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		<title><![CDATA[Latest posts for the thread "Shooty Space marine list for Tournament"]]></title>
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				<title>Shooty Space marine list for Tournament</title>
				<description><![CDATA[ I have worked out the core of this list, but need help on the last 460pts worth. I am aiming it to be more focused on shooting to get the job done, in this core, but not sure what to do with the remaining points. Any help appreciated<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Librarian- Nullzone, avenger (perhaps gat of infinity as a replacement to one of these?) 100pts<br /> <br /> TROOPS<br /> <br /> Tactical Squad- Combi-plasma, plasmagun, and multimelta 190pts<br /> -Rhino 35pts <br /> <br /> Tactical Squad- Combi-plasma, plasmagun, and multimelta 190pts<br /> -Rhino 35pts <br /> <br /> Tactical Squad-Combi-melta, meltagun, missile launcher 185pts<br /> -Rhino 35pts <br /> <br /> FAST ATTACK<br /> <br /> Attack bike squadron(2)- 2x multimelta 100pts<br /> <br /> Landspeeder- Heavy bolter, typhoon missile launcher 90pts<br /> <br /> Landspeeder- Heavy bolter, typhoon missile launcher 90pts<br /> <br /> HEAVY SUPPORT<br /> <br /> Thunderfire cannon 100pts<br /> <br /> Predator- Autocannon, lascannon sponsons 120pts<br /> <br /> Predator- Autocannon, lascannon sponsons 120pts<br /> <br /> Points remaining: 460<br /> <br /> I was considering either:<br /> *10 man tactical terminators, with 2x cyclone missile launchers, these add even more long range fire, while also having the possibility of counter assaulting if the need arises; or<br /> *5 thunderhammer/stormshield terminators+ Landraider redeemer with extra armour- good counter assualt/deathstar to take out monsterous creatures and heavy seavy squads, or<br /> *Sternguard squad and rifleman (2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> autocannons) dreadnaught/ 1 extra typhoon per squad. More firepower, along with flexibility of ammunition types<br /> *Replacing the predators with 2 vindicators, and adding in two riflemen dreadnaughts to keep a good deal of fire power in, and the nullzone can increase the effectiveness of the vindicators. Also good armour saturation,a nd cover for advancing rhinos.<br /> <br /> Which would be the best out of these, or are there another, better option that would fit my list better? I am currently leaning towards wither the terminators, or vindicator/riflemen option.<br /> <br /> Is there any other ways to increase the competitiveness of this list, or other options to fill the points in that may be more useful?<br /> <br /> Thanks in advance<br /> Brother Dvorn]]></description>
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				<pubDate><![CDATA[Thu, 26 Apr 2012 06:37:48]]> GMT</pubDate>
				<author><![CDATA[ Brother Dvorn]]></author>
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				<title>Re:Shooty Space marine list for Tournament</title>
				<description><![CDATA[ Elites does seem the spot to fill in this list.<br /> <br /> If you are looking to go more shooty then 3 riflemen dreads would do the trick. Doubling up on the typhoons can be overkill in some instances as you are then firing 4 missiles at one target. By using elites instead you then have more flexibility into putting just enough shots into a target to kill something and no more.<br /> <br /> This isn't a list that wants to get up close, so I was also wondering about the use of razorbacks rather than rhinos? Run smaller troop squads and/or combat squad and then you have a huge amount of fire power in your back-lines.<br /> <br /> If anyone does get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> you have next to no units to fight back. <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads won't do the job against say terminators, genestealers, daemons and the like. So, do you spend the points on getting some <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in there or just build a gun-line and rely on shooting to keep the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units at bay.]]></description>
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				<pubDate><![CDATA[Thu, 26 Apr 2012 08:28:45]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>Shooty Space marine list for Tournament</title>
				<description><![CDATA[ As far as my advice would go.  Why not take in more troupes as combat squads to split them up like Ruminator said.  Or take a full squad of scouts.  With infiltrate they can split off the line and distract your opponent, since you are all static you can set up all over with infiltrate and drop pods.  . .  .Maybe]]></description>
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				<pubDate><![CDATA[Thu, 26 Apr 2012 08:54:41]]> GMT</pubDate>
