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		<title><![CDATA[Latest posts for the thread "1750 Imperial Fists"]]></title>
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				<title>1750 Imperial Fists</title>
				<description><![CDATA[ I've always felt that the strength in any marine list lays not in their armor, or in their super death characters, but rather in the average marine. Hence, an Imperial Fist ground pounder list. Using the Codex listing in the book, the advantage is Tank Hunters, disadvantage is Never Despair.<br /> <br /> <b><u>Troops</u></b><br /> <br /> 10 Tactical Marines<br /> Terminator Honors, Powerfist<br /> Missile Launcher, Meltagun<br /> Tank Hunters<br /> <br /> 10 Tactical Marines<br /> Terminator Honors, Powerfist<br /> Missile Launcher, Meltagun<br /> Tank Hunters<br /> <br /> 10 Tactical Marines<br /> Terminator Honors, Powerfist<br /> Lascannon, Plasma Gun<br /> Tank Hunters<br /> <br /> 10 Tactical Marines<br /> Terminator Honors, Powerfist<br /> Lascannon, Plasma Gun<br /> Tank Hunters<br /> <br /> 10 Tactical Marines<br /> Terminator Honors, Powerfist<br /> Heavy Bolter, Flamer<br /> Tank Hunters<br /> <br /> 10 Tactical Marines<br /> Terminator Honors, Powerfist<br /> Heavy Bolter, Flamer<br /> Tank Hunters<br /> <br /> Chapter Master<br /> Artificer Armour, Powerfist, Storm bolter<br /> <br /> Command Squad 7 Marines<br /> Apothecary, Standard Bearer<br /> 2xFlamer<br /> <br /> Chaplain<br /> Bolt Pistol<br /> <br /> 79 Models<br /> 1750pts Exact<br /> <br /> The idea with this army would be to create overlapping fields of fire, and to have complete redundancy. Chaplain will likely join the command squad, making a fearless center for the army. Also gives me 6 scoring units.<br /> <br /> The Command squad would advance quickly to hit combat. Closely behind them would be the Heavy Bolter/Flamer squads to sit at close/medium range with firepower. Behind them would be the Missile Launcher/Melta squads, and behind them the Las/<span class="glossaryitem" onmouseover='gp(166);'>Plas</span> squads. Ideal situation in a two objective would be to drop two squads on one objective and then advance the other four/five into the enemy lines. <br /> <br /> The list should be able to deal with almost anything. Swarm army? Frag missiles/Heavy Bolter/Flamers. Heavy armour? Krak Missiles, Lascannons, Meltas. Lots of Light armour? Add Heavy Bolters with tank hunter to the heavy armour list. Monstrous creatures? I got a powerfist in every squad. <br /> <br /> The only thing I really worry about is battlecannons and basilisks. <br /> <br /> Tell me what you think!]]></description>
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				<pubDate><![CDATA[Tue, 15 Jul 2008 21:36:55]]> GMT</pubDate>
				<author><![CDATA[ sparowl]]></author>
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				<title>Re:1750 Imperial Fists</title>
				<description><![CDATA[ That's pretty much how I like to run the Fists too, but I'd change out the command squad/chaplain/Master out with some sort of small Terminator unit.<br /> Mostly as a morale breaker (opponent morale, not troop)<br /> <br /> putting 60 marines on the board<br /> and THEN<br /> holding a handful of deepstriking-powerfisting-heavyflamering goons in reserve so that your opponent has no idea where they're to land and what cover is safe<br /> = nervous new opponent / conservative old opponent<br /> <br /> oh, and drop the tankhunters on the Heavy Bolter / Flamer squads<br /> <br /> - just my opinion, feel free to warp-blast down]]></description>
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				<pubDate><![CDATA[Tue, 15 Jul 2008 22:44:40]]> GMT</pubDate>
				<author><![CDATA[ Belphegor]]></author>
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				<title>1750 Imperial Fists</title>
				<description><![CDATA[ Biggest concerns would be that you have poor counter assault and anti tank.]]></description>
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				<pubDate><![CDATA[Tue, 15 Jul 2008 23:27:58]]> GMT</pubDate>
				<author><![CDATA[ MarvinGayeIsMyDaddy]]></author>
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				<title>1750 Imperial Fists</title>
				<description><![CDATA[ You have NO heavy support or fast attack units. Consider filling that points gap with a Pred or some Devastators, and ditch some tacs to get a couple of assault squads. That way you can give your chappy a jump pack and attach him to them, giving you a nasty assault unit.]]></description>
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				<pubDate><![CDATA[Wed, 16 Jul 2008 04:24:09]]> GMT</pubDate>
				<author><![CDATA[ Cheese Elemental]]></author>
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				<title>1750 Imperial Fists</title>
				<description><![CDATA[ I'm in the same boat as the rest of these folks.<br /> <br /> I'd drop one squad of Marines, as well as the Command Squad. Throw in a small Terminator unit and a Tank or Assault Squad (7 with a Chaplain is wonderful counter-assault) and you've got yourself a solid list.<br /> <br /> I never was much for shooty Marines (I'm a Templar through and through), but if I had to, I'd take craptons of infantry just like this.<br /> <br /> CK]]></description>
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				<pubDate><![CDATA[Wed, 16 Jul 2008 05:08:04]]> GMT</pubDate>
				<author><![CDATA[ Corpsman_of_Krieg]]></author>
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				<title>1750 Imperial Fists</title>
				<description><![CDATA[ So solid list enough. i would suggest drop some troops and command squad for some more useful unit, such as land Raider because your army had lack of heavy armored unit to support your troops. <br /> <br /> so that's my opinion. It's your army, your choice, period.]]></description>
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				<pubDate><![CDATA[Wed, 16 Jul 2008 17:22:42]]> GMT</pubDate>
				<author><![CDATA[ Sadetta131]]></author>
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				<title>1750 Imperial Fists</title>
				<description><![CDATA[ 180 points on tank hunters, mostly to benefit boltgun guys? That could get you that extra support unit people want you to take without cutting any models, even if it makes those units weaker against light vehicles.]]></description>
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				<pubDate><![CDATA[Wed, 16 Jul 2008 17:44:34]]> GMT</pubDate>
				<author><![CDATA[ wight_widow]]></author>
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				<title>Re:1750 Imperial Fists</title>
				<description><![CDATA[ So, it seems the most common thought is that I don't have enough anti-tank. I thought that 2 missile launchers and 2 lascannons were a good amount of anti-tank, especially with tank hunter on them. <br /> <br /> Dropping the command squad for terminators is an idea I might play with. The only problem is that I get something like 4 terminators for the points, unless I want to drop another marine squad. And this list is all about having the most marines I can. <br /> <br /> An Assault squad might also be useful, but only as a counter-assault squad. By itself, I see it getting destroyed as my opponent focuses on what is the most important threat of the moment, which would be them. <br /> <br /> I pretty much won't ever drop armour into a list, unless I intend on having at least three pieces of it. Otherwise, it gets destroyed too quickly, since its the only focus for anti-tank firepower. Plus, with no armour, my opponent basically wastes points on anti-tank weaponry. A Lascannon that kills one marine a turn is not making its points back as efficiently as one that kills a predator. <br /> <br /> Thanks for the feedback, guys. I painted up a test model, pictures to come soon.]]></description>
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				<pubDate><![CDATA[Sun, 20 Jul 2008 11:06:35]]> GMT</pubDate>
				<author><![CDATA[ sparowl]]></author>
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