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DaemonSlayer
18th Jul 04, 6:54 PM
Ok i know marines are boring. But here goes. (in case u didn't know Sons of Antaeus are toughness 5 for 5 more points. They are cursed founding.) Critique this as u see fit.


Force Commander
182 pts Bolt Pistol, Master Crafted Thunder Hammer, Artificer armour, Term. Honours, Iron Halo, Frag grenades, Teleport Homer, Bionics.

1 Tactical squad (9) 157 pts 1 flamer 1 vet w/ Frag grenade

1 scout squad 126 pts 4 snipers, 1 h.bolter 1 reg sergeant w/ bolter, 1 reg. scout w/bolter

1 Dev Squad
(10) 265 pts 2 M.Launchers, 1 lascannon, 1 plama cannon 1 reg sergeant w/ Storm bolter
5 Marines

1Sons of Antaeus Terminator Squad (6) 282 pts 2 Thunder Hammers 1 lightning claws

Whirlwind 76 pts Searchlight

Son of Antaeus Force Commander 141 pts Master Crafted Lightning Claws (pair), Term. Armour, Frag Grenades, Bionics

1 Rhino 63 pts Ex Armour, Smoke Launchers, Dozer Blades

1 Assault Squad (6) 250 pts 2 Plasma Pistols
7 Melta Bombs Vet
Total 1496

I can also sub out all the Terminators to put in Grey Knight Terminators at almost no points difference. Also, i can take out the SOA Force Commander and make him a Grand Master GKT.

Stormblade
19th Jul 04, 2:35 AM
About the upper force commander... I dont really like giving powerfists to IC as they can be targetted and killed before he attacks, id prefer to just take a chaplain which is a way more cost effective character, although with 3 wounds its less of a risk. Frag grenades have no use to a character who strikes last except if hes charging with a squad at a unit in cover and even then im not entirely sure that only 1 model needs to be armed with it to help the entire unit. Under the new rules it seems that marines will be better shooting at close range than assaulting so you may want to drop the vet and frag grenade when you play the new rule system, and how often will you charge a normal squad at a squad in cover anyway?
The scout squad seems pretty good though if you can free up the points you may want to bulk up the bodys a bit if you routinely go against Eldar or 'Nids. The Dev squad looks pretty flexible but I dont think that Sargeants have access to the armoury? a stormbolter in a Dev squad won't make much difference anyway as he'll likely be the first model removed. The terminator squad looks pretty good also. I dont think you should have a searchlight on a whirlwind, if you use a seachlight then th unit can be shopt by the entire army if I remember right... This force commander looks pretty good for dealing damage in the above termie squad just be careful not to face too many AP2 weapons... who is this rhino for? you havnt labelled clearly, and jetpack using marines cant ride in it neither can terminator armour wearers.
Can cured founding chapters use grey knights? I would have thought that the majority being exiles I doubt an Inquistitor would use them in a mission, but it us possible. It also seems that you gave SOA upgrade to only your terminator models? I thought the entire army had to have the upgrade?

DaemonSlayer
19th Jul 04, 11:05 AM
Sons of Antaeus or swapped out for the Grey Knight Terminators and Grand Master. You can take Cursed founding as allies and the Rhino is for the Force Commander and Tactical Squad.

Stormblade
19th Jul 04, 11:27 AM
Its kind of confusing there... okay the SoA are allies, the rhino is listed down at the bottom but overloaded with marines if I have that right. It appears you are trying to pack 11 models into the rhino while it can only hold 10... 9 marines, a vet sarge and the vanilla force commander right? you'll have to change that. And like I already said, you have the devastator sarge listed as a reguular one, while regular sergeants cant take equipment from the armoury, and thus no stormbolter.

DaemonSlayer
19th Jul 04, 12:16 PM
ok the tactical squad says it has nine people in it TOTAL + the Force Commander. Not sure what the problem is. The Sarge is a vet, i forgot to change it from my old army list and i'll take away a marine and the search light. Also, ALL the frag grenades are point fillers.

Lanquis
24th Jul 04, 5:11 AM
actually in a FAQ sheet it said transports can have a squad plus an independant character and 4 sum reason the character rides 4 free. so technically u can overload a rhino like that

Wempler
24th Jul 04, 9:03 AM
Ehm, no, you can't. Rhinos have a maximum capacity of 10 marines.

HighMarshal
24th Jul 04, 9:47 AM
Ehm, no, you can't. Rhinos have a maximum capacity of 10 marines.

Exact.

And the army list:

UHHHHH! "Here little ForceCommander, thats right, just come rightover to this PowerClaw armed Nob!" *CHUNCK* :smash: