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				<title>Space Marine Power builds?</title>
				<description><![CDATA[ Has anyone come up with any specific space marine power builds yet?]]></description>
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				<pubDate><![CDATA[Wed, 10 Dec 2008 16:04:32]]> GMT</pubDate>
				<author><![CDATA[ yermom]]></author>
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				<title>Re:Space Marine Power builds?</title>
				<description><![CDATA[ A build (I dont know if it is a "power" build) I have been thinking about for @1750 would be:<br /> <br /> Pedro Kantor<br /> <br /> 2 5 man scout squads<br /> <br /> 2 10 man sternguard w/ drop pods or<br /> <br /> 1 basic dread with no drop pods by anyone.<br /> <br /> 3 land raiders (could make one of them a redeemer will save 10pts)<br /> <br /> any points left (if any)could go to a combat squad or drop pod for dread<br /> <br /> I havent done the math but this comes right at @1700 or so ( I think).  This would be a pretty tough list esp if you could squezze Telion into one of the scout squads.  But scoring sternguard with Kantor really opens up possibilities.  and of course three landraiders will make anyone nervous.  ]]></description>
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				<pubDate><![CDATA[Wed, 10 Dec 2008 20:30:35]]> GMT</pubDate>
				<author><![CDATA[ pnjrebel]]></author>
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				<title>Space Marine Power builds?</title>
				<description><![CDATA[ I would do:<br /> Pedro (for +1 attack bubble)<br /> Shrike (for fleet on the army and infiltrate on termies)<br /> 10x Assault termies, thunderhammer & <span class="glossaryitem" onmouseover='gp(221);'>SS</span><br /> 6 x 10 Scouts, combat blades, Pfist and combi-melta on sgt.<br /> 3 x Predators basic (because at 60 points each why not)<br /> <br /> This would wreck anything that deploys if you get turn 1, but a canny opponent would just start off-table and make a game out of it.  I imagine it'd be hard to wrestle enough objectives from this many troop models if you have to deploy off table.  The preds could be swapped to put camo cloaks on all the scouts, which could be pretty cool.<br /> <br /> Infiltrate 18" + scout to 12" + move to 6" + fleet to 1"-5" = wheee!  60 guys crashing into your stuff on turn 1.  That's 216 basic attacks at I4, and 24 powerfist swings (assuming everybody keeps a model within 12" of pedro - who infiltrated up with the termies & shrike).  <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 10 Dec 2008 21:09:01]]> GMT</pubDate>
				<author><![CDATA[ Moz]]></author>
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				<title>Re:Space Marine Power builds?</title>
				<description><![CDATA[ Checkout the Ironclad list on the army list thingy. Have a look and then tell me what you think. ]]></description>
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				<pubDate><![CDATA[Wed, 10 Dec 2008 21:12:09]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<description><![CDATA[ Is the dread wedge any good (three ironclads and three venerables in a <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking wedge)?  You can fit all the dreads in there and still get a respectable 60 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines (or scouts or whatever).]]></description>
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				<pubDate><![CDATA[Wed, 10 Dec 2008 21:21:37]]> GMT</pubDate>
				<author><![CDATA[ ShumaGorath]]></author>
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				<title>Space Marine Power builds?</title>
				<description><![CDATA[ <blockquote><div><cite>Moz wrote:</cite>I would do:<br /> Pedro (for +1 attack bubble)<br /> Shrike (for fleet on the army and infiltrate on termies)<br /> 10x Assault termies, thunderhammer & <span class="glossaryitem" onmouseover='gp(221);'>SS</span><br /> 6 x 10 Scouts, combat blades, Pfist and combi-melta on sgt.<br /> 3 x Predators basic (because at 60 points each why not)<br /> <br /> This would wreck anything that deploys if you get turn 1, but a canny opponent would just start off-table and make a game out of it.  I imagine it'd be hard to wrestle enough objectives from this many troop models if you have to deploy off table.  The preds could be swapped to put camo cloaks on all the scouts, which could be pretty cool.<br /> <br /> Infiltrate 18" + scout to 12" + move to 6" + fleet to 1"-5" = wheee!  60 guys crashing into your stuff on turn 1.  That's 216 basic attacks at I4, and 24 powerfist swings (assuming everybody keeps a model within 12" of pedro - who infiltrated up with the termies & shrike).  <br /> </div></blockquote><br /> <br /> pedro cant infiltrate with shrike, <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> dont gain the special rules of units they join, so no +1A bubble.<br /> <br /> other than that i think this is a great idea. its like the spanish inquisition, nobody will expect it. props to you sir.]]></description>