				<author><![CDATA[ Adrian Fue Fue]]></author>
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				<title>Re:Shooty Space marine list for Tournament</title>
				<description><![CDATA[ <blockquote class="uncited"><div>If anyone does get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> you have next to no units to fight back. <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads won't do the job against say terminators, genestealers, daemons and the like. So, do you spend the points on getting some <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in there or just build a gun-line and rely on shooting to keep the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units at bay.</div></blockquote><br /> <br /> this is what I have been pondering about for a long time, although I tend to go towards adding to close combat prowness into the list, usually via honour guard, <span class="glossaryitem" onmouseover='gp(19);'>CC</span> terminators, or vanguard, with the terminators usually being the most effective. I have been entertaining the idea of razorbacks, however, do quite like having 10 man squads running round, as they are a lot more durable to oncoming fire.]]></description>
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				<pubDate><![CDATA[Thu, 26 Apr 2012 08:58:06]]> GMT</pubDate>
				<author><![CDATA[ Brother Dvorn]]></author>
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				<title>Shooty Space marine list for Tournament</title>
				<description><![CDATA[ <blockquote><div><cite>Brother Dvorn wrote:</cite>I have worked out the core of this list, but need help on the last 460pts worth. I am aiming it to be more focused on shooting to get the job done, in this core, but not sure what to do with the remaining points. Any help appreciated<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Librarian- Nullzone, avenger (perhaps gat of infinity as a replacement to one of these?) 100pts<br /> <br /> TROOPS<br /> <br /> Tactical Squad- Combi-plasma, plasmagun, and multimelta 190pts<br /> -Rhino 35pts <br /> <br /> Tactical Squad- Combi-plasma, plasmagun, and multimelta 190pts<br /> -Rhino 35pts <br /> <br /> Tactical Squad-Combi-melta, meltagun, missile launcher 185pts<br /> -Rhino 35pts <br /> <br /> FAST ATTACK<br /> <br /> Attack bike squadron(2)- 2x multimelta 100pts<br /> <br /> Landspeeder- Heavy bolter, typhoon missile launcher 90pts<br /> <br /> Landspeeder- Heavy bolter, typhoon missile launcher 90pts<br /> <br /> HEAVY SUPPORT<br /> <br /> Thunderfire cannon 100pts<br /> <br /> Predator- Autocannon, lascannon sponsons 120pts<br /> <br /> Predator- Autocannon, lascannon sponsons 120pts<br /> <br /> Points remaining: 460<br /> <br /> I was considering either:<br /> *10 man tactical terminators, with 2x cyclone missile launchers, these add even more long range fire, while also having the possibility of counter assaulting if the need arises; or<br /> *5 thunderhammer/stormshield terminators+ Landraider redeemer with extra armour- good counter assualt/deathstar to take out monsterous creatures and heavy seavy squads, or<br /> *Sternguard squad and rifleman (2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> autocannons) dreadnaught/ 1 extra typhoon per squad. More firepower, along with flexibility of ammunition types<br /> *Replacing the predators with 2 vindicators, and adding in two riflemen dreadnaughts to keep a good deal of fire power in, and the nullzone can increase the effectiveness of the vindicators. Also good armour saturation,a nd cover for advancing rhinos.<br /> <br /> Which would be the best out of these, or are there another, better option that would fit my list better? I am currently leaning towards wither the terminators, or vindicator/riflemen option.<br /> <br /> Is there any other ways to increase the competitiveness of this list, or other options to fill the points in that may be more useful?<br /> <br /> Thanks in advance<br /> Brother Dvorn</div></blockquote><br /> <br /> <br /> Hello, <br /> <br /> firstly let me say superb colour scheme on your marines, the white on the awesome orange colour is very striking.<br /> <br /> with reguard to your list, i know its a ranged list but eventually those tactical squads are going to see combat, maybe not every game but in a whole bunch of them, I would heartily reccomend power fists on some of them at least, maybe power weapons on otheres and for the rest of your points, hmmmm.....<br /> <br /> <br /> 460pts<br /> <br /> <br /> Say you got 2 <span class="glossaryitem" onmouseover='gp(105);'>PFs</span> and a <span class="glossaryitem" onmouseover='gp(486);'>PW</span> for your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads thatd be 65pts leaving<br /> <br /> 395pts<br /> <br /> 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Autocannon  Dreads are awesome so lets have a couple of those at 250pts leaving<br /> <br /> 145pts<br /> <br /> With wich you could get a Sternguard Squad (5 men) with a power fist and 2 heavy flamers or maybe 4 combi plasmas, or even a comand squad with 2 plasma guns or power weapons (depending on which way you wanted to go) to look after your librarian, either way if your librarian is going to get any use out of that avenger he's going to need one of those rhinos of your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, stick him in one of them with one of these squads and roll up and waste your opponents!]]></description>
