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		<title><![CDATA[Latest posts for the thread "500pt Guard for Friendly Matches"]]></title>
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				<title>500pt Guard for Friendly Matches</title>
				<description><![CDATA[ This list is meant to be hard to crack with enough quick anti-tank and anti-horde to take all comers.<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b><br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> Auto-Cannon Chimera <span class="glossaryitem" onmouseover='gp(51);'>HB</span><br /> <br /> <b>Troops</b><br /> Vets 3x Melta Chimera <span class="glossaryitem" onmouseover='gp(336);'>HF</span><br /> Vets 2x Plasma Chimera <span class="glossaryitem" onmouseover='gp(336);'>HF</span><br /> <br /> <b>Fast Attack</b><br /> Hydra]]></description>
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				<pubDate><![CDATA[Mon, 1 Jun 2009 00:15:32]]> GMT</pubDate>
				<author><![CDATA[ Norade]]></author>
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				<title>Re:500pt Guard for Friendly Matches</title>
				<description><![CDATA[ <blockquote class="uncited"><div>"hard to crack" "to take all comers"</div></blockquote><br /> These statements are usually pretty inconsistent with friendly play... <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.  However, it looks pretty good for what you can and cannot expect to play against at in 500 point bracket.  That stated, I might substitute Marbo for the hydra, for style points and because that single model is pretty cheap.]]></description>
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				<pubDate><![CDATA[Mon, 1 Jun 2009 01:41:43]]> GMT</pubDate>
				<author><![CDATA[ rashad]]></author>
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				<title>Re:500pt Guard for Friendly Matches</title>
				<description><![CDATA[ We like to play for keeps.]]></description>
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				<pubDate><![CDATA[Mon, 1 Jun 2009 01:48:19]]> GMT</pubDate>
				<author><![CDATA[ Norade]]></author>
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				<title>Re:500pt Guard for Friendly Matches</title>
				<description><![CDATA[ Well, I would probably just give the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> a meltagun, you have to stay put to use the <span class="glossaryitem" onmouseover='gp(5);'>AC</span> so it might not be so worth it. I would also just give the second vet squad maybe Melta/Flamer/Heavy Flamer just because plasma is to risky at that points level <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. I would also replace the hydra with maybe either a Banewolf, Devildog, or Hellhound. All of these are just so nasty. ]]></description>
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				<pubDate><![CDATA[Mon, 1 Jun 2009 01:59:43]]> GMT</pubDate>
				<author><![CDATA[ EzeKK]]></author>
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				<title>Re:500pt Guard for Friendly Matches</title>
				<description><![CDATA[ I dunno if I'd bother with plasmaguns at 500 points, you'll likely be able to use meltaguns on whatever you'd need plasma for anyway. Unfortunately 2 ork mobs will still tear you apart, but I suppose they'd do that to anyone at 500.<br /> <br /> come to think of it....<br /> <br /> big mek - kustom force field, <span class="glossaryitem" onmouseover='gp(107);'>PK</span> 125<br /> 25 slugga boyz - nob, <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, bosspole 190<br /> 24 slugga boyz - nob, <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, bosspole 184<br /> <br /> Lordy, lordy that's a painful list. 3 Power Klaws, 50 bodies, 5+ invuln to fend off any flamer spams. Run up the table, then WAAAGH. The Mek can even split off and pop tanks all by his lonesome once you hit enemy lines.<br /> <br /> <br /> <br /> <br /> SORRY! back to guardsmen...  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> I would honestly be tempted to throw a heavy flamer and 2 regular flamers on the 2nd vet squad, instead of the plasma guns. Even if you get a meager 3 or 4 hits with each (very unlikely considering you get your 12" move, 2" disembark, then the 8" template), that's a pair of marines likely dead. Plasmas will also kill ~2 out of cover, or ~1 in cover. Granted, you're not taking advantage of the BS4 on the vets, but at this point level it's not so bad.<br /> <br /> That, or go for a 2nd squad of triple melta. Again, 6 meltas will pull apart any marine unit you catch out of cover (especially if you get up the courage to double charge the remainder....), and leave the horde killing to your 3 multilasers, 2 heavy flamers, and lots of rapid firing lasguns out of chimeras. I'd probably field the following:<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b><br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> Auto-Cannon 60<br />              Chimera: multilaser, hull <span class="glossaryitem" onmouseover='gp(336);'>HF</span> 55<br /> <b><br /> Troops</b><br /> Vets 2x Melta, autocannon 100<br />              Chimera: multilaser, hull <span class="glossaryitem" onmouseover='gp(336);'>HF</span> 55<br /> Vets 2x Melta, autocannon 100<br />               Chimera: multilaser, hull <span class="glossaryitem" onmouseover='gp(336);'>HF</span> 55<br /> <br /> <b>Heavy Support</b><br /> Griffon: hull <span class="glossaryitem" onmouseover='gp(336);'>HF</span> 75<br /> <br /> Now, the army just sits in the back