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				<pubDate><![CDATA[Thu, 11 Dec 2008 01:14:06]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>Space Marine Power builds?</title>
				<description><![CDATA[ <blockquote><div><cite>Regwon wrote:</cite><blockquote><div><cite>Moz wrote:</cite>I would do:<br /> Pedro (for +1 attack bubble)<br /> Shrike (for fleet on the army and infiltrate on termies)<br /> 10x Assault termies, thunderhammer & <span class="glossaryitem" onmouseover='gp(221);'>SS</span><br /> 6 x 10 Scouts, combat blades, Pfist and combi-melta on sgt.<br /> 3 x Predators basic (because at 60 points each why not)<br /> <br /> This would wreck anything that deploys if you get turn 1, but a canny opponent would just start off-table and make a game out of it.  I imagine it'd be hard to wrestle enough objectives from this many troop models if you have to deploy off table.  The preds could be swapped to put camo cloaks on all the scouts, which could be pretty cool.<br /> <br /> Infiltrate 18" + scout to 12" + move to 6" + fleet to 1"-5" = wheee!  60 guys crashing into your stuff on turn 1.  That's 216 basic attacks at I4, and 24 powerfist swings (assuming everybody keeps a model within 12" of pedro - who infiltrated up with the termies & shrike).  <br /> </div></blockquote><br /> <br /> pedro cant infiltrate with shrike, <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> dont gain the special rules of units they join, so no +1A bubble.<br /> <br /> other than that i think this is a great idea. its like the spanish inquisition, nobody will expect it. props to you sir.</div></blockquote><br /> <br /> Good call.  Take a 100 pt assault squad, remove their jump packs, and add a drop pod.  Stick pedro in there with them.   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Thu, 11 Dec 2008 01:30:24]]> GMT</pubDate>
				<author><![CDATA[ Moz]]></author>
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				<title>Space Marine Power builds?</title>
				<description><![CDATA[ <blockquote><div><cite>ShumaGorath wrote:</cite>Is the dread wedge any good (three ironclads and three venerables in a <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking wedge)?  You can fit all the dreads in there and still get a respectable 60 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines (or scouts or whatever).</div></blockquote><br /> <br /> Yes.  A truer version is 6 ironclads hiding behind a Land Raider.  You can fit in a good 30 or 40 marines in addition.]]></description>
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				<pubDate><![CDATA[Thu, 11 Dec 2008 02:13:44]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<description><![CDATA[ Mech armies are to the advantage versus infiltrating/out flanking/fleet lists as the latter must take out the transports first which then allows the former to initiate the more effective counter charge.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Thu, 11 Dec 2008 02:14:05]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<description><![CDATA[ interesting idea moz it could beat 2/3 of the armies out there and get masacred by thw other third.  That third being nids horde orks nob bikers double lash chaos if they have rhinos mech tau mech eldar immo sisters.<br /> <br /> On the other hand it grants an auto win vs daemons and other deep striking armies.<br /> <br /> How about 2 redeemers 2 vindies termies  with thunder hammer and storm shield and marine spam in razorbacks I think thats competitive.<br /> <br /> dread spam is a good list but not game wining like they were in 4th ed.  <br /> <br /> For those curious the 4th ed list was 6 dreads with assult cannons and las cannons and venerable.  3 units of 2 attack bikes with multi meltas and a bunch of las <span class="glossaryitem" onmouseover='gp(166);'>plas</span> squads it would be wall that you couldn't stop and you couldn't remove that many scoring units and no target was worth more than another <span class="glossaryitem" onmouseover='gp(140);'>VP</span> wise so you have to kill a lot of units to get somewhere.]]></description>
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				<pubDate><![CDATA[Thu, 11 Dec 2008 02:21:12]]> GMT</pubDate>
				<author><![CDATA[ yermom]]></author>
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				<title>Re:Space Marine Power builds?</title>
