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		<title><![CDATA[Latest posts for the thread "Vernian Experimental Army List, 1700"]]></title>
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				<title>Vernian Experimental Army List, 1700</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Heroic Senior Officer, Power Sword, 2 Veterans, Standard, Medic, Plasma Gun, Grenade Launcher<br /> 110 pts<br /> Fire Support Squad, Heavy Bolters 80pts<br /> Fire Support Squad, Autocannons 95 pts<br /> Anti-Tank Squad, Lascannons 110 pts<br /> Anti-Tank Squad, Missile Launchers 95 pts<br /> <br /> Troops<br /> Infantry Platoon 1 (Fusiliers)<br /> Command Squad : Junior Officer, 4 Plasma Guns 80pts<br /> x3 Infantry Squads, Plasma Guns 210pts<br /> 290pts<br /> <br /> Infantry Platoon 2 (Foot Guard)<br /> Command Squad : Junior Officer, 4 Flamers 64pts<br /> x3 Infantry Squads, Meltaguns 210 pts<br /> 274pts<br /> <br /> Armoured Fist Squad (Combat Engineers)<br /> Squad, Flamer, Mortar 76pts<br /> Chimera, Hull Heavy Flamer, Turret Heavy Flamer 95pts<br /> 185pts<br /> <br /> Heavy Support<br /> Basilisk, Indirect Fire 125<br /> Basilisk, Indirect Fire 125<br /> Leman Russ, Heavy Bolter, Sponsor Heavy Bolters, Heavy Stubber, Extra Armour 172pts<br /> <br /> 1700pts<br /> <br /> Basic Plan in objective games is to zerg rush the objectives with the platoons while laying down cover fire with the teams and the tanks. Last-minute objective-taking goes to Armoured Fist Squad, who can stop laying down mortar fire through the top hatch and push the enemy off an objective with three flamers. Kill Points, or games against hordes, is a little harder, but would be played defensively, with all the infantry in cover and blitz counterattacks with the Fist Squad. I don't really know how well it'll work, which is which I'm posting it here.]]></description>
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				<pubDate><![CDATA[Wed, 3 Sep 2008 20:41:39]]> GMT</pubDate>
				<author><![CDATA[ open_sketchbook]]></author>
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				<title>Vernian Experimental Army List, 1700</title>
				<description><![CDATA[ Looks like an interesting list.  I like how you use the Chimera.]]></description>
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				<pubDate><![CDATA[Thu, 4 Sep 2008 00:32:47]]> GMT</pubDate>
				<author><![CDATA[ Tacobake]]></author>
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				<title>Re:Vernian Experimental Army List, 1700</title>
				<description><![CDATA[ I play(ed) <span class="glossaryitem" onmouseover='gp(653);'>IGs</span> and some of what I've tried looks very similar to yours.<br /> <br /> I ran Plasma heavy as well, except in the troop squads.<br /> <br /> Since you are rushing in, you might as well give your squads flamers. Your plan is to move and accordingly you have not wasted points putting heavy weapons into you troop squads, that's good. The flamers will let you at least shoot something if you do end up wanting to assault, and the flamer negates your bad <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. <br /> <br /> Plasma heavy in the command squads has saved my @$$ countless times! Something big and mean and nasty break through or shows up near the back and they light it up and it goes away.<br /> <br /> I think the standard bearer should be another plasma rifle guy.<br /> <br /> I am very convinced that lascannons are a total waste in an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> army. They cost uber points and don't hit crap. 3 of them won't make much of a difference, I'd take 3 <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> instead. <br /> <br /> Why do you have a heavy weapon in your very mobile Armoured Fist Squad? <br /> <br /> I used to the run the dual heavy flamer Chimera. It was loads of fun and really scared opponents who weren't expecting it, kinda like a mini Hellhound. On the flip side I often found myself wishing I'd left the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> on it. <br /> <br /> I also went pure <span class="glossaryitem" onmouseover='gp(51);'>HB</span> on my Leman Russes, it worked out very well for scything down infantry! I'd forgo the heavy stubber. Pintol  mounts in general are not a good use of points. ]]></description>
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				<pubDate><![CDATA[Thu, 4 Sep 2008 00:54:41]]> GMT</pubDate>
				<author><![CDATA[ Swordbreaker]]></author>
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				<title>Re:Vernian Experimental Army List, 1700</title>
				<description><![CDATA[ How do you plan to use two heavy flamers on a Chimera? Unless your opponent is sleepwalking through the battle you have to move to use flame weapons, and you can only fire one heavy flamer after moving. ]]></description>
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				<pubDate><![CDATA[Thu, 4 Sep 2008 01:17:02]]> GMT</pubDate>
				<author><![CDATA[ Raxmei]]></author>
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				<title>Re:Vernian Experimental Army List, 1700</title>
				<description><![CDATA[ The second flamer is mostly a backup, in case the other gets taken off with a weapons destroyed. Having that flamer is really important for it's role. Also, if the tank survives dropping the squad off, it will hang around on the objective, hull down, to burn whatever needs burning. Most armies won't be carrying <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons in squads, seeing as everyone that can take special weapons pretty much just takes plasma, so I keep hitting dense concentrations of troops past the first turn.<br /> <br /> Besides, duel flamers look <i>pimp.</i><br /> <br /> Swordbreaker, Standard bearers cannot take special weapons, as they must be upgraded to veterans. And the ability to reroll leadership tests is invaluable! As for the Heavy Stubber, it's 12 points for a defensive weapon I can fire if I move in addition to a bolter, and 3 extra shots when using the <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> are nothing to sneeze at.]]></description>
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				<pubDate><![CDATA[Thu, 4 Sep 2008 21:26:51]]> GMT</pubDate>
				<author><![CDATA[ open_sketchbook]]></author>
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