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A.R.G.U.S Mykal

PostPosted: Mon May 15, 2006 9:24 am


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PostPosted: Tue May 16, 2006 12:53 am


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Asmondai
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[Fraggle]

PostPosted: Wed May 17, 2006 8:55 am


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PostPosted: Thu May 18, 2006 1:40 am


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Asmondai
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A.R.G.U.S Mykal

PostPosted: Thu May 18, 2006 2:16 am


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PostPosted: Thu May 18, 2006 6:17 am


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Ophiuchus


Hoxtalicious

Greedy Partner

PostPosted: Thu May 18, 2006 6:24 am


Daemon Hunters also have access to orbital strikes, though the Witch Hunters have an attack directed against psykers, while the Daemon Hunters have the barrage bomb.
PostPosted: Thu May 18, 2006 6:47 am


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Mat

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Asmondai
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PostPosted: Sat May 20, 2006 2:09 am


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PostPosted: Sat May 20, 2006 9:34 am


Brother_Kain
I need to make a 1500pt army for a campaign me and a group of friends are doing and for an upcoming turnament. Im playing as Ultamarines. This is what I have to use.

Librarian
Chaplin
Command Squad
Honor Guard
Veteran Sergeant w/ Power Fist and Boltpistol
4x Sergeants
3x Missile Launchers
2x Flamers
Lascannon
Plasma Cannon
Heavy Bolter
Plasmagun
Meltagun
2x Rino APCs
Predator (Made it so it can support both types) (Heavy Bolter sponsons)
Landspeeder
4x Bikes (plasmagun & Meltagun)
24x Bolters
2x Scout Snipers
2x Scout Bolters
Scout Heavy Bolter
2x Scout CCWs
2x Scout Shotguns
Scout Sergeant

Vindicare Assassin

Can someone help me construct a fast melee army


moved from removed thread. And to add a mod bit to this

You may make him a list. That is not againt our rules. As long as you only post overall points and not points per model or peice of wargear. Listing the points of a full unit plus wargear is ok

Mat

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menoftanith

PostPosted: Sat May 20, 2006 10:17 am


cant post points and stuff as dont know the actually specifics of the marines lists but for models i would try to have in the list i would have:

chaplin
command squad (only as a second HQ)

scouts with bolters, hvy bolter and snipers (if your allowed that combo)
10 marines in rhino with plasma and sargent
10 marines in rhino with melta and sargent
10 marines with hvy bolter

land speder

pred with las cannons
devs with las, plasma cannon and 2 missile

feel free to completly ignore me on this but with this you have 2 fast units that can deal with mid armour and combat (rhino squads), 2 units (inc scouts) that can deal with inft and then 2 dedicated anti tank units (pred and devs) and then you have your command squad to gaurd aggainst charges in your own lines
PostPosted: Sat May 20, 2006 10:37 am


menoftanith
cant post points and stuff as dont know the actually specifics of the marines lists but for models i would try to have in the list i would have:

chaplin
command squad (only as a second HQ)

scouts with bolters, hvy bolter and snipers (if your allowed that combo)
10 marines in rhino with plasma and sargent
10 marines in rhino with melta and sargent
10 marines with hvy bolter

land speder

pred with las cannons
devs with las, plasma cannon and 2 missile

feel free to completly ignore me on this but with this you have 2 fast units that can deal with mid armour and combat (rhino squads), 2 units (inc scouts) that can deal with inft and then 2 dedicated anti tank units (pred and devs) and then you have your command squad to gaurd aggainst charges in your own lines



Give that Chaplain a jump pack, and stick him in a squad with some Assault Marines.

You can re-roll any failed "to hit" rolls this way, and they are also fearless, so they'll not fall back.

Page 28 of the codex.


-Mykal

A.R.G.U.S Mykal


menoftanith

PostPosted: Sat May 20, 2006 12:04 pm


i didnt see assault marines on his list other wise i would of suggested that if he has them then do that if not then id lump him with the command squad to wander to where they are needed
PostPosted: Sat May 20, 2006 12:07 pm


menoftanith
i didnt see assault marines on his list other wise i would of suggested that if he has them then do that if not then id lump him with the command squad to wander to where they are needed



If he wants a good army, spares won't do.


-Mykal

A.R.G.U.S Mykal


menoftanith

PostPosted: Sat May 20, 2006 12:40 pm


i wouldnt call them spares they are gap fillers, if something big is comming your way and you need some extra omph to shift it thats wheer the command squad wanders over to also if both combat units are in rhinos as i put then you want something to hold your own line which would fall under the command squad
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