				<description><![CDATA[ If there are power builds or not will be determined by the next <span class="glossaryitem" onmouseover='gp(48);'>GT</span> season.<br /> We will see some good builds. But whether or not they are top tier? <br /> I question this.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 11 Dec 2008 16:59:26]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Space Marine Power builds?</title>
				<description><![CDATA[ One Build I'd like to try if the <span class="glossaryitem" onmouseover='gp(48);'>GT</span> point values increase to 1850 this year is the following:<br /> <br /> 6 ironclads with heavy flamers in drop pods (4 with deathwind launchers)<br /> Vulkan<br /> <span class="glossaryitem" onmouseover='gp(384);'>MOTF</span><br /> Scout squad with camo cloaks<br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad with drop pod<br /> <br /> First turn drop in 4 ironclads and twin link melta gun anything that needs blowing up<br /> <br /> 2nd the real fun starts with the deathwinds, twin linked heavy flamers and assaults.<br /> <br /> You just drop the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad on a objective later.]]></description>
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				<pubDate><![CDATA[Thu, 11 Dec 2008 23:47:01]]> GMT</pubDate>
				<author><![CDATA[ asugradinwa]]></author>
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				<title>Re:Space Marine Power builds?</title>
				<description><![CDATA[ <blockquote class="uncited"><div>First turn drop in 4 ironclads and twin link melta gun anything that needs blowing up </div></blockquote><br /> This is questionable since twin-linking may only hold for units that have combat tactics.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 13 Dec 2008 13:06:12]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:Space Marine Power builds?</title>
				<description><![CDATA[ <blockquote class="uncited"><div>This is questionable since twin-linking may only hold for units that have combat tactics.</div></blockquote><br /> <br /> It specifies that though all models lose chapter tactics, all models in the entire army gain the benefits.]]></description>
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				<pubDate><![CDATA[Sat, 13 Dec 2008 13:15:28]]> GMT</pubDate>
				<author><![CDATA[ GCMandrake]]></author>
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				<title>Re:Space Marine Power builds?</title>
				<description><![CDATA[ <blockquote><div><cite>wuestenfux wrote:</cite><blockquote class="uncited"><div>First turn drop in 4 ironclads and twin link melta gun anything that needs blowing up </div></blockquote><br /> This is questionable since twin-linking may only hold for units that have combat tactics.  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> </div></blockquote><br /> It counts toward every unit]]></description>
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				<pubDate><![CDATA[Sat, 13 Dec 2008 13:16:36]]> GMT</pubDate>
				<author><![CDATA[ Krootman]]></author>
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				<description><![CDATA[ <blockquote><div><cite>Regwon wrote:</cite><blockquote><div><cite>Moz wrote:</cite>I would do:<br /> Pedro (for +1 attack bubble)<br /> Shrike (for fleet on the army and infiltrate on termies)<br /> 10x Assault termies, thunderhammer & <span class="glossaryitem" onmouseover='gp(221);'>SS</span><br /> 6 x 10 Scouts, combat blades, Pfist and combi-melta on sgt.<br /> 3 x Predators basic (because at 60 points each why not)<br /> <br /> This would wreck anything that deploys if you get turn 1, but a canny opponent would just start off-table and make a game out of it.  I imagine it'd be hard to wrestle enough objectives from this many troop models if you have to deploy off table.  The preds could be swapped to put camo cloaks on all the scouts, which could be pretty cool.<br /> <br /> Infiltrate 18" + scout to 12" + move to 6" + fleet to 1"-5" = wheee!  60 guys crashing into your stuff on turn 1.  That's 216 basic attacks at I4, and 24 powerfist swings (assuming everybody keeps a model within 12" of pedro - who infiltrated up with the termies & shrike).  <br /> </div></blockquote><br /> <br /> pedro cant infiltrate with shrike, <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> dont gain the special rules of units they join, so no +1A bubble.<br /> <br /> other than that i think this is a great idea. its like the spanish inquisition, nobody will expect it. props to you sir.