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		<title><![CDATA[Latest posts for the thread "[500] - Space Marines CAD"]]></title>
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				<title>[500] - Space Marines CAD</title>
				<description><![CDATA[ Hi Guys let me know what you think of this list.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <br /> <br /> Captain<br /> Power Sword, Meltabombs and Boltgun                                   110pts<br /> <br /> Troops<br /> <br /> 5 x Tactical Marines<br /> Meltagun, Vet Sarg w/ Power Fist                                               115pts<br /> <br /> 5 x Tactical Marines<br /> Flamer, Regular Sarg w/ Boltgun                                                 75pts<br /> <br /> Elites<br /> <br /> Dreadnaught<br /> Multi-melta, <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> and Stormbolter                                             100pts<br /> <br /> Heavy Support<br /> <br /> 5 x Devastators<br /> 2 x Missile Launchers, 2 x Boltguns and Regular Sarg          100pts<br /> <br /> Thats 500 points on the dot, using just the Battle for Vedros and one box of tactical Marines.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 13:28:55]]> GMT</pubDate>
				<author><![CDATA[ OverlordTylerR]]></author>
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				<title>[500] - Space Marines CAD</title>
				<description><![CDATA[ Welcome to Dakka!<br /> <br /> As a starter army with the minis you have it’s certainly playable.  Mix of firepower to deal with different targets, nice spread of units.<br /> <br /> There are a number of things I’d do different.  Not sure how much flex you have with building your minis.<br /> <br /> Generally captains are close combat machines.  For the same cost as that bolter, you could give him a bolt pistol.  That bolr pist will give him another attack in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, which is far more valuable then another bolter round tossed downrange.  If that’s the mini you have, there are a few simple counts-as that will make him more effective.  Call his sword a relic blade.  It doesn’t get the extra attack for being paired with a pistol, so the fact that he has a bolter isn’t a big deal.  Does get you +2S though, which is nice.  You could also slap some gold paint on the bolter and call it the Primarch’s Wrath relic.  More dakka.  One or both of those options will turn your captain into a slightly more effective jack-of-all-trades <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.  He’ll be out performed by more specialist loads, but should be able to hold his own in more casual <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> lists.<br /> <br /> In general I’m not a big fan of vet sarges and powerfists in <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads.  However, I’m assuming that the first <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad is going to serve as an ad-hoc command squad for the captain.  So he’s going to be lurking behind the good captain, to crush stuff.  That should work OK.  In general I advocate non-vet sarges with either no gear or a combi to match the squad’s special.<br /> <br /> Dread want to be in a pod, and probably have a <span class="glossaryitem" onmouseover='gp(336);'>HF</span> underslung from the Fist.  But he should do OK as-is.<br /> <br /> Not a huge fan of <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> these days, but they should do OK-ish.  Which is my problem with them; the are mediocre at everything, and I prefer units to be good at their job.  Iconic and flexible though, so I keep tossing them into lists.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 14:36:15]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Re:[500] - Space Marines CAD</title>
				<description><![CDATA[ Thanks for all the great suggestions, how about something like this<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Captain with relic blade 115<br /> Accompanied by 5 tactical marines w flamer 75<br /> 5 more tact marines all bolters    70<br /> 5 devastates with 1 lascannons 1 plasma cannon  105<br /> Dread naught <span class="glossaryitem" onmouseover='gp(330);'>mm</span> and <span class="glossaryitem" onmouseover='gp(213);'>sb</span> in a pod   135<br /> <br /> I have now 1 dreadnought 1 captain 6 marines 1 flamer and 1 missile launcher with a sarg and a single terminator captain, so I have flexibility with 10 tactical marines I ordered I can also order bits of the devastator kit like weapons, and the drop pod I can order to, so I could change the layout of 10 marines but the 6 I have I cannot change.<br /> <br /> What do you think?]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 16:10:55]]> GMT</pubDate>
				<author><![CDATA[ OverlordTylerR]]></author>
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				<title>[500] - Space Marines CAD</title>
