Warmammer Posted February 19, 2013 Share Posted February 19, 2013 what would be the best units to eliminate these lists with codex space marines captain Sicarus 10 vanguard 10 marines 10 scouts 5 devastators cortez henchmen squad 3 crusades and 2 weaponsmiths dread with plasma and flamer 10 knights 2psycannons 7 swords in rhino 10 knights 2 insinerators 8 swords in rhino 10 knights psycannon and pisillener 8 swords in rhino Link to comment https://bolterandchainsword.com/topic/271535-lists/ Share on other sites More sharing options...
jeffersonian000 Posted February 19, 2013 Share Posted February 19, 2013 A Warlord Titan with all Str D weapons. That'll do it easy! SJ Link to comment https://bolterandchainsword.com/topic/271535-lists/#findComment-3308990 Share on other sites More sharing options...
Stormshadow Posted February 20, 2013 Share Posted February 20, 2013 Terminators and long range shoting :) Link to comment https://bolterandchainsword.com/topic/271535-lists/#findComment-3309539 Share on other sites More sharing options...
Dusktiger Posted March 4, 2013 Share Posted March 4, 2013 now that we have the stupid comments out of the way... looking at the lists, it looks like roughly 1200 point lists, based on what optional wargear you're telling us each has. for the marines: scouts die easily to anything really, since they have a 4+ save. so unless these are scout snipers with camo cloaks in ruins, you'll be able to kill them off easily with any kind of weapon. focus your shooting on them, and it should only take 1 turn and they'll be dead. but they're used mainly to harrass you and distract you from the rest of his army, so dont worry about them that much as most of their guns dont scare space marines. as for the rest of that list, marines are marines. focus fire on each squad every turn and they'll drop easily. take some plasma guns and plasma cannons, and anything you hit in that list will just be removed from the board without a saving throw if he's not in cover of some sort. heavy bolters would also be a good choice for making him roll more dice and possibly failing his armor saves more often. and they'll wound on 3+. for the grey knights, they're still just marines, but with fancier melee weapons. the same thing applies to killing them off. take a few missile launchers to blow up the rhinos, and then shoot the guys up once they have to walk. if he's getting into melee with you alot with those guys, then take some normal shooty terminators and just let them take care of the knights. their power weapons mean nothing to terminator armor so you'll still ignore his attacks on a 2+ and you'll instant kill him with your powerfist attacks. shouldn't take more than 1 turn of melee for a terminator squad to kill one of those squads. off the top of my head, i'd take this: Space Marine Captain with a Lightning Claw and Artificer Armour5 man Terminator Squad with a Chainfist and Heavy Flamer5 man Terminator Squad with a Chainfist and Assault Cannon10 man Tactical Squad with Plasma Gun, Plasma Cannon, and a Rhino10 man Tactical Squad with Plasma Gun, Plasma Cannon, and a Rhino8 man Devastator Squad with 4 missile launchers Total Roster Cost: 1213 Link to comment https://bolterandchainsword.com/topic/271535-lists/#findComment-3319910 Share on other sites More sharing options...
Iron Father Ferrum Posted March 4, 2013 Share Posted March 4, 2013 A Thunderfire Cannon or two, actually. The no-cover rounds will blow the scouts away with a fair amount of ease, and the S6 rounds can put enough wounds down that your opponent will fail some saves. Also, if you don't want to worry about armor saves, Tactical Squads can take plasma cannons at 5 points a pop. Something to think about. Link to comment https://bolterandchainsword.com/topic/271535-lists/#findComment-3319956 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.