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Made in us
Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

Maybe it's just the Metagame of my LGS, but you really need to have a lot of Marines on the table, since you're going to be elbow deep in Orks on turn 3 no matter what you do, and no amount of defense bolstering is going to help you!

I also like to bring large numbers of Marines because I'm not above having a 10 man conga line holding two objectives at the end of a game.

This message was edited 1 time. Last update was at 2009/12/19 14:01:29


Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
Made in us
Longtime Dakkanaut





Fetterkey wrote:
imweasel wrote:I used to take 10 man squads w/razorback and combat squad.

Then the IG codex was printed in may '09.

That ended real quick.


Are you going to explain that? My ten-man squads with Razorbacks have done their duty admirably against Imperial Guard. A Combat Squad is harder to kill than one might think, especially with 3+ cover from Bolster Defenses and the option to go to ground.


Sure.

It's just way to many templates. Even with 3+ saves, all the guard player has to do is generate a total of 10-15 wounds and there is a high percentage chance that your heavy weapon will die. He can even get it with just a few, if you took a casualty or two prior to the rain of death. No mobility either is major suckage...

Once it's gone, he can simply start shooting another combat squaded heavy weapon.

Now I am not saying you should not ever combat squad. I am just saying is that every tac squad marine NEEDS to have the ability to be in a transport. Period.

If you take razorbacks with 10 man squads, that is not possible.

Sourclams wrote:He already had more necrons than anyone else. Now he wants to have more necrons than himself.


I play  
   
 
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