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				<title>2000 Points of competitve drop pod space marines</title>
				<description><![CDATA[ <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b><br /> Vulkan He´stan <br /> <br /> Librarian <br /> Gate of infinity <br /> The avenger <br /> <br /> <b>Troops</b><br /> Tactical Squad <br /> + 5 marines <br /> Melta gun <br /> Missile Launcher <br /> Power fist <br /> Combi melta<br /> <br /> Drop pod, locator <br /> <br /> Tactical Squad <br /> + 5 marines <br /> Melta gun <br /> Plasma Cannon <br /> Power fist <br /> Combi melta-<br /> <br /> Drop pod, locator <br /> <br /> <br /> Tactical Squad <br /> + 5 marines<br /> Melta gun<br /> Missile Launcher <br /> Power fist <br /> Combi melta<br /> <br /> Drop pod - 35pt<br /> <br /> <br /> <b>Elite</b><br /> Sternguard <br /> 5x Sternguard <br /> Power Fist -<br /> 6x Combi melta <br /> 2x Heavy flamer<br /> <br /> Drop pod, locator beacon <br /> <br /> <br /> Sternguard <br /> 5x Sternguard <br /> Power Fist<br /> 7x Combi melta <br /> 2x Heavy flamer<br /> <br /> Drop pod, locator beacon <br /> <br /> <br /> Ironclad Dreadnought <br /> Heavy Flamerx2 <br /> 2x Hunter Killer<br /> <br /> Drop pod <br /> <br /> -2000 Points<br /> <br /> Army tactic: Drop either 2 sternguard squads + 1 tactical squad or 2 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads and 1 sternguard squad the first turn. the libby will allways acompany a sternguard squad. Make threat assesments and kill according to them. The sternguard squads er pretty much guaranteed to kill whatever you point them at (even large ork mobs suffer horribly under 2-3 twin heavy flamers and hellfire rounds) and the tactical squads can decimate light troops or tanks with their 2 melta shots.<br /> <br /> <br /> I know alot of people dont like heavy flamers on Sternguard, but i have found them brutal! especially with vulkan.]]></description>
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				<pubDate><![CDATA[Thu, 20 Nov 2008 16:09:34]]> GMT</pubDate>
				<author><![CDATA[ Sharik]]></author>
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				<title>Re:2000 Points of competitve drop pod space marines</title>
				<description><![CDATA[ bumbing for replies]]></description>
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				<pubDate><![CDATA[Sun, 23 Nov 2008 20:06:03]]> GMT</pubDate>
				<author><![CDATA[ Sharik]]></author>
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				<title>2000 Points of competitve drop pod space marines</title>
				<description><![CDATA[ well i would rather have pedro if using sternguard drop pod tactics, but that just me, seems effective, vulken give you re-rolls on melta's.]]></description>
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				<pubDate><![CDATA[Sun, 23 Nov 2008 21:20:32]]> GMT</pubDate>
				<author><![CDATA[ Xav]]></author>
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				<title>Re:2000 Points of competitve drop pod space marines</title>
				<description><![CDATA[ i have tought about that too. but rerolls on flamer and especially melta weapons is pretty much my insurance against landing next to a dread and then rolling snake eyes to hit. And the twin heavy flamer is just murder against orks.]]></description>
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				<pubDate><![CDATA[Mon, 24 Nov 2008 07:37:51]]> GMT</pubDate>
				<author><![CDATA[ Sharik]]></author>
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				<title>2000 Points of competitve drop pod space marines</title>
				<description><![CDATA[ This army to me seems very low model count. Drop Troop Guard would eat this list alive. ]]></description>
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				<pubDate><![CDATA[Mon, 24 Nov 2008 08:11:44]]> GMT</pubDate>
				<author><![CDATA[ jp400]]></author>
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				<title>2000 Points of competitve drop pod space marines</title>
				<description><![CDATA[ hmm... I dunno about the flamers on the sterns accualy. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> probly stick them on the tacs instead. Getting rid of that special ammo is probly one of the worst things you can do with sterns.]]></description>
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				<pubDate><![CDATA[Mon, 24 Nov 2008 08:50:47]]> GMT</pubDate>
				<author><![CDATA[ Golga]]></author>
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				<title>Re:2000 Points of competitve drop pod space marines</title>
				<description><![CDATA[ True about the ammo, but since i <span class="glossaryitem" onmouseover='gp(471);'>DS</span> the sternguard i will be up and close all the time, and the heavy flamers are better than the special ammo against allmost every target]]></description>
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				<pubDate><![CDATA[Mon, 24 Nov 2008 21:55:01]]> GMT</pubDate>
				<author><![CDATA[ Sharik]]></author>
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				<title>Re:2000 Points of competitve drop pod space marines</title>