				<description><![CDATA[ While I love <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>, I actively dislike <span class="glossaryitem" onmouseover='gp(331);'>PCs</span>.  So rather then one love/hate mixed, I think I’d actually prefer 2xMeh from the <span class="glossaryitem" onmouseover='gp(328);'>MLs</span>.  They can always shoot the same target with the same effectiveness.  Add to that that they are easy to acquire pushes them a little higher on my recommendation.  That said, getting a <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> box should be on your early list of things to buy.  It’s nice to have options.<br /> <br /> Whenever I see 5 totally naked <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines, I think “why not scouts”  Ease of acquisition is a big reason to just use some basic bolter boys.  Tactically, not practically, scouts have a lot going for them.  But if you are growing your list into something like a battle demi-co, you are going to need the tacs long term.<br /> <br /> Keeping an eye on the horizon is a good thing to keep in mind as you build.  I’ve got a swap shelf full of guys who just collect dust, because there are better options these days.  A chunk of basic sarges there.  So while it might be nice to have the pod for the dread now, it might be worth spending the points to get combi weapons on your sergeants, as that’s what they will want to use when you take your list up to 1,000 or 1,500.<br /> <br /> 500 points can be rough to build.  There are never enough points to get everything you want.  A lot of lateral swaps and compromises.  I actually liked your fist list a bit better.  But there are aspects of the second I prefer.  Coin toss really.<br /> <br /> I’m not a huge fan of captains at low points.  They need a lot of gear to get to their potential.  I generally run a librarian or a chaplain at the lower point games.  I dislike putting captains down with anything less the artificer armor and a power weapon, and normally a bike/<span class="glossaryitem" onmouseover='gp(457);'>JP</span> on top of that.  Minimum.  Eats up a chunk of points at 500.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 16:54:21]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Re:[500] - Space Marines CAD</title>
				<description><![CDATA[ After considering everything you have said and looking at the potential I have with my models what about something along these lines.<br /> <br /> Captain w/ artificer armour, relic blade and bolt pistol  135pts<br /> 6 marines w/ vet Sgt <span class="glossaryitem" onmouseover='gp(105);'>PF</span>, combi flamer meltabombs and flamer (anti infantry)  129pts in Rhino with storm bolter 40pts<br /> 5 marines w/ Sgt combi melta and meltagun  (anti armour) 90pts<br /> 5 devastators w/ 2 Missile launchers 100pts]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 17:30:03]]> GMT</pubDate>
				<author><![CDATA[ OverlordTylerR]]></author>
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				<title>Re:[500] - Space Marines CAD</title>
				<description><![CDATA[ Are you playing a particular chapter?]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 18:29:14]]> GMT</pubDate>
				<author><![CDATA[ ssgmeader]]></author>
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				<title>Re:[500] - Space Marines CAD</title>
				<description><![CDATA[ Just standard ultramarines.]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 18:50:58]]> GMT</pubDate>
				<author><![CDATA[ OverlordTylerR]]></author>
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				<title>Re:[500] - Space Marines CAD</title>
				<description><![CDATA[ OK. The thing I always try to keep in mind in smaller point games is trying to maximize any freebies you can get through the strike teams. <br /> <br /> Codex Astartes- An army containing one or more Gladius Strike Forces can enact each of the Combat Doctrines (Devastator, Assault and Tactical) once per game. When each Doctrine is enacted, all models that are part of a Gladius Strike Force are affected.<br /> <br /> So you can do the Demi Company-and pic just scouts from the 10th support company to have a Gladius Strike Force<br /> <br /> I thought you first one lacked a bit of mobility. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 2 Jan 2017 19:07:36]]> GMT</pubDate>
				<author><![CDATA[ ssgmeader]]></author>
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				<title>[500] - Space Marines CAD</title>
				<description><![CDATA[ Reading your list, I thought you might like something like this:<br /> <br /> Captain, artificer armor, relic blade, 135<br /> 5 marines, flamer (can replace with meltagun), rhino 110<br /> 5 scouts, missile launcher 70<br /> 5 scouts, missile launcher 70<br /> Devestator squad, 2 lascannons 110<br /> <br /> 495 points<br /> <br /> You'll notice that I dropped the meltabombs and the meltaguns and basically replaced them with more heavy weapons. I did this because footslogging meltaguns simply won't work. You won't catch your target vehicle. There is nothing that moves slower than footslogging infantry. As for meltabombs on something mounted in a rhino, rhinos aren't assault vehicles, so you'd be getting out one turn, and hoping your target vehicle doesn't move away too quickly so you can make an assault attempt the following turn. A meltagun (or flamer) in a rhino makes more sense, because it'll give you the extra 6" move to threaten foes in a wider area.<br /> <br /> Problem: scout missile launchers only come in the sniper rifle scout box, not the bolter/bolt pistol & blade box.]]></description>
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				<pubDate><![CDATA[Tue, 3 Jan 2017 02:41:59]]> GMT</pubDate>
				<author><![CDATA[ Celerior]]></author>
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