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				<title>Space marine army list, where am i going wrong</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>Hq</span>- Captain with terminator armor<br /> <span class="glossaryitem" onmouseover='gp(56);'>Hq</span>- Chaplain with terminator armor<br /> <br /> Elites-Terminator squad (8 man) assault cannon, 2 chain fists<br /> Elites- dreadnought with 2 auto cannons<br /> Elites- Dreadnought with 2 auto cannons<br /> <br /> Troops- Tactical squad with power fist melta gun, lascannon<br /> Troops- Tactical squad with power fist melta gun, lascannon<br /> Troops- Tactical squad with power fist melta gun, lascannon<br /> Troops- Tactical squad with power fist melta gun, lascannon<br /> <br /> Heavy- Thunder Fire Cannon<br /> Heavy- Thunder Fire Cannon<br /> Heavy- Thunder Fire Cannon<br /> <br /> 2000 points<br /> <br /> Pretty much a gun line marine army with terminator back up. I am thinking pretty much mount up on a hill and fire away either they are close enough to deal with or they are dead. What you guys think? ]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 13:23:22]]> GMT</pubDate>
				<author><![CDATA[ PapaPiggy]]></author>
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				<title>Re:Space marine army list, where am i going wrong</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>Hq</span> choices not great. Get a libby in termie armour and he can then teleport the termies around.<br /> <br /> If out on foot, then assualt termies for the s/shield are hardier. Shooting is only so-so.<br /> <br /> If you're running 2 dakka dreads then you have some armour in the list, so this leads to the other choices:<br /> <br /> Foot marines. Power fist not really needed. Better to go razorback and then combat squad the lascannon back.<br /> <br /> Thunderfires? 3 seems excessive. Maybe 1 for the bolster defences, but then I would go devasatators or preds.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 15:23:08]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>Space marine army list, where am i going wrong</title>
				<description><![CDATA[ as said, drop thechaplains and get some libbies.<br /> <br /> Thunder fire cannons are pretty good, you'll get more than enough tempaltes from them. it really depends on your style, preds can be good too or vindis.<br /> <br /> Drop the <span class="glossaryitem" onmouseover='gp(105);'>PF</span> on the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines, you don't want them in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> anyway and the&nbsp;melta will do a better job at popping vehicle in a 6'' range. As said, combat squad the tacs and put the melta in razor back for close range melta awesomeness leaving the als cannon behind to abuse the long range S9 AP1 power.]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 15:41:25]]> GMT</pubDate>
				<author><![CDATA[ Serder]]></author>
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				<title>Re:Space marine army list, where am i going wrong</title>
				<description><![CDATA[ Problem with taking razor backs is the lack of points to keep the list under 2k. I would have to drop a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad to fit in some transports. The only reason the chaplain is in there is because i like the model. And is pretty cheap to run with the terminators. I couldn't decide on either assault termies or regular ones. I hit that 2k point cap a little to early and couldn't add in the other 2 termies and the other assault cannon. <br /> <br /> The thunder fire cannons are there so I can use their different ammo types and change for different armies. and come on its 4 blasts. I didn't know if three would be chessie, but with grey knights and necrons around i don't think i can make a marine list that is that cheese. <br /> <br /> Getting a libbie terminator seems to be the running idea, what about a chaplain and a libbie, what powers for the libbie? null zone and the tele port? or tele port and the <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 blast? I am gearing this more towards tournie play and not just one off games, this list stays about the same for 2500 points, but i take out both <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> and add in calgar and some more termies and another <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad. Ok thank you guys for your help, i'll look into the libbie and try test playing him a little.]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 19:05:56]]> GMT</pubDate>
				<author><![CDATA[ PapaPiggy]]></author>
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				<title>Re:Space marine army list, where am i going wrong</title>
				<description><![CDATA[ <blockquote><div><cite>PapaPiggy wrote:</cite>Problem with taking razor backs is the lack of points to keep the list under 2k. I would have to drop a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad to fit in some transports. The only reason the chaplain is in there is because i like the model. And is pretty cheap to run with the terminators. I couldn't decide on either assault termies or regular ones. I hit that 2k point cap a little to early and couldn't add in the other 2 termies and the other assault cannon. <br /> <br /> The thunder fire cannons are there so I can use their different ammo types and change for different armies. and come on its 4 blasts. I didn't know if three would be chessie, but with grey knights and necrons around i don't think i can make a marine list that is that cheese. <br /> <br /> Getting a libbie terminator seems to be the running idea, what about a chaplain and a libbie, what powers for the libbie? null zone and the tele port? or tele port and the <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 blast? I am gearing this more towards tournie play and not just one off games, this list stays about the same for 2500 points, but i take out both <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> and add in calgar and some more termies and another <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad. Ok thank you guys for your help, i'll look into the libbie and try test playing him a little.</div></blockquote><br /> <br /> Not razor abcks, rhinos, you could drop the termies to 5 to add the rhinos. or something like that, if you take the razorbacks, jsut drop the las cannons in the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads and put it on the razorbacks.<br /> <br /> I don't know the libbie power names, teleport would be good if he goes witht eh termies, specially if you take assault termies as it would allow you tog et to your target faster (scaterring willing). S10 blast could be good vs hordes armies or multiwound units. At least one is mandatory I thinka s they add more than the chaplains. <br /> <br />  as an Ork, I would hate your 3 <span class="glossaryitem" onmouseover='gp(420);'>TFC</span>, but it's part of the game, if you liek them keep'em. <br /> <br /> For the termies, if you want some <span class="glossaryitem" onmouseover='gp(471);'>DS</span> action, I would go for the assault termies, if you want the termies to be in the&nbsp;gunline, keep the tacticals, but assault termeis will do way more <span class="glossaryitem" onmouseover='gp(198);'>dmg</span> than the shotty termies, specially if they have a good mix of <span class="glossaryitem" onmouseover='gp(80);'>LC</span> and <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 19:18:02]]> GMT</pubDate>
