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		<title><![CDATA[Latest posts for the thread "HALP!! have been cast adrift in the sea of a changing codex "]]></title>
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		<description><![CDATA[Latest messages posted in the thread "HALP!! have been cast adrift in the sea of a changing codex "]]></description>
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				<title>HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ <br /> I would first like to thank the people at games workshop for completely invalidating my entire space marine army. An army, that relied soley on being able to infiltrate, and have counter attack and true grit thanks to the divergent chapter traits. <br /> <br /> Here is a cross section of my emotions upon hearing this  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> ... <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ... <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> ... <img src="/s/i/a/c1f54002789bba812b7255ca0516c659.gif" border="0"> .... <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> .... <img src="/s/i/a/5c217f7a079a81c85feb45c988babf50.gif" border="0"> ... <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> <br /> <br /> Anyways, I was simply wondering what builds (Aside from <span class="glossaryitem" onmouseover='gp(87);'>LR</span> spam! I <span class="glossaryitem" onmouseover='gp(682);'>AM</span> TIRED OF PEOPLE ARGUING ABOUT <span class="glossaryitem" onmouseover='gp(87);'>LR</span> SPAM!!!) are still viable, and what new builds the dakkite community is currently favoring. I would like it if I didn't have to buy a completely new army, but will understand if, in fact <span class="glossaryitem" onmouseover='gp(50);'>GW</span> has completely screwed me over. <br /> <br /> I have 30 tactical marines. And enough flamers/meltas/plasma guns for all. I have power weapons, and power fists like crazy. <br /> <br /> I have a command squad. <br /> <br /> I have 15 terminators <br /> <br /> I have 1 vindicator, 1 rhino, and one dread, and I could probably borrow my friends <span class="glossaryitem" onmouseover='gp(87);'>LR</span> considering I completely repaired it for him. <br /> <br /> 15 unbuilt scouts (no sniper rifles though) <br /> <br /> 15 built <span class="glossaryitem" onmouseover='gp(19);'>CC</span> scouts. <br /> <br /> 12 assault marines <br /> <br /> a minimum strength guard platoon w/heavy weapons. <br /> <br /> 1 Basilisk.<br /> <br /> So, what do I need, what can I do with what I have, and should I just save myself the trouble and hang myself?]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 01:00:34]]> GMT</pubDate>
				<author><![CDATA[ Shrike78]]></author>
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				<title>HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ This is the first time I've ever heard of someone threatening to kill themselves after their codex got stronger.]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 01:10:04]]> GMT</pubDate>
				<author><![CDATA[ MarvinGayeIsMyDaddy]]></author>
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				<title>HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ Well... there is a first time for everything. And my complaint is, as I said, with the fact that hours of painstaking modeling, and modeling (which turned out like $h!t but still.) has become not only worthless, but illegal in game terms. <br /> <br /> As far as codex strength goes, the relatively few games I have played proved that Marines are/were strong enough, and though you could always argue that that was because my opponents were stupid/bad/ whatever, I would then suggest that you stick needles in your tongue before arguing without any evidence.<br /> <br /> pointless ranting aside. I really want to know what people think are good builds for <span class="glossaryitem" onmouseover='gp(119);'>SM</span> armies. And how I can make a decent build with the above forces]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 02:51:57]]> GMT</pubDate>
				<author><![CDATA[ Shrike78]]></author>
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				<title>Re:HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ <br /> <br /> How about Khan on Foot?  This means all your stuff can outflank.<br /> <br /> <br /> With what you got...<br /> <br /> Khan 160<br /> Terminator 200<br /> Terminator 200<br /> Terminator 200<br /> Tactical 170<br /> Tactical 170<br /> Tactical 170<br /> Scout <span class="glossaryitem" onmouseover='gp(19);'>CC</span>  155  Sgt w TeleportHomer<br /> Scout <span class="glossaryitem" onmouseover='gp(19);'>CC</span>  155  Sgt w Teleport Homer<br /> Scout <span class="glossaryitem" onmouseover='gp(19);'>CC</span>  155  Sgt w Teleport Homer<br /> Assault Squad 190<br /> <br /> That is 1925 with nothing special...<br /> <br /> You scouts can infiltrate and everything else can outflank. (So can the scouts...)<br /> You have 3 Teleport homers so your Terminators can teleport in without error.<br /> <br /> With everything outflanking you reduce the game by 1 turn, take 1 to 2 turns of no enemy fire and you walk in either guns and flamers blazing and then assault or form defensive positions.  Worth a try at least...]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 05:24:54]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ None of the models you own are useless. Try telling that to my 180 <span class="glossaryitem" onmouseover='gp(79);'>LATD</span> mutants.<br /> <br /> There are a million viable builds in the new marine codex.<br /> <br /> You could use Khan and outflank your entire army. Or Shrike and give everyone in your army fleet. Etc.]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 05:48:55]]> GMT</pubDate>
				<author><![CDATA[ MarvinGayeIsMyDaddy]]></author>
