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		<title><![CDATA[Latest posts for the thread "1500 pt Space Marine list -- New and clueless player"]]></title>
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				<title>1500 pt Space Marine list -- New and clueless player</title>
				<description><![CDATA[ I just started and made this list based off of what I have. I would LOVE some help getting it closer to 1500 points. Please let me know anything wrong with this list and any way I can improve it. I do have more models I can use that a friend gave me, but most of them don't have bases and I'm not really sure what some of them count as.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> 1. Space Marine Captain   <br /> Replace Bolt Pistol with Bolt Gun   <br /> Total: 100<br /> Total <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Points: 100<br /> <br /> <br /> Troops<br /> 1. Tactical Squad   <br /> 5 Additional Space Marines <br /> Missile Launcher   <br /> Flamer   <br /> Chan Sword on Sergeant   <br /> Total: 170<br /> <br /> 2. Tactical Squad <br /> 5 Additional Space Marines   <br /> Plasma Gun   <br /> Chain Sword on Sergeant<br /> Total: 180<br /> <br /> 3. Scout Squad <br /> 1 Additional Scout  <br /> Missile Launcher <br /> Total: 98<br /> <br /> Total Troop Points: 448<br /> <br /> <br /> Elites<br /> 1. Terminator Squad   <br /> Total: 200<br /> <br /> 2. Dreadnaught   <br /> Total: 105 points<br /> Total Elite Points: 305 Points<br /> <br /> <br /> That's what I've got so far, sorry for how horrible it is, I'm new and this is pretty much all I have. Any advice on how I could get this army closer to 1500 points and what I should be buying for my army would be most appreciated. Again, sorry that I have no idea what I'm doing. Thanks in advance for the help.<br /> <br /> ......................................<br /> [Edit: Originally left out the missile launcher in my scout squad.]]]></description>
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				<pubDate><![CDATA[Fri, 21 Jan 2011 02:24:52]]> GMT</pubDate>
				<author><![CDATA[ togocurian]]></author>
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				<title>Re:1500 pt Space Marine list -- New and clueless player</title>
				<description><![CDATA[ Hi,<br /> <br /> Giving tactical squads rhinos is a must. Also, I would give your dred a drop pos.]]></description>
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				<pubDate><![CDATA[Fri, 21 Jan 2011 02:33:50]]> GMT</pubDate>
				<author><![CDATA[ Armadeus]]></author>
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				<title>1500 pt Space Marine list -- New and clueless player</title>
				<description><![CDATA[ That's such an open ended question, for just a 'generic' style army instead of one specifically tailored to a certain style heres a couple of ideas for good things to add that will be useful no matter what style of play your army ends up:<br /> <br /> <br /> Land Raider!<br /> An assault cannon will help your terminators, and a land raider for them to ride in is a pretty useful choice if you are just starting to build up a figure collection. Later you might want some assault terminators in it instead, but either way, nobody can ignore a Land Raider, it's extremely tough, lascannons stuff up well, and can drag guys around. It also spends a lot of points towards your 1500 goal.<br /> <br /> Give your second tactical squad a heavy weapon.<br /> <br /> Your captain is kind of useless with just a boltgun. Consider a power weapon, or maybe even some hellshot rounds for the bolter. Put him with half of a tactical squad (the flamer one) and get them a Razorback with some heavy bolters. Now you have a roving infantry killing unit with a tough character to help it, while their missile launcher half hangs back and pops at tanks.]]></description>
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				<pubDate><![CDATA[Fri, 21 Jan 2011 02:52:27]]> GMT</pubDate>
				<author><![CDATA[ yeenoghu]]></author>
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				<title>1500 pt Space Marine list -- New and clueless player</title>
				<description><![CDATA[ <blockquote><div><cite>yeenoghu wrote:</cite>That's such an open ended question, for just a 'generic' style army instead of one specifically tailored to a certain style heres a couple of ideas for good things to add that will be useful no matter what style of play your army ends up:<br /> <br /> <br /> Land Raider!<br /> An assault cannon will help your terminators, and a land raider for them to ride in is a pretty useful choice if you are just starting to build up a figure collection. Later you might want some assault terminators in it instead, but either way, nobody can ignore a Land Raider, it's extremely tough, lascannons stuff up well, and can drag guys around. It also spends a lot of points towards your 1500 goal.<br /> <br /> Give your second tactical squad a heavy weapon.<br /> <br /> Your captain is kind of useless with just a boltgun. Consider a power weapon, or maybe even some hellshot rounds for the bolter. Put him with half of a tactical squad (the flamer one) and get them a Razorback with some heavy bolters. Now you have a roving infantry killing unit with a tough character to help it, while their missile launcher half hangs back and pops at tanks.</div></blockquote><br /> <br /> Ok, well, I'm making a few orders right now...<br /> <br /> So what exactly are you telling me to do with my captain after giving him a power weapon or some hellshot rounds? Split my first tactical squad in half and putting the captain with the flamer half, then have the half with the missile launcher hang back away from them? How does that work? Am I making a third <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad? (Sorry, I'm still learning how all of this works)]]></description>
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				<pubDate><![CDATA[Fri, 21 Jan 2011 03:46:42]]> GMT</pubDate>
				<author><![CDATA[ togocurian]]></author>
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				<title>1500 pt Space Marine list -- New and clueless player</title>
				<description><![CDATA[ A Razorback can carry 6 guys. A Tactical squad of 10 can split into 2 groups of 5. By putting the powersword captain with a group containing Sarge, a flamer, and 4 marines, you have a poor man's assault unit in a transport that can also fire its heavy bolters as they advance. It is usually a very bad idea to leave independant character running around by himself as he can be singled out and shot to pieces. Most characters are best at close combat, so he has to have a weapon that can help him there and play up to his strength, rather than just shooting a boltgun. Even better is a bolt pistol (free) to go with the power weapon as it adds an extra <span class="glossaryitem" onmouseover='gp(19);'>cc</span> attack. Putting him in a squad of 5 grunts means 5 other guys have to be killed before he can be, so he can live to keep chopping away with his good <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and fancy power weapon while the grunts take the wounds. 'Digital weapons' upgrade can also help him if you want to send him charging in, as they make that annoying bad dice roll less likely (and they don't really need to be modelled on the figure).<br /> <br />  It can be made better by upgrading sarge's weapon too, tossing in a combi-flamer for him to fire before they charge. but power weapons/fists and combi weapons cost a lot of points, so for now just keep it simple. The second tactical squad half containing a missile launcher and 4 bolter guys can sit around shooting its missile and single-shot 24" range bolters while the first half advances in the razorback.<br /> <br />  This is best done if there are other units in transports advancing too because a single razorback with 6 guys in it is a pretty obvious target for a lot of fire if it's by itself, and 6 guys is not a very big assault force, but it can be part of one if you have some other things to back them up (like a land raider full of terminators, and another 5 marines from your second <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad plus a librarian attached in a second razorback, for instance)]]></description>
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				<pubDate><![CDATA[Thu, 27 Jan 2011 01:13:37]]> GMT</pubDate>
				<author><![CDATA[ yeenoghu]]></author>
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