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				<title>Space Marine choices question :  ( what to take? )</title>
				<description><![CDATA[ kk , first of all my favorite infantry in <span class="glossaryitem" onmouseover='gp(119);'>SM</span> is probably scouts.  But im not too sure if its effective <br /> to arm them this way:<br /> <br /> Basically 5 squads of 5 ,   4with missle launcher, 1 with heavy bolter.<br /> the rest + Sergent are all <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>+ bolt pistol.  Does this work? i mean usually hvy weapon + <span class="glossaryitem" onmouseover='gp(19);'>cc</span> dont mix...<br /> Or are these fine to sit on objectives?<br /> And same 5 squads ,  is it worth boosting their numbers with sniper riffles? or should i not bother until they have bolter?<br /> <br /> Are whirl winds worth taking?<br /> <br /> Land speeder storm ,  the troop choice it self doesnt come with additional crew in the codex.<br /> does that mean i can model it with just the 2 pilots? <br /> <br /> Anyone home?  =_=<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 14 Jun 2009 03:05:26]]> GMT</pubDate>
				<author><![CDATA[ LunaHound]]></author>
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				<title>Space Marine choices question :  ( what to take? )</title>
				<description><![CDATA[ Scouts suck.<br /> <br /> They are Stormtroopers with +1 S/T and -1 to <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> Get Tacticals instead. Scouts are only good with snipers, and for killing high toughness enemies, you have much better options, like Captains with relic blades and Tacticals with multi-meltas.<br /> <br /> Besides, scout models are fugly. They don't have necks and their heads are cubes.]]></description>
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				<pubDate><![CDATA[Sun, 14 Jun 2009 05:02:38]]> GMT</pubDate>
				<author><![CDATA[ Cheese Elemental]]></author>
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				<title>Space Marine choices question :  ( what to take? )</title>
				<description><![CDATA[ Use scouts to inflitrate up front with a teleporter homer, and deepstrike in some Assault termies to take care of things. <br /> <br /> Mean while Deepstrike your Tacticals in with Drop Pods to the Objectives and capture.<br /> <br /> Its a theory I had, that I'm sure others have had before and I'm not to sure how well it works.<br /> <br /> Oh then add other things you might want, like Dreads.<br /> <br /> Or Infitrate scout to objectives to take them, then Drop pod Tacs in, move scouts out use teli homer to bring on the Termies.]]></description>
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				<pubDate><![CDATA[Sun, 14 Jun 2009 05:14:51]]> GMT</pubDate>
				<author><![CDATA[ VictorVonTzeentch]]></author>
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				<title>Space Marine choices question :  ( what to take? )</title>
				<description><![CDATA[ .....<br /> <br /> Ok luna, ignore the Cheese....<br /> Scouts when equiped right and used correctly can be a very useful tool in ones army list.<br /> <br /> I dont have my <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex handy <span class="glossaryitem" onmouseover='gp(258);'>atm</span> so please bear with me Luna....<br /> <br /> Scouts with Sniper Rifles = Win<br /> Scouts with Heavy Weapons that Infil into cover = Win<br /> Scouts With Teleport Homers = Win<br /> <br /> You are correct in saying that Heavys and <span class="glossaryitem" onmouseover='gp(19);'>CC</span> usually dont mix. Scouts are great for early game Obj sitters, but in most games they will not be able to hold it without support. Keep that in mind and plan ahead and you should be good.<br /> <br /> Whirlwinds I find are great when mixed in with other Pie throwers. I found a good combo to be 2 whirlwinds and a Vindy. With everyone useing cover in 5th and being troop heavy, the whirlwinds able to ignore said cover can be huge in some games. The Vindy just smashes high T things or Deep strikers that get too close. <br /> <br /> As for the Land Speeders, I dont know the answer to that one since I dont have my Codex at hand. I think yes, but am unsure <span class="glossaryitem" onmouseover='gp(258);'>atm</span>.<br /> <br /> Hope this helps.]]></description>
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				<pubDate><![CDATA[Sun, 14 Jun 2009 05:15:22]]> GMT</pubDate>
				<author><![CDATA[ jp400]]></author>
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				<title>Space Marine choices question :  ( what to take? )</title>
