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 Post subject: Partial Marine List
PostPosted: Thu Oct 02, 2008 5:35 pm 
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10 Sniper Scouts, including Telion, Camo Cloaks.

3 Scout Bikes, Locator Beacon, Cluster Mines

Thunderfire cannon

5 Servitors, 2 w/Heavy Weapon. I don't remember what I picked, I think PC and Multi-melta.

This was all around 555ish points.

You infiltrate sniper scouts in ruins that have been bolstered to go with their cloaks and/or Telion for a 2+ cover save. Cluster mine that same terrain, and when your opponent gets tired of trying to shoot through 2+ Cover, and assaults you... BOOM 2D6 cluster mine hits. Meanwhile you stick the servitors in front of your TF Cannon, to give it an intervening unit cover save, fire Air Burst (which ignores cover) vs horde, or Subterranean (against jump infantry, (jet)bikes, or anything slow and purposeful (or actually in difficult terrain) vs High armor save.

And then your scout bikes will be able to beacon your drop pod assault from 1" away from what you want to assault in turn 2, then assault it to put a close combat in front of your troops during their shooting phase.


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 Post subject:
PostPosted: Thu Oct 02, 2008 8:14 pm 
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Major
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I mean it looks good as a starting force, but what are you deep striking exactly? My biggest thing to mention is be careful where you place those scouts. Too close and assault armies will just use them as a speed boost to get closer to you.


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PostPosted: Fri Oct 03, 2008 12:26 pm 
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Dumping anything in front of a unit will also benefit your opponent with a cover save. I haven't seen the new book yet for seeing how the Thundercheese cannon works but if you're screening it with Servitors your opponent will be saving on a 4+ too (apart from the airburst you mentioned).


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 Post subject:
PostPosted: Fri Oct 03, 2008 1:56 pm 
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You could be deepstriking anything, this is just a part of whatever given force... a base to launch many things off of.

As for being careful where you place the scouts.... I want to place them close enough the enemy will go after them, but far enough he has to spend a couple turns to do it. Remember their ruins will be Cluster Mined. So when he does enter the terrain to assault them, he takes 2D6 S4 hits.

As for the TF cannon, I only really see firing two different shells. The Air Burst against horde armies because it avoids cover, and the Subterranean burst against elite units from elite armies for the snare effect. Hit a unit of 5 Destroyers with that, watch them take a Dangerous Terrain test, and at least one of them should fail. The same is true for Vanguard, Assault Marines, Raptors, Seer Council, etc.


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 Post subject:
PostPosted: Sat Oct 04, 2008 1:46 am 
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Major
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Well, your best bet is to try it out and see how it does for ya! I'm not familiar enough yet with the new codex to give any sound advice (nor am I yet familiar enough with 5th ed, I don't play 40k at school).

But good luck with it!


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PostPosted: Sat Oct 04, 2008 2:10 pm 
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I have tried it out a few times. My first game, the TF cannon didn't do much but irritate my opponent having to make the choice to jump or not to jump, but my scouts did pretty well. My second game, the Necron player laid out his phlanax so close together, I couldn't resist pounding his troops with it, instead of going for his Destroyers, and it was highly effective. Heavy4 Blast can overwhelm 3+ if they're packed in tight enough.


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PostPosted: Sun Oct 05, 2008 4:19 am 
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This is true, as I am a big fan of lots of shots to overwhelm those 3+ saves (which are unfortunately all to common these days).


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PostPosted: Thu Oct 09, 2008 2:01 pm 
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And, unfortunately I just put together that we were playing wrong... as Jump Infantry et al take a test if they start, or end their move in difficult terrain, and Tremor affects them their entire turn, that would be a test when they start to move, and a test when they finish moving... two tests.


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 Post subject:
PostPosted: Thu Oct 09, 2008 4:57 pm 
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Major
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Location: Baton Rouge, LA
Highscores: 7
only if they elect to use their jump packs, they could just run like normal marines and ignore the dangerous terrian test all together, but you have slowed them down which was your goal.

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 Post subject:
PostPosted: Thu Oct 09, 2008 5:27 pm 
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And there's a paragraph I didn't read, they only take one test per turn.


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 Post subject:
PostPosted: Fri Oct 10, 2008 6:28 pm 
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Yeah, I thought it was only 1 test per turn. I need to get the new rulebook though.


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 Post subject:
PostPosted: Sat Mar 28, 2009 1:18 am 
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All in all, I still think this ties into one of the better interactive sublists. Interactive in such a way that the pieces work together.


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