<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Space Marine 1000 point list"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "Space Marine 1000 point list"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Space Marine 1000 point list</title>
				<description><![CDATA[ Hi, can I get some feedback on my first sm list please?<br /> <br /> Tigurius<br /> <br /> 5 sternguard<br /> - flamer<br /> - heavy flamer<br /> - drop pod<br /> <br /> 10 marines<br /> - flamer<br /> - heavy bolter<br /> - drop pod<br /> <br /> 10 marines<br /> - flamer<br /> - heavy bolter<br /> - drop pod<br /> <br /> Landspeeder x2<br /> - heavy flamer<br /> - multi melta<br /> <br /> Devastators<br /> - 4x missile launchers (no flakk)<br /> <br /> Couple of questions on Tigurius<br /> <br /> 1) which psychic powers do you recommend? I'm thinking telepathy? <br /> 2) his special rule allows him to reroll the powers that he draws. I don't see anything that limits the number of times he can reroll though, so is it acceptable to simply choose the powers that we want?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6314772.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6314772.page</link>
				<pubDate><![CDATA[Thu, 5 Dec 2013 19:04:33]]> GMT</pubDate>
				<author><![CDATA[ midas dei]]></author>
			</item>
			<item>
				<title>Space Marine 1000 point list</title>
				<description><![CDATA[ About Tigerboy:<br /> 1) I would use Divination. Solid re-rolls to hits and high possibility for 4++ Invunerable. Awesome.<br /> 2) If any special rule in <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> or Codex speaks of re-rolling, that always means only a single time (unless specificly stated otherwise, which is extremely rare).<br /> <br /> And about the list: Why not another <span class="glossaryitem" onmouseover='gp(336);'>HF</span> for the Sternguard instead of regular one?<br /> <br /> And while <span class="glossaryitem" onmouseover='gp(328);'>ML</span> is solid and good choice, I think that anti-infantry is already handled by all those dropping template weapons, so maybe go for full <span class="glossaryitem" onmouseover='gp(482);'>AT</span> there with Lascannons?<br /> <br /> With Land speeders specializing might also be the key, since now you are most likely to waste one of those weapon per turn. Dual <span class="glossaryitem" onmouseover='gp(336);'>HF</span> or dual <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, up to you.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6314890.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6314890.page</link>
				<pubDate><![CDATA[Thu, 5 Dec 2013 19:37:33]]> GMT</pubDate>
				<author><![CDATA[ soomemafia]]></author>
			</item>
			<item>
				<title>Space Marine 1000 point list</title>
				<description><![CDATA[ I wouldn't take the heavy bolters, they're not great against much, either go missile or <span class="glossaryitem" onmouseover='gp(166);'>plas</span> cannon<br /> I'd maybe drop the heavy flamer on the speeder, then you could afford the better hvy weapons]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6314998.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6314998.page</link>
				<pubDate><![CDATA[Thu, 5 Dec 2013 20:05:25]]> GMT</pubDate>
				<author><![CDATA[ Brother Payne]]></author>
			</item>
			<item>
				<title>Space Marine 1000 point list</title>
				<description><![CDATA[ Ok, so I've had another look at the list (thanks for your thoughts). I'm still thinking telepathy as the main psychic power; the ability to stop my opponents attacking back, provide an awesome cover save, or to make him attack himself seems like too much of a good opportunity to pass up! Do I pick all 3 powers from this though or mix and match? <br /> <br /> As for heavy weapons, my <span class="glossaryitem" onmouseover='gp(29);'>devs</span> are modelled with <span class="glossaryitem" onmouseover='gp(328);'>ml</span>'s already, it's no problem as we're not tight on <span class="glossaryitem" onmouseover='gp(150);'>wysiwyg</span>, though I don't anticipate seeing too much in the way of tanks, more hordes and <span class="glossaryitem" onmouseover='gp(652);'>teq</span>. So the <span class="glossaryitem" onmouseover='gp(328);'>ml</span>'s will allow the versatility to take both of those on (possibility of 2 <span class="glossaryitem" onmouseover='gp(80);'>lc</span>'s & 2ml's in the same squad?) Same goes with the tacticals; I've written in <span class="glossaryitem" onmouseover='gp(331);'>pc</span>'s though <span class="glossaryitem" onmouseover='gp(328);'>ml</span>'s seem much more versatile. Still, I've not played in ages so advice is never disregarded! My only other consideration is the landspeeders and their loadout; 1 gun doesn't allow much flexibility....?<br /> <br /> The list as it stands now:<br /> <br /> Tigurius<br /> <br /> 5x stern guard<br /> - 2x heavy flamers<br /> - drop pod<br /> <br /> 2 squads of 10 tacticals<br /> - flamer<br /> - plasma cannon / missile launcher<br /> - drop pod<br /> <br /> 2x landspeeders<br /> - multi meltas<br /> <br /> Devastators<br /> - 4x lascannons<br /> <br /> Chapter tactics will be UM, thanks to tiggy. Tiggy goes in the <span class="glossaryitem" onmouseover='gp(215);'>SG</span> pod,  gets close and turns the ranged guns to toast on turn 1, forcing my opponent to come to me with shorter ranged weapons in ensuing turns, for which I hope invisibility will help me to weather the storm.<br /> <br /> Thoughts appreciated. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6315979.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6315979.page</link>