				<author><![CDATA[ Serder]]></author>
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				<title>Space marine army list, where am i going wrong</title>
				<description><![CDATA[ You can drop a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad.  With combat tactics you can have up to 6 scoring  units which is plenty.  Razorbacks will greatly increas you fire power and allow you to get to other objectives.  <br /> <br /> I'd also get a librarian instead of the captain, at 2k it would be good to have some psychic defense.  I'd also probably drop a thunder cannon so I could tool out my srgt's ]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 19:24:14]]> GMT</pubDate>
				<author><![CDATA[ Pony_law]]></author>
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				<title>Space marine army list, where am i going wrong</title>
				<description><![CDATA[ Try Tellion if you are foot slogging and want to be shooting.<br /> Try <span class="glossaryitem" onmouseover='gp(417);'>CMLs</span> so your termies will be in range.<br /> <br /> This is the wrong codex for your plan.  Any other would better.<br /> <span class="glossaryitem" onmouseover='gp(25);'>DA</span> with nice support from deathwing.<br /> <span class="glossaryitem" onmouseover='gp(15);'>BT</span> would write a similar enough lists with double <span class="glossaryitem" onmouseover='gp(417);'>CML</span> and lascannon troops.<br /> <span class="glossaryitem" onmouseover='gp(10);'>BA</span> near the same but with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br /> Space wolves would need either Longfangs or to do Loganwing but it would still work better.]]></description>
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				<pubDate><![CDATA[Fri, 10 Feb 2012 21:17:39]]> GMT</pubDate>
				<author><![CDATA[ MFletch]]></author>
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				<title>Space marine army list, where am i going wrong</title>
				<description><![CDATA[ <blockquote><div><cite>MFletch wrote:</cite>Try Tellion if you are foot slogging and want to be shooting.<br /> Try <span class="glossaryitem" onmouseover='gp(417);'>CMLs</span> so your termies will be in range.<br /> <br /> This is the wrong codex for your plan.  Any other would better.<br /> <span class="glossaryitem" onmouseover='gp(25);'>DA</span> with nice support from deathwing.<br /> <span class="glossaryitem" onmouseover='gp(15);'>BT</span> would write a similar enough lists with double <span class="glossaryitem" onmouseover='gp(417);'>CML</span> and lascannon troops.<br /> <span class="glossaryitem" onmouseover='gp(10);'>BA</span> near the same but with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br /> Space wolves would need either Longfangs or to do Loganwing but it would still work better.</div></blockquote><br /> <br /> The problem with those codexes, is that every one jumped on them because marines suck that bad. I have thought about death wing for some time now, but the only way i'll play them is with a new codex and cheaper terminators, $50 for 5 is a little on the slowed side for a model that doesn't see play very often. <br /> <br /> The razor backs would be a great idea, i'll look into them. The whole combat squaded <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads means that more than likely they can be shot off an objective, and that isn't something i want to have happen turn 4-5. Why do you guys side against the chaplain? What about running the libbie and the chaplain and leave the captain out of the whole thing? Do you guys think that would work better? what about sending the chaplain forward with a tactical squad? <br /> <br /> My plan was to have a large fire base with the "dakka dreads" and the thunder cannons. and have the tactical squads for heavier tanks and hoards. Lascannons and bolter fire. And to keep the termies back with the tactical squads as a counter assault unit that can lend a hand with the assault cannons and maybe the cyclone missile launchers. The thing about the "Miss"ile launcher is they dont ever seem to hit. Other than the ability to teleport termies is a libbe really needed? or is it just nice to have? Keeping in mind that the chaplain will disappear with higher points to make room for calgar.]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 03:24:41]]> GMT</pubDate>
				<author><![CDATA[ PapaPiggy]]></author>
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				<title>Space marine army list, where am i going wrong</title>
				<description><![CDATA[ Vanilla marines is a good codex.  You shouldn't try to push it in a direction that it doesn't like to go then it will suck.]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 12:07:48]]> GMT</pubDate>
				<author><![CDATA[ MFletch]]></author>
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				<title>Space marine army list, where am i going wrong</title>
				<description><![CDATA[ Master of the forge with conversion beamer is a 120 <span class="glossaryitem" onmouseover='gp(56);'>hq</span> and screams gun line.]]></description>
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				<pubDate><![CDATA[Sat, 11 Feb 2012 15:31:54]]> GMT</pubDate>
				<author><![CDATA[ Devil Dog]]></author>
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				<title>Space marine army list, where am i going wrong</title>
				<description><![CDATA[ <blockquote><div><cite>Devil Dog wrote:</cite>Master of the forge with conversion beamer is a 120 <span class="glossaryitem" onmouseover='gp(56);'>hq</span> and screams gun line.</div></blockquote><br /> <br /> Until they come in and want to kick my head in up close and personal. I love him for his dreadnought ability and if i ran him i think i would have to run the 6 dreadnought drop pod army. Just because there isn't another model in the game as cool as a ven dread. and six of them would be fun... all with plasma cannons.... and heavy flamers... <br /> <br /> I think i just did something in my pants thinking about all that.  And i don't think i would have need for another model that can repair things in a list with no tanks... Right now i will have three tries a turn (after the Thunder Fire Cannons are destroyed) to repair 2 dreads. Thank you for your advice, Any more you have will come in handy]]></description>
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				<pubDate><![CDATA[Sun, 12 Feb 2012 01:43:09]]> GMT</pubDate>
				<author><![CDATA[ PapaPiggy]]></author>
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