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		<title><![CDATA[Latest posts for the thread "Stab at 1750 marines"]]></title>
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				<title>Stab at 1750 marines</title>
				<description><![CDATA[ I still haven't played a single game of 5th edition. So please bear with me. <br /> <br /> Captain, 2 lightning claws<br /> 6X5 scouts, sniper rifles, missile launcher<br /> 5 assault terminators (one with thunder hammer)<br /> 3 land raiders, x armor, multi-melta<br /> whirlwind<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2008 02:55:10]]> GMT</pubDate>
				<author><![CDATA[ mauleed]]></author>
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				<title>Stab at 1750 marines</title>
				<description><![CDATA[ I don't know about the scout missile launchers Mauleed.  The new Heavy Bolter rounds are <b>that</b> good.<br /> <br /> Why would Assault Terminators have anything except Thunder Hammers anymore?]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2008 03:10:02]]> GMT</pubDate>
				<author><![CDATA[ stjohn70]]></author>
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				<title>Stab at 1750 marines</title>
				<description><![CDATA[ Assault terminators need thunder hammers/storm shields.<br /> <br /> And if you're going to run 15 of them you might as well try to sneak Vulkan list in the list to master craft all of their their thunder hammers.<br /> <br /> I'm not sold on the 6x5 scouts. They're not very killy and give up 6 kill points.<br /> <br /> What <span class="glossaryitem" onmouseover='gp(87);'>LR</span> variants are you using?]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2008 03:20:47]]> GMT</pubDate>
				<author><![CDATA[ MarvinGayeIsMyDaddy]]></author>
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				<title>Stab at 1750 marines</title>
				<description><![CDATA[ I don't think that this army is going to be effective, because you will probably have 3 lines <br /> <br /> 1) Terminators and <span class="glossaryitem" onmouseover='gp(87);'>LR</span><br /> <br /> 2) Scouts<br /> <br /> 3) Whirlwind.<br /> <br /> The biggest problem, is that you do not have enough troops to cover up these gaps, and, unless you are playing on a very small board, your opponent will have relative ease picking apart your overextended forces. <br /> <br /> Your terminators will race out ahead in their <span class="glossaryitem" onmouseover='gp(87);'>LRs</span>, which they should. Your scouts will plunk down on objectives and in cover at 36-48" away from choice targets, which they should, and the whirlwind will hang back and nuke whatever it can, which it should. But, as I said before, It will give you a very small and focused front line, which can be avoided. Then your scouts will be next. Vs <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>, you'll cause about 1 casualty per squad, making about 2 squads go to ground, and then they will me taken in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Vs horde, you'll fare better, but I don't think that you'll be able to cause enough casualties to slow much down.<br /> <br /> I like snipers just because they're cool, but I think that the <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> and the termies should GO, as the termies aren't represented enough in this army to be effective]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2008 04:13:28]]> GMT</pubDate>
				<author><![CDATA[ Shrike78]]></author>
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				<title>Stab at 1750 marines</title>
				<description><![CDATA[ Picking apart 3 Land Raiders is never easy.<br /> <br /> Also I just realized that the list is probably closer to 2000.]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2008 06:53:00]]> GMT</pubDate>
				<author><![CDATA[ MarvinGayeIsMyDaddy]]></author>
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				<title>Re:Stab at 1750 marines</title>
				<description><![CDATA[ The list is 1750.<br /> <br /> But now that I realize scouts are BS3 and sniper rifles don't hit on a 2+ anymore, back to the drawing board. ]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2008 13:45:41]]> GMT</pubDate>
				<author><![CDATA[ mauleed]]></author>
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				<title>Stab at 1750 marines</title>
				<description><![CDATA[ Play it as black templars.]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2008 15:11:48]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Stab at 1750 marines</title>
				<description><![CDATA[ It should be pointed out that rolling a full unit of assault terminators charging with thunder hammers with Vulkan on the list will be annoying, as you'll have to roll each guy seperately to get the master-crafted right.]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2008 15:51:04]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>Stab at 1750 marines</title>
				<description><![CDATA[ your captain can have 2 thunder hammers.<br /> <br /> Could just take tact squads with fist and Melta in Razorback's.<br /> <br /> Just an Idea <br /> <br /> Wouldn't personally take a whirlwind.]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2008 16:28:55]]> GMT</pubDate>
				<author><![CDATA[ ghostmaker]]></author>
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				<title>Stab at 1750 marines</title>
				<description><![CDATA[ I'm of the opinion you're going to run 3 squads of assault terminators in land raiders thunder hammer storm shield is the way to go.  Storm shields now give you a 3+ invulnerable save against everything, not just close combat.  Vulkan is a nice <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> for the list because now all of those thunder hammers are master crafted.  <br /> <br /> As for troops I think a couple of drop podding units of tactical marines may be the way to go.  You can combat squad them out on the drop if you want to.  ]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2008 16:45:19]]> GMT</pubDate>
				<author><![CDATA[ Watcher in the Dark]]></author>
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				<title>Stab at 1750 marines</title>
				<description><![CDATA[ If you're going to run 3 squads of assault terminators in land raiders, you should play black templars.]]></description>
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				<pubDate><![CDATA[Fri, 3 Oct 2008 17:47:17]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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