				<pubDate><![CDATA[Fri, 6 Dec 2013 00:53:56]]> GMT</pubDate>
				<author><![CDATA[ midas dei]]></author>
			</item>
			<item>
				<title>Re:Space Marine 1000 point list</title>
				<description><![CDATA[ A couple of things to consider with your list...<br /> <br /> When you pod in tacs with heavy weapons, remember that they're shooting snap shots with em.  You <span class="glossaryitem" onmouseover='gp(328);'>ml</span> is now shooting at bs1 and your plasma can't shoot at all until the next round.  A good opponent is gonna rush your troops and lock those guys up.<br /> <br /> Getting your speeders into effective melta range is gonna a little tough.  Speeders pop when you throw rocks at em.  I like to keep them as far away from the enemy as possible.  That means I kit mine with <span class="glossaryitem" onmouseover='gp(51);'>hb</span>'s and tml's.  <br /> <br /> If you have a plan for your tacs to drop in for some kind of late game objective grab then that's cool.  And if you have a way to deliver your speeder meltas or are using em for ds'ing units in your deployment zone then that's cool as well.  Keep in mind that you'll be a little thrown off if your opponent throws a flyer at you.  Snap shooting lascannons at em is a little unreliable in my opinion.  The list looks good if you have your plan laid out.  Just some thoughts from a fellow marine player.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6316086.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6316086.page</link>
				<pubDate><![CDATA[Fri, 6 Dec 2013 01:38:12]]> GMT</pubDate>
				<author><![CDATA[ RavenGuard55]]></author>
			</item>
			<item>
				<title>Space Marine 1000 point list</title>
				<description><![CDATA[ Getting the speeder into range shouldn't be difficult if you play the <span class="glossaryitem" onmouseover='gp(85);'>los</span> game right. I wouldn't worry about it being too versatile, you'll be moving as far as possible so that you can get into range otherwise you won't pop anything.<br /> Regarding powers, if you like telepathy roll on telepathy until you get a power you like, then go div because that's the best discipline by far]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6316118.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6316118.page</link>
				<pubDate><![CDATA[Fri, 6 Dec 2013 01:53:41]]> GMT</pubDate>
				<author><![CDATA[ Brother Payne]]></author>
			</item>
			<item>
				<title>Space Marine 1000 point list</title>
				<description><![CDATA[ I'm playing on one of the city tables at Warhammer World so there's going to be plenty of <span class="glossaryitem" onmouseover='gp(85);'>los</span> blocking opportunity, so I'm not too concerned about them getting popped before causing some damage. <br /> <br /> That's why I was eager to include flamers on them too, to ignore cover and counter hordes in confined spaces.<br /> <br /> The plan is to bring my opponents numbers down as quickly as possible ny targeting troops as a priority. I'm expecting orks / tau.<br /> <br /> The librarian is there as he's the cheapest <span class="glossaryitem" onmouseover='gp(56);'>hq</span> option that can provide the greatest benefit to my low number of models. I'm not expecting flyers though perhaps I'll drop a speeder and put in an <span class="glossaryitem" onmouseover='gp(637);'>adl</span> in it's place just in case.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6318730.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6318730.page</link>
				<pubDate><![CDATA[Fri, 6 Dec 2013 23:15:47]]> GMT</pubDate>
				<author><![CDATA[ midas dei]]></author>
			</item>
			<item>
				<title>Space Marine 1000 point list</title>
				<description><![CDATA[ I've revised this list slightly, dropping the drop pods on the tactical marines and adding a unit of 5 sniper scouts with camo cloaks as I doubt I'll be able to get the final 2 pods built and painted in time.<br /> <br /> It's kind of a null point as I don't have a choice, though I'm curious as to how you think it could play out with the tacticals foot slogging and a lone squad of snipers far out front for a turn or two by themselves? ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6334853.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6334853.page</link>
