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		<title><![CDATA[Latest posts for the thread "1k Ultramarines"]]></title>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ Hello starting an Ultramarine army aiming for 1k first here is what i got so far.<br /> <br /> chaplain w/ term armor 130<br /> <br /> tac1 10(with 1 sarge) w/ plasma gun, missile launcher, power wep 195<br /> <br /> tac2 10(with 1 sarge) w/ melta gun, missile launcher, power wep 190<br /> <br /> terms 5(with 1 sarge) w/ assault cannon 230<br /> <br /> dread w/ assault cannon, extra armor 130<br /> <br /> assault squad 5(with 1 sarge) w/ power fist 125<br /> <br /> total = 1k<br /> any tips would be welcomed thank you.]]></description>
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				<pubDate><![CDATA[Sun, 1 Nov 2009 05:29:25]]> GMT</pubDate>
				<author><![CDATA[ Mansta]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ You need to have transports for your tactical squads also, you are lacking real heavy support  and your dreadnaught isnt doing much without a drop pod. so here is my revemped list.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> chaplain w/ term armor 130 <br /> <br /> elites<br /> terms 5(with 1 sarge) w/ assault cannon 230 <br /> <br /> tac1 10(with 1 sarge) w/ flamer, missile launcher, power wep razorback 245 <br /> <br /> <br /> tac2 10(with 1 sarge) w/ melta gun,lascannon, razorback 235<br /> <br /> Heavy<br /> 2X Dakka Predators (autocannon, heavy bolter sponsons.) 85ea <br /> <br /> Now you have more anti infintry/light tank support from the predators, heavy support from the lascannon, and 2 mobile combat squads, not to mention the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> heavy bolters on the razorbacks are great support.]]></description>
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				<pubDate><![CDATA[Sun, 1 Nov 2009 06:44:30]]> GMT</pubDate>
				<author><![CDATA[ bld456]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ Razorbacks can only hold 6 men but. Also I'd like to keep the assault squad for objective taking. <br /> <br /> I wonder if changing to a 5 man sniper scout squad with 1 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad would work, frees up a lot of points for use. Might be able to squeeze some sternguard in there.]]></description>
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				<pubDate><![CDATA[Sun, 1 Nov 2009 06:59:33]]> GMT</pubDate>
				<author><![CDATA[ Mansta]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ each razor back would take a combat squad, leaving the other half of the squad back to hold objectives and fire heavy weapons against enemy tanks. Assault squads can only contest objectives but so can predators and razor backs, better yet razorbacks can control an objective if they have combat squads in them. Finally, an assault squad could be locked in combat or could jump into difficult terrain which is where (in my experience) most objectives are placed, and lose 1 member if the squad has already lost a couple, fail a morale check and fall back. which is where (in my experience) most objectives are placed, that wouldnt happen to a razzorback or predator because the worst that would happen would be it becoming immobilised and it probably would still be within 3" of the objective.]]></description>
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				<pubDate><![CDATA[Sun, 1 Nov 2009 07:28:24]]> GMT</pubDate>
				<author><![CDATA[ bld456]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ I'm thinking take out dread 1 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> and add<br /> <br /> 5 scouts 1 sarge 5 snipers<br /> <br /> 5 devastator squad heavy bolter, plasma cannon, lascannon and multi melta<br /> <br /> Pred with twin linked lascannon and heavy bolter sides<br /> <br /> new total= 1000]]></description>
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				<pubDate><![CDATA[Sun, 1 Nov 2009 09:15:47]]> GMT</pubDate>
				<author><![CDATA[ Mansta]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ Combat squading and taking razorbacks is not a good idea. Go with a full squad and a rhino instead. <br /> <br /> Chaplin (Terminator Armour+Combi) = 135<br /> <br /> 10xTacticals (<span class="glossaryitem" onmouseover='gp(330);'>MM</span>+Flamer) = 170<br /> Rhino = 35<br /> 10xTacticals (<span class="glossaryitem" onmouseover='gp(328);'>ML</span>+Flamer+<span class="glossaryitem" onmouseover='gp(105);'>PF</span>) = 205<br /> Rhino = 35<br /> <br /> Elites <br /> 5xTermies (<span class="glossaryitem" onmouseover='gp(5);'>AC</span>+<span class="glossaryitem" onmouseover='gp(336);'>HF</span>+ChainFist) = 240<br /> <br /> IronClad (<span class="glossaryitem" onmouseover='gp(563);'>MG</span>+<span class="glossaryitem" onmouseover='gp(336);'>HF</span>) = 145<br /> Drop pod (locator) = 45]]></description>
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				<pubDate><![CDATA[Sun, 1 Nov 2009 11:12:30]]> GMT</pubDate>
