll through almost anything.<br /> <br /> Thoughts?  What would it be poor against?]]></description>
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				<pubDate><![CDATA[Mon, 2 Nov 2009 06:14:05]]> GMT</pubDate>
				<author><![CDATA[ cypher]]></author>
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				<title>2000 pt marines</title>
				<description><![CDATA[ Pedro really makes his points back by taking sternguard to claim objectives and having terminators by his side, which you have <span class="glossaryitem" onmouseover='gp(17);'>btw</span>.<br /> <br /> I hope your going to split those terminators into combat squads? If your deep striking those terminators you don't need a cyclone because your going to be right on your opponents door step. A assault cannon or heavy flamer would be better. A cyclone is best for foot slogging terminators, but you don't want to do that. Also, taking a cyclone and popping them in a land raider is a waste of points. With a assault cannon and heavy flamer you don't have the range so you need to close the gap, so having those weapons inside a land raider doesn't matter so much. <br /> <br /> Ideally I would swap out half those terminators for assault terminators. Give them 3 x lightning claws and 2 x thunderhammers and pop them with pedro in a land raider. This unit will greatly benefit from pedro's +1 attack, the lighting claw terminators will have 5 attacks on the charge and the thunderhammers 4 attacks! Reason for hammers <span class="glossaryitem" onmouseover='gp(17);'>btw</span> is to deal with walkers or monstrous creatures. Trust me, a mix is very good or else get charged by a walker and your all lightning claw unit is toast. <br /> <br /> Remember, you cannot fire heavy weapons if you move in the rhino. Possibly combat squad and swap rhinos for razorbacks for mobile fire power. Or throw in multimeltas as they are short range and you need to get in there to use them. If you plan to deep strike the terminators then homing beacons wouldn't go a-miss <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> 2 attack bikes won't last 5 minutes. You need more bikes.<br /> <br /> I don't really rate thunderfire cannons, good against weaker armies but are easily destroyed. I'd rather put the points else where.<br /> <br /> Both land raiders are ok. Throw a storm bolter perhaps on the crusader and if you move 6" you can fire ALL your weapons <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> Storm bolter and hurricane bolters are defensive weapons, <span class="glossaryitem" onmouseover='gp(470);'>POTMS</span> lets you fire one weapon more than normal, moving at combat speed lets you fire one weapon anyway <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> This is what I'd do:<br /> <br /> 1 x Pedro Kantor<br /> <br /> 5 x Terminators - heavy flamer & 1 x chain fist<br /> <br /> 5 x Assault Terminators - 3 x lighting claws & 2 x thunderhammers<br /> <br /> 10 x Sternguard w/ rhino - 2 x combi meltas & 2 x combi flamers<br /> <br /> 10 x Marines w/ rhino - flamer & multimelta - sgt w/ power fist<br /> <br /> 10 x Marines w/ rhino - flamer & multimelta - sgt w/ power fist<br /> <br /> 1 x Land Raider w/ multimelta<br /> <br /> 1 x Land Raider Crusader w/ multimelta & storm bolter<br /> <br /> Check the points on it because I haven't totted it up. <br /> <br /> You've got pedro who now gives +1 attack to the assault terminators - nasty unit. They take the crusader.<br /> <br /> Other terminators go in the other land raider. You've now got a heavy flamer which you can burn before going into assault.<br /> <br /> Sternguard count as scoring, giving your four scoring units. Got combi meltas for anti vehicle and flamers for anti horde. No need really for plasma as hellfire rounds do the job wounding on a 2+, ok I know about the <span class="glossaryitem" onmouseover='gp(6);'>ap</span> but its the low roll to wound which counts.<br /> <br /> Troops have multimeltas so not a worry so much about moving. I've given them flamers as you have a power fist, and if you go melting troop transport you'll get assault or have your transport popped next turn. Get out, burn 'em and fist 'em.]]></description>
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				<pubDate><![CDATA[Mon, 2 Nov 2009 16:19:51]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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