				<pubDate><![CDATA[Thu, 12 Dec 2013 00:34:18]]> GMT</pubDate>
				<author><![CDATA[ midas dei]]></author>
			</item>
			<item>
				<title>Space Marine 1000 point list</title>
				<description><![CDATA[ What you should do if you want to play drop pod madness is:<br /> <br /> Tiggy<br /> <br /> Sternguard x5 with 4 meltas<br /> Sternguard x5 with 4 flamers<br /> Strernguard x5 with 4 gravs<br /> All weapons on sternguard are combi<br /> <br /> Tact squad x5 with combi melta and melta gun<br /> Tact squad x5 with combi grav and grav gun <br /> Tact squad x5 with combi flamer and grav gun<br /> <br /> For Fast attack the storm talons are great<br /> <br /> For heavy I like <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> and <span class="glossaryitem" onmouseover='gp(29);'>devs</span> with <span class="glossaryitem" onmouseover='gp(328);'>ML</span> or <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, but also the new stalker tanks are great too.<br /> <br /> The most important part of fielding guns is taking the same typ whether its meltas for tanks and then flamers for the unit in the tank, or gravs for anti <span class="glossaryitem" onmouseover='gp(652);'>teq</span>/<span class="glossaryitem" onmouseover='gp(93);'>Mc</span> your chance of killing whole units is greater when you stick with one weapon per squad.<br /> <br /> Also in a Pod army you don't need an <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> as it is useless or even worse, gives the enemy somtehing to shoot you with. <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6335041.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6335041.page</link>
				<pubDate><![CDATA[Thu, 12 Dec 2013 01:35:27]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
			</item>
			<item>
				<title>Space Marine 1000 point list</title>
				<description><![CDATA[ Thanks for taking the time to reply, though you've missed the point of the question. The units that I describe above are what I have to take, buying more isn't an option, and I'm curious as to how people think it will work out.<br /> <br /> I've been thinking about the scouts / sternguard, reckon I'll bring the pod down near the scouts and have both squads castle up until the remaining tacticals get in position to push forward all together. <br /> <br /> Casting invisibility should help to minimise incoming damage.<br /> <br /> Any thoughts please? Anything that I might not have considered? ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6335809.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6335809.page</link>
				<pubDate><![CDATA[Thu, 12 Dec 2013 07:50:33]]> GMT</pubDate>
				<author><![CDATA[ midas dei]]></author>
			</item>
			<item>
				<title>Space Marine 1000 point list</title>
				<description><![CDATA[ So I ran the last I posted, and won on victory points going 8-2 vs a team of 2; 500 pts orks and 500 pts tau.<br /> <br /> The fact that a large squad of crisis suits with plasma rifles amd commander didn't arrive til turn 4 had a lot to do with this, though the sternguard proved a fantastic investment with their heavy and combi flamers toasting a squad of lootas in turn 1.<br /> <br /> In future games I'll be trying a captain or chapter master in place of the librarian as his psychic powers really didn't affect the game at all, having rolled the 4+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> on divination, the one that can stop a unit doing anything from the telepathy chart,  and crush from telekinesis. In fact crush was the only "effective" power, killing a grand total of 1 ork 'ard boy. Definitely want to see how orbital bombardments compare! 1 use but more use I think! ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6348751.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6348751.page</link>
				<pubDate><![CDATA[Mon, 16 Dec 2013 23:10:33]]> GMT</pubDate>
				<author><![CDATA[ midas dei]]></author>
			</item>
			<item>
				<title>Space Marine 1000 point list</title>
				<description><![CDATA[ If you take a <span class="glossaryitem" onmouseover='gp(746);'>CM</span> on a bike or terminator armour then you can move/deep strike and still orbital bombardment otherwise he can't, If your taking librarian tiggy then you should always shoot for:<br /> <br /> Telepathy- shriek, hallucination, invisablity<br /> Divination- prescience, forwarning, perfect timing, 4+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span><br /> Biomancy-iron arm, endurance, life leech<br /> <br /> Those are my favorite and most effective powers they have yet to fail me.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6348867.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/566711/6348867.page</link>
				<pubDate><![CDATA[Tue, 17 Dec 2013 00:06:53]]> GMT</pubDate>
				<author><![CDATA[ Arbiter]]></author>
			</item>
	</channel>
</rss>