				<description><![CDATA[ Thanks for the replies.<br /> <br /> Luckily and unluckily i guess , they are the metal ones.<br /> <br /> Which means they look better than the plastic ones , yet it means i cannot switch the weapons anymore. Only what i listed earlier.<br /> <br /> How do i make it work? Take the heavy weapons away from them and give it to sniper scouts?<br /> <br /> And wow i never realized they gave them <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3]]></description>
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				<pubDate><![CDATA[Sun, 14 Jun 2009 05:28:43]]> GMT</pubDate>
				<author><![CDATA[ LunaHound]]></author>
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				<title>Space Marine choices question :  ( what to take? )</title>
				<description><![CDATA[ I'd get some of the Plastic ones and if you have the money and the desire to make different squads built to do different things like have the Sniper Squad, or the Heavy Bolter ad Bolter squad.<br /> <br /> Use only the squads you think would come in handy.<br /> <br /> Personally I don't think you can go wrong in having at least one squad of Sniper Scouts in an army fielding scouts you'll have range and a good chance to wound most things you can hit.<br /> <br /> The Scout Heavy bolter uses the Hellfire round doesn't it? That would make it a blast weapon that wounds on a two so it should be pretty good, I've never taken one.]]></description>
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				<pubDate><![CDATA[Sun, 14 Jun 2009 05:39:02]]> GMT</pubDate>
				<author><![CDATA[ VictorVonTzeentch]]></author>
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				<title>Space Marine choices question :  ( what to take? )</title>
				<description><![CDATA[ With what you listed here is an option for you.<br /> If you have scouts with sniper rifles already you can try this:<br /> Scout squad X10<br /> 4 Sniper Rifles<br /> 1 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> or <span class="glossaryitem" onmouseover='gp(51);'>HB</span><br /> 4 <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>/<span class="glossaryitem" onmouseover='gp(260);'>BP</span><br /> 1 Sergeant<br /> <br /> This is 1 troop that can split up using the combat squads rules and now you have a longer ranged shooting squad to sit on objectives and another advance force that can pressure the enemy. <br /> Keep in mind that the model for the Land speeder storm is on its way and this would allow the advance portion of the squad to have a ride to outflank in, scout ahead in, or hold back and contest late game objectives in.<br /> The Storm model should be fine without a squad modeled onto it, but you could do so if you like.]]></description>
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				<pubDate><![CDATA[Sun, 14 Jun 2009 08:10:36]]> GMT</pubDate>
				<author><![CDATA[ Volkan]]></author>
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				<title>Space Marine choices question :  ( what to take? )</title>
				<description><![CDATA[ The only problem is that because they're marines, they're taken in small squads. As soon as they're in <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>, they're probably dead. <br /> <br /> I tend not to use them at all in <span class="glossaryitem" onmouseover='gp(316);'>KP</span> games. They're just a liability. If you're up against Nidzilla lists, a C'Tan, or wraithlords, take a squad with sniper rifles. Just remember, for each squad you take, that's one less tactical squad with much better anti-infantry firepower.]]></description>
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				<pubDate><![CDATA[Sun, 14 Jun 2009 12:08:53]]> GMT</pubDate>
				<author><![CDATA[ Cheese Elemental]]></author>
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				<title>Re:Space Marine choices question :  ( what to take? )</title>
