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		<title><![CDATA[Latest posts for the thread "2000pt Space marine army"]]></title>
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				<title>2000pt Space marine army</title>
				<description><![CDATA[ 1 space marine captain - Terminator armour etc. - 140<br /> <br /> 3 tactical squads of 10, melta bombs, missile launcher and flamer - 3 drop pods - 630<br /> <br /> 5 terminators - power fist and storm bolter - 1 pod (joined by captain) - 235<br /> <br /> 2 predators, twin linked l.cannon, l.cannon side sponsors - 380<br /> <br /> 10 assault marines - storm shiled - power axe - melta bombs - drop pod - 270<br /> <br /> 5 devastators - 4 l.cannons - 230<br /> <br /> 2 spare drop pods - 70<br /> <br /> I have a spare 45 points any ideas. This army is to fight necrons so wanted the fire power to take out the big stuff, but wanted the assualt to destroy the necrons quickly, if not their is always the rapid fire from the bolters to double up on shots.<br /> <br /> Any feedback would be great.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 16 May 2012 08:38:07]]> GMT</pubDate>
				<author><![CDATA[ Fachilla]]></author>
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				<title>2000pt Space marine army</title>
				<description><![CDATA[ I would take the melta bombs off your squads, there more of a points filler than anything. <br /> I would take the drop pod off the terminators since they can deep strike already (that and I don't think they can take drop pods). Also, there's no need for the two spare drop pods (that and I don't think you can have them without a squad to go in them). <br /> I think a drop podding sternguard unit or a heavy weapon squad filled with missile launchers or plasma cannons would do your army good with any spare points. <br /> I do like the drop pod theme of the army and I think that alot of necron armies would struggle against it. <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 16 May 2012 11:00:09]]> GMT</pubDate>
				<author><![CDATA[ BaneGuard]]></author>
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				<title>2000pt Space marine army</title>
				<description><![CDATA[ just curious, aren't your 2 preds should be at 330 only?]]></description>
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				<pubDate><![CDATA[Wed, 16 May 2012 11:42:24]]> GMT</pubDate>
				<author><![CDATA[ Chopstix]]></author>
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				<title>Re:2000pt Space marine army</title>
				<description><![CDATA[ I cant see in book that terminators can deepstike so would need drop pod, spare drops are just to bring most of army down in first turn, taking 7 would mean 4 come down.<br /> <br /> Drop pod does not say it who it can take... so assumed terminators would class as 2 models each.<br /> <br /> Pred's have all upgrades, to get more missile fire in first turn, thats the plan is get initial hard stuff immediatly out the way.<br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> 20pts, 2 spare drop pods will have missile launchers.... 40 points cleared up there. now at 1995]]></description>
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				<pubDate><![CDATA[Wed, 16 May 2012 11:58:58]]> GMT</pubDate>
				<author><![CDATA[ Fachilla]]></author>
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				<title>2000pt Space marine army</title>
				<description><![CDATA[ If you look in the book under each squads stat line it will say what they can take by transport.  Terminators can not take Pods for transport.  <br /> <br /> You can drop empty pods just <span class="glossaryitem" onmouseover='gp(40);'>fyi</span>.  <br /> <br /> Under terminator armor in the wargear section it says they can Deep strike. ]]></description>
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				<pubDate><![CDATA[Wed, 16 May 2012 12:04:10]]> GMT</pubDate>
				<author><![CDATA[ balsak_da_mighty]]></author>
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				<title>Re:2000pt Space marine army</title>
				<description><![CDATA[ cheers for the help]]></description>
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				<pubDate><![CDATA[Wed, 16 May 2012 13:01:01]]> GMT</pubDate>
				<author><![CDATA[ Fachilla]]></author>
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				<title>2000pt Space marine army</title>
				<description><![CDATA[ Well, since your terminators cannot take a pod and will most likely be deepstriking in, in may be beneficial to take a teleport homer (corret wargear) on one of your drop pods going in the first wave. If you have the points to waste, put it on 2. This would give you 2 very large threat ranges for your termies to deep strike into with no mishaps.<br /> <br /> Also, I cannot remember, but I thought assault marines could deep strike as well.<br /> <br /> This would put you at 4 pods total allowed (3 for tacs, 1 for <span class="glossaryitem" onmouseover='gp(29);'>dev</span>). I am not a huge fan of las cannons on my <span class="glossaryitem" onmouseover='gp(29);'>devs</span> as the point sink is ridiculous. If you changed them to missiles, that would free up 100 points. Enough for a bare bones <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad of 5 which would allow you to take the final drop pod.<br /> <br />  If that was the case, you would now have 5 legal drop pods total. 3 for your tacs and 1 for your <span class="glossaryitem" onmouseover='gp(29);'>devs</span> and 1 for your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad (or, allocate to assault marines if allowed. I think you have to remove jump packs for that to be legal, in which case its now free). The <span class="glossaryitem" onmouseover='gp(29);'>devs</span> deploy and you use the empty pods to get your tacs in on turn 1. Let your assault marines and termies deep strike in (assuming I am correct on assault marines <span class="glossaryitem" onmouseover='gp(471);'>DS</span> = OK). With the left over points, you could add a terminator or give one of your termies an assault cannon.]]></description>
