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1996 pts Space Marine list


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5 replies to this topic

#1
J!MM!L!C!OUS

J!MM!L!C!OUS

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    Alpha Legion
Hi,

I've develped a 1996 pts list for friendly play, IE not uber WAAC competative play.

I'd like to hear you thoughts on it.

Captain
Articifer armour
Digital weapons
relic blade
Storm shield

Command Squad
Apothecary
Lightning Claw
Power Fist
Storm Shield/Chainsword
Storm Shield/Chainsword
Razorback

10x Tactical Squad 1
Combi-Plasma
Multi Melta
Plasma Gun
Rhino

10x Tactical Squad 2
Combi-Plasma
Multi Melta
Flamer
Rhino

5x Devastator Squad
Combi-Plasma
4x Missile Launchers

7x Sternguard Squad
2x Combi-Plasma
2x Combi Flamer
Plasma Gun
Flamer
Bolter
Drop Pod

5x Sniper Scouts
5x Camo Cloaks
Teleport Homer

Chaplain
Terminator Armour/Storm Bolter

5x Assault Terminators
3x Thunder Hammer/Storm Shield
2x Lightning Claws

7x Assault marines
Plasma Pistol/Bolt pistol
Plasma Pistol

Storm Talon Gunship
Typhoon Missile Launcher

So go for it, tell me what you think. I mainly play my mate who runs Tyranids, but at somepoint I can also expect to encounter Tau...

Cheers,

Edited by J!MM!L!C!OUS, 12 August 2012 - 10:48 PM.

Go to your Brother,
Bang him with your gun,
Leave him lying in his uniform,
Dying in the sun

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#2
J!MM!L!C!OUS

J!MM!L!C!OUS

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bump

Go to your Brother,
Bang him with your gun,
Leave him lying in his uniform,
Dying in the sun

DIY chapter log - The Grey Wolves

DIY Index Astartes - The Grey Wolves

Jimmi's Guides
> Wet Palettes
> Painting Yellow


#3
Silvs

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You will place snipers far behind your lines, and this is not the place where you want your hammers to teleport, so why take teleport homer?

Multi-melta on tacticals? Won't work, it's way too short. Launcher is much better (and also free!).

Sternguard will die on round 1. If you want them safe, give them a Rhino. If you want them to be a suicide squad, think about their equipment and maybe splitting them into combat squads (you'll need 3 more men).

#4
DarkGuard

DarkGuard

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Also, why are the Sternguard taking special weapons? Heavy flamers are fine on them, meltaguns if you're going after tanks. Otherwise, stick to combis, because the special ammo is a lot more valuable than the plasma gun or flamer.


Agree about the teleport homer, drop it, it's not needed, especially as you probably shouldn't be running those Terminators by deep striking anyway. Instead, I'd look at dropping the Assault Marines and the Chaplain to grab a Land Raider Crusader for the Terminator unit. At the moment your two best combat units are either slow or not in transport vehicles.

Try to keep combis the same as the specials to increase unit efficiency. Furthermore, the only upgrade you should give the Dev Sergeant is the combi-flamer for wall of death, and even then he should be a bullet catcher for the heavy weapons, so don't buy him anything.

Otherwise, there's not much to comment on.
IA: Knights Seraphic - Sons of the Lion, Condemners of the Hunt, Knights of the Imperium.
Seraph's Wings - WIP, short story of the Knights Seraphic
Knights Seraphic special characters
Codex: Space Marines 101 - a basic guide to using Codex: Space Marines
Enemies 101 - a basic guide for fighting the armies of WH40K, by Shadowstalker Grim
Sternguard: a Tactical Analysis - a comprehensive guide on using Sternguard Veteran squads in C:SM

#5
J!MM!L!C!OUS

J!MM!L!C!OUS

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You will place snipers far behind your lines, and this is not the place where you want your hammers to teleport, so why take teleport homer?

Multi-melta on tacticals? Won't work, it's way too short. Launcher is much better (and also free!).

Sternguard will die on round 1. If you want them safe, give them a Rhino. If you want them to be a suicide squad, think about their equipment and maybe splitting them into combat squads (you'll need 3 more men).


Hey thanks for the thoughts, I may be able to offer some reasoning behind some of my decisions that you commented on here.

Firstly my snipers, I was planning on infiltrating them to the centre/side forcing my opponents to either ignore them because they are too far away, or split their forces trying to bring them down. My Hammernators would then be able to deepstrike in to their half of the board directly to operate as either vanguard or flanking units which attack their forces from behind (depending on the turn I bring them in).

The multimeltas exist so that in the event of facing heavy vehicles they can jump inside their Rhino's and operate as fast melta.

The Sternguard squad will be more of an objective contesting unit, so not to be brought in on turn 1! Alternatively, they can again be brought in on a later turn to reinforce my troops, or to bring down a monsterous creature.

Go to your Brother,
Bang him with your gun,
Leave him lying in his uniform,
Dying in the sun

DIY chapter log - The Grey Wolves

DIY Index Astartes - The Grey Wolves

Jimmi's Guides
> Wet Palettes
> Painting Yellow


#6
Squirrel

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um not really too keen on the command squad, very tricky to launch assaults from vehicles.

at the very least get some special weapons in there, but id rather see the whole thing go.

i wouldnt bother with 2 HQs either, id just take the one in term armor and call it a day.

-i suggest all shields and hammers, dont really see the point of lightning claws, especially if you have an at intative hero with them. makes them much more resilant, and more punishing against tanks and high toughness.

i dont think that combi plasma is doing much for your devs, most of the time you forfeit shooting with sgt anyways to give BS5.

would like to see a second storm talon, or a 3rd troop choice. instead of capt and command squad.

-make sure to give assautl squad a melta bomb to be more threatning.
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