Kevin48220
11-19-2012, 09:47 PM
OK, I'm seriously hooked at this point. I've been able to play about 4 full games at this point, and I've set myself the goal of playing every unit in the vanilla Marines Codex to see how I like them, and spending 2013 learning all the ins-n-outs of the codex.
To that end, I've made a new list to try out some new units and continue my quest to build a good 'all comers' list with balanced options for my Crusaders DIY chapter.
This list is just a few points shy of 1500:
HQ:
1. Librarian (Terminator Armor/SS) w/Vortex of Doom/Gate of Infinity
2. Chaplain (Terminator Armor/Storm Bolter/Digital Wpn)
TROOPS:
1. Tactical Squad (10 marines + Plasma Gun/Missile Launcher, Sgt w/Melta Bombs)
2. Tactical Squad (10 marines + Plasma Cannon/Flamer, Sgt w/Melta Bombs)
3. Scout Squad (6 scouts--5 w/sniper rifles, 1 w/Missile Launcher)
ELITE:
1. Assault Terminators (9 total; 5 w/LC, 4 w/SS & TH)
FA:
1. Scout Bikes x 3 w/grenade launchers & cluster mines
HVY:
1. Thunderfire Cannon
2. Vindicator Tank
FORT:
1. Aegis Defense Line w/Quad Cannon
The general idea is: The assault terminator will combat squad at the top of the game, and Libby goes with the SS/TH unit, and the Chaplain goes with the LC guys. I'm putting the Chaplain with the LC guys to take full advantage of his Litanies ability. The Librarian is supposed to use his Gate power to move the SS/TH guys around quickly and get them into position for assaults. Vortex of Doom is there as a "smart bomb" that can be used for...um...overkill.
They will be covered by the Tac squads as they advance/gate around and cause havoc. The tac squads hopefully have enough gear to be both anti-infantry and anti-mech. The scout bikes will basically roam around and run interference, and focus their grenade fire on infantry units and/or vehicles.
The scout squad will man the Aegis Line, which will be put on the best ground I can find for sight lines. They will snipe enemy units and fire the Quad Cannon. The Thunderfire will be placed either in with them, or in a ruined area very close by (to use the Tech's bolster defense ability). They will provide a stationary base of (hopefully) heavy and well-targeted fire, and have the quad cannon to deal with any flying units. The Vindicator will stay with the main group, providing heavy fire support for the Terminators and Tactical Marines.
The idea is to have a list that can cover the basic contingencies and still have a good number of scoring units, and have enough redundancy to allow for normal functioning after taking some losses.
What do you all think? I won't be playing this list until after the Thanksgiving holiday, so I have some time to work on it.
To that end, I've made a new list to try out some new units and continue my quest to build a good 'all comers' list with balanced options for my Crusaders DIY chapter.
This list is just a few points shy of 1500:
HQ:
1. Librarian (Terminator Armor/SS) w/Vortex of Doom/Gate of Infinity
2. Chaplain (Terminator Armor/Storm Bolter/Digital Wpn)
TROOPS:
1. Tactical Squad (10 marines + Plasma Gun/Missile Launcher, Sgt w/Melta Bombs)
2. Tactical Squad (10 marines + Plasma Cannon/Flamer, Sgt w/Melta Bombs)
3. Scout Squad (6 scouts--5 w/sniper rifles, 1 w/Missile Launcher)
ELITE:
1. Assault Terminators (9 total; 5 w/LC, 4 w/SS & TH)
FA:
1. Scout Bikes x 3 w/grenade launchers & cluster mines
HVY:
1. Thunderfire Cannon
2. Vindicator Tank
FORT:
1. Aegis Defense Line w/Quad Cannon
The general idea is: The assault terminator will combat squad at the top of the game, and Libby goes with the SS/TH unit, and the Chaplain goes with the LC guys. I'm putting the Chaplain with the LC guys to take full advantage of his Litanies ability. The Librarian is supposed to use his Gate power to move the SS/TH guys around quickly and get them into position for assaults. Vortex of Doom is there as a "smart bomb" that can be used for...um...overkill.
They will be covered by the Tac squads as they advance/gate around and cause havoc. The tac squads hopefully have enough gear to be both anti-infantry and anti-mech. The scout bikes will basically roam around and run interference, and focus their grenade fire on infantry units and/or vehicles.
The scout squad will man the Aegis Line, which will be put on the best ground I can find for sight lines. They will snipe enemy units and fire the Quad Cannon. The Thunderfire will be placed either in with them, or in a ruined area very close by (to use the Tech's bolster defense ability). They will provide a stationary base of (hopefully) heavy and well-targeted fire, and have the quad cannon to deal with any flying units. The Vindicator will stay with the main group, providing heavy fire support for the Terminators and Tactical Marines.
The idea is to have a list that can cover the basic contingencies and still have a good number of scoring units, and have enough redundancy to allow for normal functioning after taking some losses.
What do you all think? I won't be playing this list until after the Thanksgiving holiday, so I have some time to work on it.