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![[Post New]](/s/i/i.gif) 2008/09/03 05:11:32
Subject: Space Marine Army but I do not know what to do with Tactical Squads
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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Reclusiarch
Terminator Armour, Thunder Hammer (if it can take it)
5x Assault Terminators
Land Raider Redeemer
Dozer Blade
Techmarine
Servo Harness
Combat Servitor, Heavy Bolter Servitor, Plasma Cannon Servitor, Tech Servitor
Land Raider
Dozer Blade
Land Speeder
Multi-melta, Heavy Flamer
This gives me 700 points free in 1850. I was thinking Honour Guard, Tactical Squads and Dreadnaughts in Drop Pods. The other option is Missile Launcher Devs with Flamer/ Combi-Flamer and Heavy Bolter Combat Squad Tactical squads. The Flamer/ Combi-Flamer squads are more counter charge. Or I could still give the Tactical squads drop pods but split the Combat Squads before, if that is possible. But I would rather more marines I think.
I kind of like the Drop Pods idea.
It is a Salamanders army but I was also looking at using rules for Kantor and the Space Marine Captain.
I can lose the Techmarine but I think he is cool. If I do not have any other infantry on the table he is going to get shot down fast so maybe that solves that question right there.
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This message was edited 2 times. Last update was at 2008/09/03 05:14:47
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![[Post New]](/s/i/i.gif) 2008/09/03 21:30:13
Subject: Space Marine Army but I do not know what to do with Tactical Squads
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Thunderhawk Pilot Dropping From Orbit
wait wait wait wait... huh..?
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Are you planning on doing the techmarine, LR combo? If so, then I would get regular termies, give them cyclone missile launchers. And have 2 squads in razor backs providing covering fire while the techmarine repairs any damage you take to your tanks. To do this better, give the techmarine 4 tech servitors, so that he only has a 1/36 chance of failing. The termies, the tanks, and the tacs will provide plenty of covering fire, and the repairs the techmarine does will be done before its time to shoot.
Probably not the kind of army that you want, or the best army to use, but I think that it would be fun to play with.
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This message was edited 2 times. Last update was at 2008/09/03 21:37:13
I play (homegrown chapter)
Win 8
Draw1
Loss1
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![[Post New]](/s/i/i.gif) 2008/09/03 21:32:59
Subject: Space Marine Army but I do not know what to do with Tactical Squads
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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yap.
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![[Post New]](/s/i/i.gif) 2008/09/03 22:32:55
Subject: Space Marine Army but I do not know what to do with Tactical Squads
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Tunneling Trygon
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From a rules standpoint, why Kantor without sternguard? Stubborn? Seems like a missed opportunity.
The techmarine does seem like a point sink. Maybe use the thuderfire techie instead? I assume he still has repair ability. I dunno though, with the thunderfire being artillery with a 1W crew it might be a poor choice.
But toward your original query, you have little anti-tank. I think tacitcals will end of filling that roll in most lists, via MM/MG with/without fist or similar. That is how I am leaning for my Salamanders since sternguard will fill my flamery anti-troop role.
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snoogums: "Just because something is not relavant doesn't mean it goes away completely."
Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." |
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![[Post New]](/s/i/i.gif) 2008/09/04 00:37:00
Subject: Space Marine Army but I do not know what to do with Tactical Squads
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Morally-Flexible Malleus Hearing Whispers
Well I kind of moved near Toronto, actually.
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I would have to see the rules for the Thunderfire, I leaned towards the Elite because it does not take a Heavy.
The Land Raider is good for at least one turn of anti-tank. Missile Launcher devs give some insurance. I could go Melta/ Combi melta combat squads and then have the other five guys just bolters. I can also put a Multimelta on the Redeemer.
I guess at least 2 Missile Launcher devs in a squad of 5 if not 4 in a squad of 5 is needed.
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