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jdy204

PostPosted: Mon Jun 09, 2008 12:10 pm


I am attending to GD in Baltimore this week, and hoping to get some comment on this armylist (eventhough it is rare that I will change this...)

Ultramarines 1750pts.

Chapter master:
Artificer armor, Jet pack, Meltabombs, Frag grenades, Iron Halo, Power weapon, Plasma pistol

(6) assault squad:
-2 plasma pistol, 6 Meltabombs
Terminator honor, Plasma pistol, Power fist, Combat shield

Chaplin:
Terminator armor, Storm bolter

5 terminators
-5 furious charges

(5) Tactical squad:

-Melta gun, 5 Krak grenades
-Terminator honor, Combi-melta, Frag grenades, Power weapon
(6) Devastator squad:
-4 missile launchers


Land raider crusader:
-Smoker launcher


Tactical squad (5):
-Flamer, 5 Frag grenades
-Terminator honor, Power fist, Combat shield


Devastator Squad (6):

-2 Heavy bolters
-2 plasma cannons

Dreadnought:
-Venerable, Extra armor, Heavy flamer, Furious assault

That is it...
PostPosted: Mon Jun 09, 2008 12:22 pm


Quite... small in numbers... ?

Shinobi_8745


jdy204

PostPosted: Mon Jun 09, 2008 1:28 pm


Yes, that is one small problem, but my guys are all specialized in their own way, making them most effective in small numbers. I have 8 scoring unit, and that doesn't really seems to be a matter so far. (Tested out to friend: 2 masscares, 1 major victory, 1 minor victory, 2 draws)
PostPosted: Mon Jun 09, 2008 11:06 pm


So jdy204 what army does your friend play? I know it works for you, but could you talk about it some, it just seems to me that with a bunch of tiny squads they might get ripped to pieces easily if you lose some key parts. I'm just seeing some tau blow your assault marines away(including the commander), then take out the more threatening devastators and then moving to the land raider. With 1750 I know it would be easy to do that in a turn with tau and a few other armies.

Super Jesus the Third


Shinobi_8745

PostPosted: Tue Jun 10, 2008 1:37 am


That list seems like anti-one thing rather than all around which tournie lists should be.

Few numbers also makes it easy for the enemy to make your units not being scoring units (about to change in 5th Ed).

Me myself would ditch one of the HQ characters and add more Smurfs to the list.

And as Super Jesus the Third said, what army does your friend play? Your list might just be an anti-list to him, remember that there's other people with other lists than your friend in the tournament, what are you going to do when your enemy field 5 units of 20 ork boyz? I mean, that's alot of orks, even cheesy Eldar have problems with those.

When playtesting an army you need to try fighting atleast two battles against different foes and lists, when I prepare for a tournament I try playing against each race and 2 different lists of each instead of relying the testing against ONE enemy as it seems like that's what you've been doing.
PostPosted: Tue Jun 10, 2008 4:45 am


An army like that can easily be mauled into ineffectiveness. Small squads are easily wiped out, especially marines. Chuck enough dice at them and they will fail those fancy armour saves.

Hoxtalicious

Greedy Partner


[.Psycho.Doughboy.]

PostPosted: Wed Jun 11, 2008 1:06 am


Nnnnnnnnnope, can't seem to find anything more to add to that. Though let me say 5th ed will make things a little more....complex for you.
PostPosted: Thu Jun 12, 2008 4:37 pm


Ah.. d***, Here is my options for replacement of Landraider crusader or indipendent character:

[8] veteran space marines (elite)
-two power fist & power weapon
------
more guys (only have 6 normal left...)
-------
bikes with 2 flammer (3 total)
-----
vindicator (not going to work i thinK....)
----
tech marine with 2 gun (HB) and 2 tech
----
scouts (5)
---
razorback? (nah...)
----
(10) Grey knights with incinerator. (too expensive to use...)

I tried this on IG and Spacemarines. Spacemarines... yes I can understand what your saying, but what about guards with 175 flash lights (lasguns) and 6 missiles, 6 motors, 6 lascannons, 6 meltasguns biggrin ?

jdy204


jdy204

PostPosted: Thu Jun 12, 2008 5:31 pm


just wondering.... which would be better?

5 terminator with chaplin attached (assault) so I can re-roll failed hit and wound (lightling claw)

or

just 5 terminators and extra guys (lets see..tha's enought for 7 or 8?)

Here is the thing, if my terminaotr is on the roll, (for example, wiped out 3 carnifex in same turn, killed 50% of 175 guradsman army by themselfs)
they just turn into killing machine.

Oh just the thing, most of my guys are combat specialist or anti-tank squad. (guess youguys are right about this...)
PostPosted: Fri Jun 13, 2008 11:41 am


I, personally, would favor more guys to a huge number of points on those 6 models. Think about it, you'd be spending something in the area of 400 points on 6 guys; it makes them a pretty hefty target.

DarkElf27
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Shinobi_8745

PostPosted: Sat Jun 14, 2008 4:34 am


I agree with DarkElf.
PostPosted: Fri Jun 27, 2008 2:23 am


I'm thinking of shelving most of my Space Marines in favor of a mostly-scout army, largely for fluff reasons, partly because I think it would be damn fun.

Has anyone done this, does it work?

DarkElf27
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PostPosted: Fri Jun 27, 2008 3:13 am


That Apocalypse Reload book has the list for a Space Marine scout force.
PostPosted: Fri Jun 27, 2008 1:21 pm


Lady Blodwynn
That Apocalypse Reload book has the list for a Space Marine scout force.
Oh? Does it require the original Apocalypse book to understand...?

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