				<description><![CDATA[ I have been thinking about a list of this variety myself using pedro... got a whole lotta Dark Angels wasting away, and with Kantor to give me back the stubborn I miss so much, I am going to do it eventually <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.  As for the pods I am not going to both with anything more then 35pt crap pods.... Gonna use 2x3 bikers scouts with only a beacon.... then I can drop it all in accurately.  Gonna go for 7 pods myself prolly with some landraider support.  I as well am planning on 2 big sternguard units, prolly gonna skip the heavy flamers as I am trying to minimize bloat as much as I can. The only real excess I am indulging in is <span class="glossaryitem" onmouseover='gp(105);'>PFs</span> in just about every squad.  I am also debating using thunderfire cannons  for my heavies instead and using the tremor shots to slow my foe.  By using the beacons and properly disembarking I could get myself just in the limits of rapid fire range, slow down the nearest squads with tremor shots and then repeat the hail of gunfire, or fire pistols and charge in taking advantage of all the extra attacks Pedro gives around.  And as far as anti tank goes I was thinking some multi melta attack bikes.  This list will be a little soft against tanks when at range, but I am hoping by dropping so much in so close and fast I can overwhelm them with fists and melta weapons.  Truly a shame I just wouldnt have the points for vulkan as well... I just think him as Pedro would really work well together in this idea.]]></description>
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				<pubDate><![CDATA[Wed, 3 Dec 2008 21:35:31]]> GMT</pubDate>
				<author><![CDATA[ Aztralwolf]]></author>
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				<title>2000 Points of competitve drop pod space marines</title>
				<description><![CDATA[ I think at 2000, you need at least 7 pods or deepstrikers(same difference really), preferably 8.  That first turn will kill you if you go up against an army that you can't just mow down(i.e one in transports).  I think you need 4 things down first turn to spread out the damage that can be done to your force, and more units in reserve(the preferably 8 part) to increase the liklihood of getting your units in on turns two and three.<br /> <br /> For instance consider my 2000 point chaos list:  2 <span class="glossaryitem" onmouseover='gp(262);'>dps</span>, 7 squads in rhinos.  your kill potential is 2 <span class="glossaryitem" onmouseover='gp(262);'>dps</span> and a rhino, 1 <span class="glossaryitem" onmouseover='gp(262);'>dp</span>, 1 rhino, 1 squad, or two rhinos, 1 squad.  No matter which option you choose, you get swamped by minimum of 6 angry units that do well in close combat.  Thats two for every one of yours.  And every turn after that it is only one or two <span class="glossaryitem" onmouseover='gp(600);'>fo</span> your units vs whatever is left of my entire force(which will most likely be 5+ squads.  It wouldn't be pretty.<br /> <br /> It's not a bad list, and I think people underestimate the power of twin linked heavy flamers in a <span class="glossaryitem" onmouseover='gp(262);'>DP</span>.  Although they are one of the things I think I would cut to up the amount of pods.<br /> <br /> If I were using this list as a base I would:<br /> <br /> Drop the sternguard to squads of 8(thw two heavy flamers), and drop down to 3 or 4 combi meltas.  The twin linking from vulkster means you don't need as many to get the hits in.  That in itself should free you up for another drop pod with a min sized squad in it to be left as one of the reservists to drop in on an objective.  <br /> <br /> The sternguard will still be pretty leathal against almost everything, and you will have 4 squads down furst turn(one of which could be your dred if there are targets that are just begging to be flamed) or could be another <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad to help with transport popping so your sterns can focus on killing threats.<br /> <br /> To be honest, I really don't like all drop armies(except maybe guard where you can get 21 squads dropping in in 2000 points with 60 plasma guns.  That is a scary list).<br /> <br /> I think my marine list will have 3 pods, so that I get some first turn shock from two pods with an ironclad or sterguard and still have all but one unit on the table from the beginning to support them and take advantage of the damage they do.<br /> <br /> Either way good luck.  And it really isn't that bad the way it is.  It has awesome damage potential against non mech lists.  My fear though is the limited number of units on the table and bad reserve rolls could dictate the game a little too much for my liking.<br /> <br /> <br /> Meph<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 3 Dec 2008 22:36:16]]> GMT</pubDate>
				<author><![CDATA[ Mephistoles1]]></author>
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				<title>Re:2000 Points of competitve drop pod space marines</title>
				<description><![CDATA[ Mephistoles1 you have many valid arguements, but there is one thing i think you are forgetting. Combat squads. My sternguard squads can combat squad, nuke the transport and flame the stuff inside. Or the tactical squad can combat squad and with a little luck take out 2 transports(the chances aren't bad with 3+reroll to hit, <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and +1 on the damage chart)]]></description>
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				<pubDate><![CDATA[Mon, 8 Dec 2008 12:59:54]]> GMT</pubDate>
				<author><![CDATA[ Sharik]]></author>
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				<title>2000 Points of competitve drop pod space marines</title>
				<description><![CDATA[ Good point, I did forget about combat sqauds!  Your damage output with sterguard is much better than most 5 man squads, espescilly nagating 3+saves and rerolling the heavy flamer wounds.<br /> <br /> I still think more rolls to come in would be better, but I am upping the threat level of your list in my estimation. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">  I may have to try some of this before finalizing my drop squads as well.  <br /> <br /> Meph ]]></description>
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				<pubDate><![CDATA[Mon, 8 Dec 2008 22:11:48]]> GMT</pubDate>
				<author><![CDATA[ Mephistoles1]]></author>
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