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		<title><![CDATA[Latest posts for the thread "Tricking out Space Marine Command Squads "]]></title>
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				<title>Tricking out Space Marine Command Squads </title>
				<description><![CDATA[  Small heavy hitting squads are excellent. <br /> <br /> <br /> I was considering something along these lines <br /> <br /> Command Squad<br /> <br /> + Bikes <br /> <br /> <br /> + 4 Plasma Guns <br /> <br /> + 4 Power Weapons <br /> <br /> 315 points<br /> <br /> <br /> Do you think it would be worth the points? As for Plasma Guns, they gain relentless so they could fire and assault. 8 <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 2 shots along with the fact that Feel no Pain would help against misfires. Add in a Chaplain on a bike and you have a squad that is a pretty heavy hitter.<br /> <br /> <br /> So what are some of your command squad bling?]]></description>
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				<pubDate><![CDATA[Thu, 6 Nov 2008 20:53:51]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<title>Tricking out Space Marine Command Squads </title>
				<description><![CDATA[ That command squad is way way too heavy a hitter... 8 <span class="glossaryitem" onmouseover='gp(329);'>PG</span> shots 5-6 hit, 4-5 wound... half a <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> squad dead.  Charge, 12 attacks (2+1 for charging x4) 6 hit, (assuming <span class="glossaryitem" onmouseover='gp(80);'>LC</span>'s) 4.5 wound... that's 8.5 to 9.5 wounds on one turn before you toss in the Apothecarie's half a wound or better, let alone the chaplain.<br /> <br /> You'd do much better to run one power weapon, and Khan... charge in your turn, average round of combat will kill half to 2/3 of the squad... opponent's turn you'll kill 1/4 to 1/3 or so... allowing you to Hit and Run out on their turn, if they're not dead.  That'll set up a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad to finish them off, while you rinse and repeat on the next squad.]]></description>
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				<pubDate><![CDATA[Thu, 6 Nov 2008 21:12:03]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Re:Tricking out Space Marine Command Squads </title>
				<description><![CDATA[ 315pts for 5 1 wound models with no <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save? you're a braver man than i. i agree that the plasma guns are a bit much. if you want to make them very expensive why not give them all storm shields instead. 5 T5 2+/3+ models with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is a lot scarier and still so expensive it will make some people cringe.]]></description>
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				<pubDate><![CDATA[Fri, 7 Nov 2008 00:58:08]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>Tricking out Space Marine Command Squads </title>
				<description><![CDATA[ I like having 3 flamers in mine. It has worked miracles.<br /> <br /> As far as the squad goes, it would be useless unless you could give it some serious cover, but the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is absolute sex for your men. <br /> <br /> I always thought that Command squads should be mean and this one just about fits the bill. <br /> <br /> My advice for biker armies is to take a bunch of <span class="glossaryitem" onmouseover='gp(87);'>LRs</span>, They are great cover for your army, and bikes will love the amount of high strength firepower they eat like an unclean one at McDonalds ]]></description>
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				<pubDate><![CDATA[Fri, 7 Nov 2008 03:09:21]]> GMT</pubDate>
				<author><![CDATA[ Shrike78]]></author>
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				<title>Tricking out Space Marine Command Squads </title>
				<description><![CDATA[ You could always have them accompany a Librarian with the Force Dome psychic power. ]]></description>
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				<pubDate><![CDATA[Fri, 7 Nov 2008 03:27:51]]> GMT</pubDate>
				<author><![CDATA[ Nurglitch]]></author>
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