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Post by modius13 on Jul 22, 2007 13:52:12 GMT -6
So, here's the army list for the marines I posted in the painting and modeling section. 1982 pts. Clense & Purify; No Mercy, No Respite; Flesh Over Steel
HQ
Captain - Bolter-melta, power weapon, Terminator Honours, Iron Halo (130)
Reclusiarch - Corzius, bolt pistol (86)
Elites
Terminator Assault Squad - 1 Sargent w/ lightning claws, 4 terminators w/ lightning claws Furious Charge (215)
Dreadnought - Assault cannon, Heavy Flamer (115)
Troops
Tactical Squad - Vet. Sargent w/ bolter-plasma, power fist. 2 marines w/ fmelta guns. 7 marines with bolters. Furious Charge (245)
Tactical Squad - Vet. Sargent w/ bolt pistol, Close combat weapon. 2 marines w/ flamers. 7 marines w/ bolters. Furious Charge (211)
Tactical Squad - Vet. Sargent w/ bolt pistol, Close combat weapon. 2 marines w/ flamers. 7 marines w/ bolters. Furious Charge (211)
Fast Attack
Assault Squad - Vet. Sargent w/ bolt pistol, close combat weapon. 2 marines w/ flamers. 7 marines w/ bolt pistol, close combat weapon. Furious Charge (277)
Assault Squad - Vet. Sargent w/ bolt pistol, close combat weapon. 2 marines w/ flamers. 7 marines w/ bolt pistol, close combat weapon. Furious Charge (277)
Heavy Support
Devestator Squad - Sargent w/ bolt pistol, close combat weapon. 4 marines w/ plasma cannons. (215)
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Post by Andrew on Jul 22, 2007 15:23:34 GMT -6
Hi! I haven't met you yet, but I look forward to more gaming opportunity. Don't feel bad, but I'll take your list apart here (the whole point of it being here ) and give plenty of suggestions. I think. Anyways, one to the hacking! I'm not sure of the Captain's purpose; blow up tanks? cut down infantry? I like to specialize doing one thing or another with my leaders. Also, the fact that he's a captain means he's pretty worthless in your army. The Commander's big boon to marine armies is the leadership bonus to everyone. Since his is 9, and all of your squads have veteran sergeants with Ld 9, he doesn't really contribute much. Without a transport it's hard to close with tanks (usually), so basically you might find a better use for him if he has the Master stat-line. Since he's a great support character, not necessarily a killy character, I figure you're sticking him with the tactical squads, which is useful. The chaplain is fine. No need to do anything there, other than maybe frags or artificer armor or something. Looks good. I like terminators, although I prefer tactical terminators to the assault version. Yay for heavy flamers! Not the way I use tactical squads, but powerful nonetheless. Overall I believe you've too many flamers. The ones in your assault squads will suffice. Try getting bits for plasma and melta guns. That should dramatically increase your anti-armor abilities, as well as power weapons and power fists. Naked veteran sergeants aren't all that useful if you are using a commander; they add valuable special weapons to any squad. Same thing. The sergeants could do much better with power weapons or fists, or thunder hammers (one of mine has one). They have access to the armory; take advantage of it! Very good. Everyone likes plasma, except those who eat it. I'd keep the sergeant with a bolter though, so then he actually has a useful ranged weapon. Overall it's got a good theme to it. However, your drawback really is so bad (keeping with theme?) that you start with more disadvantages than otherwise. All you have are close combat squads, with 3 extremely short range dedicated anti-tank weapons. You have little armor support, no transports to get all those foot-slogging men in where they'll be useful, and no long range AT weapons. Against my Ultramarines, I'd have trouble with all of the bodies (67 + a dreadnought) but enough plasma and funneling your troops will work nicely. And a vindicator would too. Thus I might change your drawback to Eye-to-Eye, since you don't use those units anyways. Add a predator annihilator or two if you can, or even a land raider for the terminators. They are dead meat walking or teleporting. Lastly, all of those men need a fast in the form of rhinoes. Whew!