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				<pubDate><![CDATA[Wed, 16 May 2012 13:44:42]]> GMT</pubDate>
				<author><![CDATA[ Green is Best!]]></author>
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				<title>Re:2000pt Space marine army</title>
				<description><![CDATA[ Space marine captain <br /> Terminator armour, power sword, storm bolter  = 135<br /> <br /> 5 terminators <br /> power fists, storm bolters = 200<br /> <br /> 10 assault marines<br /> Storm shield, power axe, melta bombs = 225<br /> <br /> 10 scouts<br /> Snipers, teleport homer = 155  <br /> <br /> 10 tactical marines<br /> Flamer, missile launcher, drop pod, deathwind missile = 230<br /> <br /> 10 tactical marines<br /> Flamer, missile launcher, drop pod, deathwind missile = 230<br /> <br /> 10 tactical marines<br /> Flamer, missile launcher, drop pod = 210<br /> <br /> 5 devastators <br /> 4 missile launchers = 150<br /> <br /> Predator<br /> Twin linked lascannon, las cannon side sponsors, hunter killer missile = 175<br /> <br /> Predator<br /> Twin linked lascannon, las cannon side sponsors, hunter killer missile = 175<br /> <br /> Drop pod<br /> Deathwind missile launcher = 55<br /> <br /> Drop pod<br /> Deathwind missile launcher = 55<br /> <br /> <br /> =1995<br /> <br /> This is what I have come up with by editing list with feedback.<br /> <br /> scouts will obviously set up 18" away from enemy, homer will get termies there straight away.<br /> plan on dropping pods all over the place around the necrons, with deathwind missile launchers to remove some necrons quickly.<br /> predators armed with las cannons incase monoliths are taken then these will hopefully pop them.<br /> <span class="glossaryitem" onmouseover='gp(29);'>dev</span>'s with missile launchers to take out anything else which has high toughness or armour value.]]></description>
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				<pubDate><![CDATA[Thu, 17 May 2012 14:17:26]]> GMT</pubDate>
				<author><![CDATA[ Fachilla]]></author>
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				<title>2000pt Space marine army</title>
				<description><![CDATA[ Deathwind launchers really are not worth the points.  They can not fire the turn the pod comes in.  As the pod is moing to fast to fire.  <br /> <br /> Where are you getting the 2 extra pods from?  You can not just buy pods.  You have to have squads that can purchase them.  I see the <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad can, but the scouts can not.  The Assault Marines can but you would have to drop there Jump Packs.<br /> <br /> For sure take at least two Locator Beakons on your first wave of pods for the Terms and Assault Marines.  It will be worth the points over the T-port homer on the scouts.  Drop that.<br /> <br /> Looking better,  Needs some more tweeks.]]></description>
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				<pubDate><![CDATA[Thu, 17 May 2012 19:34:10]]> GMT</pubDate>
				<author><![CDATA[ balsak_da_mighty]]></author>
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				<title>Re:2000pt Space marine army</title>
				<description><![CDATA[ As said before you really dont want Deathwind launchers, they're kinda wasted points to be honest. But with some of the points you take away from Deathwinds i'd give the Terminator squad a Cyclone Missile Launcher. And maybe try to adjust some points to get in maybe a 5 man Sternguard unit to go in the 1 drop pod you cant take right now. Then you'd have 5 drop pods and Sternguard pack quite the punch <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 18 May 2012 02:52:26]]> GMT</pubDate>
				<author><![CDATA[ CaptainHonkey]]></author>
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				<title>2000pt Space marine army</title>
				<description><![CDATA[ You're 2 extra drop pods need to be attached to units. They're bought as wargear selections, they're not separate vehicles like tanks.<br /> <br /> You don't have to put the unit in it, but they're not off by themselves. You can give one to the <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>. Squad, but the other one needs to be taken out of the list.]]></description>
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				<pubDate><![CDATA[Fri, 18 May 2012 20:34:01]]> GMT</pubDate>
				<author><![CDATA[ Fexor]]></author>
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				<title>2000pt Space marine army</title>
				<description><![CDATA[ The second list looks like it would stand a better chance against necrons. ]]></description>
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				<pubDate><![CDATA[Fri, 18 May 2012 23:06:15]]> GMT</pubDate>
				<author><![CDATA[ BaneGuard]]></author>
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