blasting away with 3 autocannons and 3 multilasers, knocking open any enemy transports you face as well as whittle away at infantry. The griffon bombards the crap out of whatever you like, doing some pretty heavy casualties due to the accurate bombardment rule (rerolled scatter). Once people get up close and personal, you've got FOUR vehicle mounted heavy flamers, meaning lots more dead infantry <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> If you face another shooty mech army, you can do the opposite, and drive up there with those meltaguns and lay into enemies. With the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> using bring it down, you can put both melta hits from 1 unit on an enemy tank pretty reliably. Those 4 meltas can do some painful damage to monsterous creatures, terminators, and even <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads and such. (the only reason I gave each squad autocannons is to make a mess of mechanized assault armies: enough S6 and S7 fire can put the can opener to rhinos eventually.)<br /> <br /> Just my two cents, but that's how I'd run it  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 1 Jun 2009 02:30:40]]> GMT</pubDate>
				<author><![CDATA[ The Defenestrator]]></author>
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				<title>Re:500pt Guard for Friendly Matches</title>
				<description><![CDATA[ Defenestrator, your list has each squad kitted for two things and normally I wouldn't like that, but in this list that could work. However I think getting 2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(5);'>AC</span>'s is more important than the Griffon and I can use the extra points from ditching the squad <span class="glossaryitem" onmouseover='gp(5);'>AC</span>'s for two vet <span class="glossaryitem" onmouseover='gp(336);'>HF</span>'s.]]></description>
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				<pubDate><![CDATA[Mon, 1 Jun 2009 03:03:33]]> GMT</pubDate>
				<author><![CDATA[ Norade]]></author>
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				<title>Re:500pt Guard for Friendly Matches</title>
				<description><![CDATA[ The reason the unit's are multi-purpose is because they have two jobs: sit around in the back shooting, then crack out the meltas late game. At 500 points, you usually can't fit in enough units to have each with a dedicated job to get all the jobs done. The griffon vs. hydra debate is up to you, but I prefer the rerolled scatter S6 AP4 barrage over the 4 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(5);'>AC</span> shots. The 20 points for the autocannons in the vets will only buy you 1 <span class="glossaryitem" onmouseover='gp(336);'>HF</span>, unfortunately....]]></description>
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				<pubDate><![CDATA[Mon, 1 Jun 2009 05:53:15]]> GMT</pubDate>
				<author><![CDATA[ The Defenestrator]]></author>
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				<title>500pt Guard for Friendly Matches</title>
				<description><![CDATA[ "hard to crack"...sure you're playing guard? =)<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Who do you normally play, though? If you're against <span class="glossaryitem" onmouseover='gp(27);'>DE</span> or equiv (or a tau piranha spam etc) i'd take the hydra.<br /> <br /> I don't see the point in putting heavy weapons and meltas in the same squad unless you're against a close-combat-y <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> army.<br /> <br /> If you keep the griffon i'd give it a heavy bolter instead of a heavy flamer. They're meant to be kept back and shooting.]]></description>
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				<pubDate><![CDATA[Mon, 1 Jun 2009 06:52:41]]> GMT</pubDate>
				<author><![CDATA[ colonel584]]></author>
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				<title>Re:500pt Guard for Friendly Matches</title>
				<description><![CDATA[ I normally face Chaos, <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, 'Nids, and Tau. I have another friend who, when he gets back from Australia in a year or so, will play Guard and Orks. I was just thinking, would a Valk with rockets be better than a Hydra and a Chimera in my list?]]></description>
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				<pubDate><![CDATA[Mon, 1 Jun 2009 08:15:31]]> GMT</pubDate>
				<author><![CDATA[ Norade]]></author>
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				<title>500pt Guard for Friendly Matches</title>
				<description><![CDATA[ Given those enemies, Hydras won't be that good. Take a Valk with missile pods vs Nids, Orks and even guard.]]></description>
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				<pubDate><![CDATA[Mon, 1 Jun 2009 11:11:42]]> GMT</pubDate>
				<author><![CDATA[ colonel584]]></author>
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				<title>Re:500pt Guard for Friendly Matches</title>
				<description><![CDATA[ I was also thinking that this might be interesting.<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></b><br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span><br /> <br /> <b>Troops</b><br /> Vets 2x Melta Chimera <span class="glossaryitem" onmouseover='gp(336);'>HF</span><br /> Vets 2x Melta Chimera <span class="glossaryitem" onmouseover='gp(336);'>HF</span><br /> <br /> <b>Heavy Support</b><br /> Manticore<br /> <br /> I like the Manticore for the scare factor.]]></description>