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Post by modius13 on Jul 22, 2007 18:08:08 GMT -6
Yeah, I'll probably shift points around and go with the Master. The original idea with the army was to use drop pods. I actually have two that I scratchbuilt lying around somewhere. Eye to Eye is definately a better way to go. I also have a terminator librarian under conversion so I might try playing with him some time to see how he works. I love my plasma cannons... almost wish I could multiple-barrage them. I have a whirlywind loaded with castellan rounds that I think would add a fun element to the game (I was/am a big fan of Thunder LRMs in the Battletech tabletop miniatures game). I think I'll try giving the assault sargents thunder hammers, I have some lying around from the terminator squad. Also, I'm used to city fighting where transports aren't particularly useful, imho. Think I'll be adding artificer armour to the chappy... I converted him that way anyway. We'll see how it goes, hopefully I'll be in the store on the 2nd. Found my dice and templates and everything. quite excited.
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Post by modius13 on Jul 25, 2007 14:09:42 GMT -6
Aaaand I found some more old troops... and implimented some changes here and there...
Advantages: Clense & Purify and No Mercy, No Respite Disadvantage: Flesh Over Steel
HQ Master- bolter-melta, power weapon, iron halo (130) Reclusiarch- bolt pistol, corzius, artificer armour (105)
Elites Dreadnought- assault cannon, heavy flamer (115)
Terminator Assault Squad- Furious Charge saargent w/ lightning claws, 4 terminators w/ lightning claws (215)
Troops Tactical Squad- Furious Charge sargent w/ bolt pistol, close combat weapon, 2 marines w/ flamers, 7 marines w/ bolters (196)
Tactical Squad- Furious Charge sargent w/ bolt pistol, close combat weapon, 2 marines w/ flamers, 7 marines w/ bolters (196)
Tactical Squad- Furious Charge vet. sargent w/ bolter-plasma, power fist, 2 marines w/ fmeltaguns, 7 marines w/ bolters (230)
Scout Squad- vet. sargent w/ storm bolter, power fist, 1 scout w/ missle launcher, 6 scouts w/ bolters (147)
Scout Squad- sargent w/ bolt pistol, close combat weapon, 1 scout w/ sniper rifle, 1 scout w/ shotgun, 2 scouts w/ bolt pistol, close combat weapon (70)
Fast Attack Assault Squad- Furious Charge vet. sargent w/ bolt pistol, thunder hammer, 2 marines w/ flamers, 7 marines w/ bolt pistol, close combat weapon (307)
Assault Squad- Furious Charge vet. sargent w/ bolt pistol, thunder hammer, 2 marines w/ flamers, 7 marines w/ bolt pistol, close combat weapon (307)
Heavy Support Devestator Squad- sargent w/ bolt pistol, close combat weapon, 4 marines with plasma cannons (215)
Devestator squad- vet. sargent w/ bolter, powerfist, 1 marine w/ missle launcher, 1 marine w/ heavy bolter, 1 marine w/ multi-melta, 3 marines w/ bolters (190)
Whirlwind- Castellan missles (85)
Total Points: 2508
The two scout squads and the second Devestator squad are the way they are because of what models I had available. Somewhere, there's 3 more scouts with sniper rifles, but who knows if I'll find them. The second devestator squad, something I normally wouldn't field, I see as more of a heavilly tooled up tactical squad. In that, I have no problems moving it to where it needs to be if necessary. I'll probably set them up pretty close to the front with the rest of the tactical squads. I'm glad that I found my scouts. It'll be nice to see people panicing about an infiltrating missle launcher again.
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Post by Leudast1215 on Jul 25, 2007 15:46:11 GMT -6
My Tau would be shaking in their little space boots if they had feet...
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Post by modius13 on Jul 25, 2007 15:58:51 GMT -6
My Tau would be shaking in their little space boots if they had feet... The have what? hooves? or are those just stumps? You'd think with all the technology they have, they'd come up with bionic feet... for the greater good.
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Post by dragonbait on Jul 25, 2007 19:44:13 GMT -6
You see, us eldar have great feet. So great in fact, that we can run (away if need be, and bravely too i might add) faster than most other races!
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Post by modius13 on Jul 25, 2007 20:10:53 GMT -6
Of course Eldar have great feet... I mean you get some of the female ones out of their armour and.... AHEM... There's a reason why I take two full strength assault squads. Catch fast buggers like you.
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Post by Leudast1215 on Jul 25, 2007 22:33:20 GMT -6
They're Hooves and i have no frickin' idea how they fit into Crisis Suits...
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Post by modius13 on Jul 25, 2007 22:44:03 GMT -6
plunger and grease?
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