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				<pubDate><![CDATA[Thu, 26 Apr 2012 09:20:36]]> GMT</pubDate>
				<author><![CDATA[ Dragosanii12]]></author>
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				<title>Shooty Space marine list for Tournament</title>
				<description><![CDATA[ Defo some dreadnoughts. Not completely sold on rifleman loadout. Lascannons maybe? I think that is whats missing anyway]]></description>
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				<pubDate><![CDATA[Thu, 26 Apr 2012 13:14:44]]> GMT</pubDate>
				<author><![CDATA[ Zambro]]></author>
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				<title>Re:Shooty Space marine list for Tournament</title>
				<description><![CDATA[ I run an almost identical list and i am quite happy with it, it has given me a good deal of victories.<br /> <br /> For your elite slots i would propose 2 Riflemen Dreads. They pack quite a punch and can provide cover! <br /> They are the best transport killers (and you want to slow down things coming at you) and with their amount of shots they even stop Stormravens and Vendettas in their tracks.<br /> If only they had psybolt ammo <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> The 3rd elite slot, is either assault Termies or Sternguard.<br /> <br /> The termies need a termie Libby and Gate of Infinity to jump them closer to enemies. It seems risky but its not if you are careful (do not forget that even if you scatter on difficult terrain, you can use the  <span class="glossaryitem" onmouseover='gp(162);'>inv</span>. save). They are a threat/distraction/fear factor unit really and it works well for me. They seem to attract a lot of firepower and the rest of the army shoots comfortably.<br /> You can also deploy them in a line to provide cover to your vehicles if you go second. <br /> <br /> Sternguard are excellent too but much different and certainly less durable. Take at least 5 combi-meltas (plasmas are not worth it unless you are certain to face a vast amount terminators) with them and do not suicide-Pod them. A Rhino is fine.<br /> That said, there is nothing that a unit of 9 sterns with 5 combis, power fist and a libby (with avenger and dome) can not handle. All the trouble is to get them within 12".<br /> <br /> Hope it helps!<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 26 Apr 2012 15:52:51]]> GMT</pubDate>
				<author><![CDATA[ spartiatis]]></author>
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				<title>Re:Shooty Space marine list for Tournament</title>
				<description><![CDATA[ <blockquote><div><cite>spartiatis wrote:</cite>That said, there is nothing that a unit of 9 sterns with 5 combis, power fist and a libby (with avenger and dome) can not handle. All the trouble is to get them within 12&quot;.</div></blockquote><br /> <br /> Nothing wrong with Gate of Infinity on the librarian to get them within that 12&quot;. You can still shoot after you have used <span class="glossaryitem" onmouseover='gp(427);'>GoI</span>, giving you those 9 rapid fire shots. Also, they can be a little more wreckless due to the 5++ invuln save. <br /> Also, dont forget the Null Zone ability. Forcing your oponent to reroll successful invuln saves can be handy if your using armour piercing ammo, it just gives you that ability to go for more 'elite' infantry.<br /> <br /> In a 'shooty' marine list, Sternguard + Librarian &gt; Assault terminators.]]></description>
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				<pubDate><![CDATA[Fri, 27 Apr 2012 07:48:28]]> GMT</pubDate>
				<author><![CDATA[ Zambro]]></author>
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				<title>Shooty Space marine list for Tournament</title>
				<description><![CDATA[ I'd go with the Sternguard/Riflemen option as well.  If you are going shooty, stick to shooting.]]></description>
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				<pubDate><![CDATA[Fri, 27 Apr 2012 16:02:02]]> GMT</pubDate>
				<author><![CDATA[ reps0l]]></author>
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