				<description><![CDATA[ If you like scouts here is a list i theoryhammered out a while back. Unfortunately I dont play marines and could never convince anyone to buy this many scouts, so i've never seen it played. The original idea was stolen from someone else on dakka whos name i cant remember but edited slightly.<br /> <br /> Shrike-Scouts 2000pts<br /> <br /> <u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></u><br /> <br /> Shrike 195<br /> <br /> <u>Elite</u><br /> <br /> 10x Assault Terminators<br /> <br /> <u>Troops</u><br /> <br /> 10x Scouts 170pts<br /> Combat Blades<br /> Combi-Melta<br /> powerfist<br /> <br /> 10x Scouts 170pts<br /> Combat Blades<br /> Combi-Melta<br /> powerfist<br /> <br /> 10x Scouts 170pts<br /> Combat Blades<br /> Combi-Melta<br /> powerfist<br /> <br /> 10x Scouts 170pts<br /> Combat Blades<br /> Combi-Melta<br /> powerfist<br /> <br /> 10x Scouts 170pts<br /> Combat Blades<br /> Combi-Melta<br /> powerfist<br /> <br /> 10x Scouts 170pts<br /> Combat Blades<br /> Combi-Melta<br /> powerfist<br /> <br /> <u>Fast Attack</u><br /> <br /> 3x Scout Bikes 125pts<br /> Powerfist<br /> Astates Grenade Launcher<br /> <br /> 3x Scout Bikes 125pts<br /> Powerfist<br /> Astates Grenade Launcher<br /> <br /> 3x Scout Bikes 125pts<br /> Powerfist<br /> Astates Grenade Launcher<br /> <br /> Total: 1990pts<br /> <br /> <br /> Shrike gies your entire army fleet. He infiltrates with the terminators. The rest of your army infiltrates, then scout moves to within 12" of the enemy (6 " for the bikes).<br /> <br /> Your first turn goes like this:<br /> Move 6", Fleet <span class="glossaryitem" onmouseover='gp(24);'>d6</span>" (bikes pound stuff with genades) , charge your army, kill eveything he has. <br /> <br /> On turn 1 this has 5 rending attacks, 30 Thunderhammer attacks, 27 Powerfist attacks and 174 S4 sttacks.<br /> <br /> If your opponent declines to deploy anything on the board you  infiltrate along his board edge, stopping him from bringing anything in from reserve unless he has deep strikers, which he has to declare during his deployment, which will always be before you deploy. You have enough models to cover the back edge and both side edges if you spread all your models out as far as they can.<br /> <br /> Tanks may be an issue. You have to hope the powerfists and combi-meltas get into the right places, but you deploy everything after your opponent so this shouldnt be a problem.<br /> <br /> If you feel like it you can also outflank with your entire army, but this can leave you open to some bad luck if you dont get decent reserve rolls.<br /> <br /> The best thing about this is that nobody will expect it. Who the hell plans to face an entire army of first turn charging scouts?<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 14 Jun 2009 13:52:39]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>Space Marine choices question :  ( what to take? )</title>
				<description><![CDATA[ <blockquote><div><cite>LunaHound wrote:</cite>kk , first of all my favorite infantry in <span class="glossaryitem" onmouseover='gp(119);'>SM</span> is probably scouts.</div></blockquote><br /> I like where this is going.<br /> <br /> <blockquote><div><cite>LunaHound wrote:</cite>But im not too sure if its effective <br /> to arm them this way:<br /> <br /> Basically 5 squads of 5 ,   4with missle launcher, 1 with heavy bolter.<br /> the rest + Sergent are all <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>+ bolt pistol.  Does this work? i mean usually hvy weapon + <span class="glossaryitem" onmouseover='gp(19);'>cc</span> dont mix...<br /> Or are these fine to sit on objectives?<br /> And same 5 squads ,  is it worth boosting their numbers with sniper riffles? or should i not bother until they have bolter?<br /> <br /> Are whirl winds worth taking?<br /> <br /> Land speeder storm ,  the troop choice it self doesnt come with additional crew in the codex.</div></blockquote><br />  <br /> Now I don't. I armed my scouts in a way that allows them to adapt to any situation. Sarge has bolt and <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>, three have bolt and <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>, and one has a bolter to act as long range firepower. I'm not too sure if this method is still valid , and if it's not, I'll just reconfigure them or something like that so that they can be.]]></description>
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				<pubDate><![CDATA[Mon, 15 Jun 2009 01:15:41]]> GMT</pubDate>
				<author><![CDATA[ Golden Eyed Scout]]></author>
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				<title>Space Marine choices question :  ( what to take? )</title>
				<description><![CDATA[ Scouts are decent units;<br /> <br /> I usually take <br /> <br /> 2 Tacticals w/ 1 Drop Pod ; 1 w/ Rhino then a Scout squad w/ Telion and sniper rifles along with Missile Launcher.<br /> <br /> <br /> It's great.]]></description>
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				<pubDate><![CDATA[Mon, 15 Jun 2009 03:48:34]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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