</div></blockquote><br /> <br /> This is a cool idea but illegal in game play. You cannot join an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> to a unit off table unless it's his command squad or your holding a unit in reserve in which case you declare to your opponent that he will be coming in via deepstrike or outflank rules with that unit. The terminators do not have the infiltrate special rule! In order for Shriek to be joined to a unit he must be placed in coherency with that unit during deployment. Therefore, since infiltrators are deployed last, you cant just put the terminators out as infiltrators and then place Shriek next to them saying he is part of the unit. His special rule only applies after the fact that he was put in coherency! Not off table! Read pages 48 for independent characters joining units, 75 for the infiltrate rule, 94 for when an independent character can actually be attached to a unit off table. Shriek is good but not that broken!!! ]]></description>
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				<pubDate><![CDATA[Sat, 16 May 2009 21:49:42]]> GMT</pubDate>
				<author><![CDATA[ yermom]]></author>
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				<description><![CDATA[ <blockquote class="uncited"><div>This is a cool idea but illegal in game play.</div></blockquote><br /> <br /> Then how would Shrike ever confer the benefits of his special rule?]]></description>
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				<pubDate><![CDATA[Sun, 17 May 2009 04:40:56]]> GMT</pubDate>
				<author><![CDATA[ Phryxis]]></author>
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				<title>Space Marine Power builds?</title>
				<description><![CDATA[ You might want to talk to John Blake.  He was playtesting 1850 Space Marines at TOGIT for the Necro.   I think you played him with your Nids once.<br /> <br /> Last list I saw him running was something like.<br /> <br /> Pedro Kantor<br /> <br /> Librarian riding with 9 Stern Guard in Rhino with 2 Las cannons, combi meltas and power fist.<br /> <br /> 10 Terminators with 2 Cyclones<br /> <br /> 2 10 man Tactical Squads in Rhinos <br /> <br /> Speeder with multimelta<br /> <br /> 2 Predator with Las cannons.]]></description>
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				<pubDate><![CDATA[Mon, 18 May 2009 20:35:09]]> GMT</pubDate>
				<author><![CDATA[ Kirika]]></author>
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				<title>Space Marine Power builds?</title>
				<description><![CDATA[ I'm not sure I get that list...  It's not terrible or anything, but it's got nothing that screams "POWER" at me.<br /> <br /> I mean, Las Preds?  Las Sternguard?  Doesn't strike me as a good value.  The days of the Lascannon aren't over, but we're certainly not in a phase where loading up on them is a winning proposition.<br /> <br /> I hate to say it, but it seems like a lot of the POWER builds, pretty much throughout all Editions, revolve around loading up on a few very powerful choices from the Codex.<br /> <br /> Nob Bikers (Nob Bikes)...  Nidzilla (cheap Fexes and Tyrants)...  Mech Eldar (unkillable 4e Falcons)...  Lash (2x Lash)...<br /> <br /> Etc.<br /> <br /> Just figure out the most broken unit in a Codex, get as many as you can, and then support it with the most useful/complementary other units.<br /> <br /> The closest I've seen in 5e Marines is the Sternpod list.  Loading up on Sterguard, combi-meltas and Pods is a straightforward "find a power unit and beat on it" approach of the sort that defines the powerbuild.<br /> <br /> I'm not sure where that list will end up in the metagame.  It strikes me as being strong, but not as good as some of the new Guard options, Ork options, etc.<br /> <br /> I'm still using a Sternpod list as the core of my new Imperial Fists army, tho, so eventually I'll have more hands on experience with it.]]></description>
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				<pubDate><![CDATA[Tue, 19 May 2009 00:50:08]]> GMT</pubDate>
				<author><![CDATA[ Phryxis]]></author>
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				<title>Space Marine Power builds?</title>
				<description><![CDATA[ Powerbuilds have always been about separating the wheat from the chaff, so to speak, in an army list and taking advantage of the strengths you are presented with.  Nothing new there.]]></description>
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				<pubDate><![CDATA[Tue, 19 May 2009 03:24:30]]> GMT</pubDate>
				<author><![CDATA[ Railguns]]></author>
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				<description><![CDATA[ I can see the value of fielding lascannons in sternguard when they are scoring and mounted in a rhino... You can pillbox and fire two cannons each turn if need be.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Tue, 19 May 2009 03:48:42]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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