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				<title>HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ you can still play <span class="glossaryitem" onmouseover='gp(79);'>LATD</span> (I played against one 2 weeks ago), just not in a tourney :p]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 07:45:56]]> GMT</pubDate>
				<author><![CDATA[ Bahkara]]></author>
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				<title>HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ Yeah, I could play with 20 titans in a combat patrol too.<br /> <br /> But back to the original topic-<br /> 30 Sternguard droppodding is awesome.<br /> Vulkan is awesome.<br /> White Scars are awesome.<br /> Shrike is awesome.<br /> Thunder hammer/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminators are awesome.<br /> <br /> Pick a style and go for it.]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 08:06:39]]> GMT</pubDate>
				<author><![CDATA[ MarvinGayeIsMyDaddy]]></author>
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				<title>HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ Shrike78 your not the only one annoyed and or pissed off with <span class="glossaryitem" onmouseover='gp(50);'>gw</span> for the new marine codex.  Ive had to sit by and watch some of the things that made my armys cool in my opinion just given away to the new marines, or just taken out all together such as: <br /> Space Wolfs:  counter charge, venerable dreds.<br /> 13th Company: counter charge, deep strike psychic power, the ablity to outflank my whole army(but marines get to do this with armor in the army as well).<br /> <br /> and the other guy was right with the new marine codex you have a lot of options to choose from cuz they get a lot of the things that are cool from the divergent chapters.  on the other hand i get to sit here and wait for a new codex for myself.  Space Wolfs 9 years and waiting!!!]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 08:38:09]]> GMT</pubDate>
				<author><![CDATA[ Bradmammajamma]]></author>
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				<title>HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ I hear ya.  I play Salamanders and everyone thinks we are all giddy about the new rules.  I sure am not.<br /> <br /> Anyways, what was the old list that was invalidated?  That would help one figure out a new list in the same vein -- sans infiltrating tacs w/ truegrit.  ]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 13:27:04]]> GMT</pubDate>
				<author><![CDATA[ winterman]]></author>
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				<title>HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ <blockquote><div><cite>winterman wrote:</cite>I hear ya.  I play Salamanders and everyone thinks we are all giddy about the new rules.  I sure am not.<br /> <br /> Anyways, what was the old list that was invalidated?  That would help one figure out a new list in the same vein -- sans infiltrating tacs w/ truegrit.  </div></blockquote><br /> <br /> My Old list was the Angels Malignant chapter where all tactical, and devastator squads infiltrated onto objectives, some tactical squads were given Counter attack and were optimized for <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, with the support of Assault marines. It was a really hard army to use, because it relied on deployment strategies, but it was effective. <br /> <br /> Now my marines can no longer infiltrate, and all of the guys that have bolters and close combat weapons in really cool poses are illegal, and I am very sad.<br /> <br /> Here Are my basic tactical strengths (the parts of the game that I am at least average at)<br /> <br /> Movement, and deployment... yup, that's about all I can do well. I would say I'm good at shooting, but the dice gods hate me anyways so...<br /> <br /> Any army that relies on moving and/or deployment will play to my strengths ]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 13:56:46]]> GMT</pubDate>
				<author><![CDATA[ Shrike78]]></author>
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				<title>Re:HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> anyone  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 14:09:42]]> GMT</pubDate>
				<author><![CDATA[ Brightdarkness]]></author>
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				<title>HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ Anyone that has a problem with you using your true grit marines as standard ones are a-holes, the rules don't even really state this as illegal anywhere.  Just be consistent.<br /> <br /> Space Wolves and <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> are your best bets if you want the effect of truegrit (<span class="glossaryitem" onmouseover='gp(22);'>csm</span> if you want <span class="glossaryitem" onmouseover='gp(29);'>devs</span>/havocs).  If you don't care all that much, then stick to the new codex.<br /> <br /> Options I see.<br /> Take Sicarius - he gives one tactical a <span class="glossaryitem" onmouseover='gp(136);'>USR</span> of choice.  That gets you some of the ability you used to have -- the models with true grit could help designate what unit was given the <span class="glossaryitem" onmouseover='gp(136);'>usr</span> (what ever it ends up being).<br /> <br /> and/or take Shrike -- he is all about movement.<br /> <br /> Overall your army is not purely invalidated.  Yes you lost some of the tricks you could pull in deployment but you can still make an effective army out of what you have.<br /> <br /> <span class="glossaryitem" onmouseover='gp(58);'>hth</span>]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 14:41:52]]> GMT</pubDate>
				<author><![CDATA[ winterman]]></author>
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				<title>HALP!! have been cast adrift in the sea of a changing codex </title>
				<description><![CDATA[ Thanks a bunch winterman]]></description>
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				<pubDate><![CDATA[Mon, 6 Oct 2008 14:48:04]]> GMT</pubDate>
				<author><![CDATA[ Shrike78]]></author>
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