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![[Post New]](/s/i/i.gif) 2012/12/08 21:39:38
Subject: DA army + SM allies, 1st turn plasma madness
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Crushing Black Templar Crusader Pilot
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This is mainly a 1-hit-wonder, but should make for a spectacular 1st turn: Dark Angels: HQ: Belial, TH/SS, banner upgrade Librarian, plasma pistol, prescience Troops: DW Termies, 2 LC, 3 TH/SS, banner DW Termies, 1 TH/SS, 1 CML, 1 CF, 2 PF DW Termies, 1 TH/SS, 1 CML, 1 CF, 2 PF Fast Attack: Land Speeder, MM, TML Land Speeder, MM, TML Space Marines: HQ: Epistolary, TDA, SS, GOI, Null Zone Troops: Scout squads (x5), teleporter homer, ML, sniper rifles, cloaks Tactical Squad, PW, meltabombs, MG, ML, drop-pod Elites: Sternguard Squad (x10), LC, meltabomb, 2 PGs, 8 combi-plasmas Total: 2000pts on the dot. So turn 1: Snipers + scout move try to get as close to enemy deathstar and/or biggest threat, then sternguards+both libbies gate by them for some plasma obliteration with 21 twin-linked plasma shots. I can bring the pod and DW termies close for extra support (depending on how many termies I keep in reserve). If the sternguards survive the return fire in substantial numbers I think that they could do some serious damage. I know that this army will run out of gas quickly but what do you guys think? P.S. don't worry about anti-air, my buddy currently plays CSM without fliers. Automatically Appended Next Post: Anybody?
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This message was edited 3 times. Last update was at 2012/12/09 02:57:04
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![[Post New]](/s/i/i.gif) 2012/12/09 12:14:47
Subject: DA army + SM allies, 1st turn plasma madness
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Stealthy Dark Angels Scout with Shotgun
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Where are you getting 21 twin-linked plasma shots from? Did you mean rapid fire, if so im only seeing 20 shots. Also good idea on paper but: 1) That Sternguard is a lot of points to just throw at the enemy to destroy one unit and then most likely be wiped out second turn! 2) Thats a lot of gets hot! 3) Why not just drop pod the sternguard as your scout move is only gunna bring you 12" forward from your deployment and then 6" deepstrike to the scouts with the GOI. Dont think your gunna be within rapid fire range.
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This message was edited 1 time. Last update was at 2012/12/09 12:15:02
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Multiwing Army 6000 |
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![[Post New]](/s/i/i.gif) 2012/12/09 15:15:07
Subject: DA army + SM allies, 1st turn plasma madness
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Crushing Black Templar Crusader Pilot
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21 twin-linked shots (rapid-fire + 1 plasma pistol from DA libby), it's twin-linked thanks to prescience, which will also reduce gets-hot to a minimum.
The scouts will infiltrate, then scout move, which should definitely bring me within rapid-fire range.
I'm not expecting much out of this list, if I can punch a hole big enough on turn 1 I might be able to hang in there and do some more damage before the sterns die.
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![[Post New]](/s/i/i.gif) 2012/12/09 17:02:00
Subject: Re:DA army + SM allies, 1st turn plasma madness
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Fresh-Faced New User
Tampa,Fl
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Only problem is that you can't use blessings from off the table. Your 1st strike will not be able to get rerolls when they arrive.
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![[Post New]](/s/i/i.gif) 2012/12/09 19:06:47
Subject: DA army + SM allies, 1st turn plasma madness
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Crushing Black Templar Crusader Pilot
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They're not coming from reserve, they're starting on the board and gating on turn 1.
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![[Post New]](/s/i/i.gif) 2012/12/10 13:10:35
Subject: DA army + SM allies, 1st turn plasma madness
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Stealthy Dark Angels Scout with Shotgun
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ok this is starting to make sense, yer its worth a try you could defiantly annihilate some expensive units first turn although ideally youd want to combat squad the stern guard to maximize shooting potential.
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Multiwing Army 6000 |
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![[Post New]](/s/i/i.gif) 2012/12/11 16:38:02
Subject: DA army + SM allies, 1st turn plasma madness
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Crushing Black Templar Crusader Pilot
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Good point with the combat-squad, but then you're missing out on the prescience re-rolls. Could be strategically needed though.
Thanks.
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![[Post New]](/s/i/i.gif) 2012/12/11 16:48:47
Subject: DA army + SM allies, 1st turn plasma madness
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Regular Dakkanaut
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I was expecting a lot more out of "plasma madness", honestly. Pedro?
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