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				<pubDate><![CDATA[Tue, 2 Jun 2009 01:00:23]]> GMT</pubDate>
				<author><![CDATA[ Norade]]></author>
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				<title>500pt Guard for Friendly Matches</title>
				<description><![CDATA[ and we do all love a good scare but a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> fills it's role and will do it's job more reliablely and it can take more punishment<br /> <br /> Maybe a naked Russ and a melta in the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>]]></description>
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				<pubDate><![CDATA[Tue, 2 Jun 2009 06:22:48]]> GMT</pubDate>
				<author><![CDATA[ colonel584]]></author>
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				<title>Re:500pt Guard for Friendly Matches</title>
				<description><![CDATA[ A vanilla russ would be nice, but if I'm going that route I would really want to press in a Demolisher by cutting a Vet squad's melta out and adding a flamer instead. Then I would really have a fear factor weapon on the table.]]></description>
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				<pubDate><![CDATA[Tue, 2 Jun 2009 10:24:30]]> GMT</pubDate>
				<author><![CDATA[ Norade]]></author>
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				<title>500pt Guard for Friendly Matches</title>
				<description><![CDATA[ Yeah a Demolisher might be good but it'd need to rush forward with your Chimera's to 'do good'. Might be an idea to give it some flamers]]></description>
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				<pubDate><![CDATA[Tue, 2 Jun 2009 11:01:49]]> GMT</pubDate>
				<author><![CDATA[ colonel584]]></author>
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				<title>Re:500pt Guard for Friendly Matches</title>
				<description><![CDATA[ <blockquote><div><cite>Norade wrote:</cite>A vanilla russ would be nice, but if I'm going that route I would really want to press in a Demolisher by cutting a Vet squad's melta out and adding a flamer instead. Then I would really have a fear factor weapon on the table.</div></blockquote><br /> <br /> A much cheaper options would be to drop a <span class="glossaryitem" onmouseover='gp(373);'>MOO</span> into your <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>. I have been loving my <span class="glossaryitem" onmouseover='gp(373);'>MOO</span>, who has consistently dropped horrible death on my opponents in all the games I've fielded him in <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Also for friendly games there is nothing more amusing than close fire support from a S9 ordnance barrage!]]></description>
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				<pubDate><![CDATA[Tue, 2 Jun 2009 11:12:20]]> GMT</pubDate>
				<author><![CDATA[ Flinty]]></author>
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				<title>Re:500pt Guard for Friendly Matches</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(373);'>MOO</span> is just to inaccurate, and won't draw fire like the Demolisher will. The way I see it, if I make a triangle with the Chims behind the Demolisher then they're safe, can still get a decent view of the field to shot at stuff. I basically start them close and plow into the enemy, anything gets slowed up then they can pop smoke and break off.<br /> <br /> However a second Vet squad in a Chim would also be awesome, but I don't like the extra <span class="glossaryitem" onmouseover='gp(316);'>KP</span>'s that would add. So many options for the new guard and so little room at this point level.]]></description>
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				<pubDate><![CDATA[Tue, 2 Jun 2009 11:19:23]]> GMT</pubDate>
				<author><![CDATA[ Norade]]></author>
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				<title>500pt Guard for Friendly Matches</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(373);'>MOO</span>'s are made of pure awesome vs nids, orks. Make sure when you use them that you target a squad in the middle of the enemy's line. As it will scatter (it has to), make sure that if you scatter you actually hit something. (oh, and make sure he has <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, -4 to those scatter rolls really does help)]]></description>
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				<pubDate><![CDATA[Tue, 2 Jun 2009 11:31:54]]> GMT</pubDate>
				<author><![CDATA[ colonel584]]></author>
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				<title>500pt Guard for Friendly Matches</title>
				<description><![CDATA[ Defenestrator:<br /> <br /> I like your suggestion for the autocannons on the vet squads for a different reason- right now there appears to be a big debate as to whether or not you can fire squad weapons out of the hatches of a Chimera.  <span class="glossaryitem" onmouseover='gp(111);'>RAW</span>, (if not <span class="glossaryitem" onmouseover='gp(110);'>RAI</span>), appear to suggest that you can fire a heavy weapon out of the hatch, along with the rest of the squads special weapons, to a max of 5.<br /> <br /> If true, this could make chimeras very very useful in keeping an infantry team alive amid a swarm- particularly if they also have a lot of flamers and <span class="glossaryitem" onmouseover='gp(336);'>HF</span>.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Thu, 4 Jun 2009 05:07:28]]> GMT</pubDate>
				<author><![CDATA[ rashad]]></author>
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