				<author><![CDATA[ tedurur]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ May I ask why you arent a fan of the combat squad method?]]></description>
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				<pubDate><![CDATA[Sun, 1 Nov 2009 16:25:13]]> GMT</pubDate>
				<author><![CDATA[ bld456]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ Removing 5 tacticals is more than twice as easy to do than removing 10 <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 1 Nov 2009 16:36:04]]> GMT</pubDate>
				<author><![CDATA[ tedurur]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ heres my revised list<br /> <br /> chaplain w/ term armor 130<br /> <br /> tac1 10(with 1 sarge) w/ plasma gun, missile launcher, power wep 195 <br /> rhino 35<br /> <br /> terms 5(with 1 sarge) w/ assault cannon 230 <br /> <br /> assault squad 5(with 1 sarge) w/ power fist 125<br /> <br /> 5 scouts (with 1 sarge) w/ 5 sniper rifles 75<br /> <br /> predator w/ twin linked lascannon and bolter sponsons 130<br /> <br /> whirlwind 85<br /> <br /> although canning the whirlwind and adding more men to the assault squad is also tempting<br /> <br /> total= 1005<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 1 Nov 2009 23:37:03]]> GMT</pubDate>
				<author><![CDATA[ Mansta]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ <blockquote><div><cite>tedurur wrote:</cite>Removing 5 tacticals is more than twice as easy to do than removing 10 <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"></div></blockquote><br /> <br /> I disagree here...combat squading them gives you one highly mobile unit to shoot from their transport, race to an objective, etc. while you can leave 5 marines behind with your heavy weapon to provide support.  True, they aren't as effective in assaults but I personally don't use them much for that purpose...or when I do it to provide support for my dedicated <span class="glossaryitem" onmouseover='gp(19);'>cc</span> units.]]></description>
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				<pubDate><![CDATA[Mon, 2 Nov 2009 06:18:35]]> GMT</pubDate>
				<author><![CDATA[ Gridge]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ Tacticals should not be in combat. Even if they are 10 man strong. However, in the unlycky event of getting caught in combat they actually stand a chance of not getting whiped out in one turn of combat as opposed to a 5 man unit.]]></description>
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				<pubDate><![CDATA[Mon, 2 Nov 2009 07:17:55]]> GMT</pubDate>
				<author><![CDATA[ tedurur]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ Do you guys think a 10 man assault squad is harder hitting than the whirlwind?]]></description>
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				<pubDate><![CDATA[Mon, 2 Nov 2009 22:02:14]]> GMT</pubDate>
				<author><![CDATA[ Mansta]]></author>
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				<title>Re:1k Ultramarines</title>
				<description><![CDATA[ I like the whirlwind if I'm facing a horde but otherwise the assault squad may be a bit more useful.  And, on the topic of tactical squads in combat...that's a good argument for combat squading in my opinion.  I keep my tacticals out of <span class="glossaryitem" onmouseover='gp(19);'>cc</span> unless they are there to lend support and keeping the heavy weapon back is very useful since you can't move and shoot.  It makes your force more mobile without sacrificing the heavy weapon shot and gives you twice the scoring units...plus if your unit is in 2 spots it's harder to wipe out entirely.  The trick is not getting your tacs in a position to face something that 5 of them can't take.]]></description>
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				<pubDate><![CDATA[Tue, 3 Nov 2009 02:02:27]]> GMT</pubDate>
				<author><![CDATA[ Gridge]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ My tactics with the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> would be to take an objective and hold it hopefully not needing to move and selecting an objective thats both far enough away to allow me to shoot down <span class="glossaryitem" onmouseover='gp(19);'>cc</span> troops and close enough to still be able to support my other units in the main assault. Ultramarines seem alittle odd to me i used to play space wolves and never really stood back and shot.]]></description>
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				<pubDate><![CDATA[Tue, 3 Nov 2009 02:18:40]]> GMT</pubDate>
				<author><![CDATA[ Mansta]]></author>
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				<title>1k Ultramarines</title>
				<description><![CDATA[ <blockquote><div><cite>Mansta wrote:</cite>Do you guys think a 10 man assault squad is harder hitting than the whirlwind?</div></blockquote><br /> <br /> Depends on how you use them<br /> <br /> Whirlwind: Pie template. 10+ Models (am I right?)<br /> <br /> 10 man Assault squad: 10 base, 10 for two weapons (hopefully) +1 for the sarg, +10 for charging. Lower chance to outright kill something roll for roll, but that's why you get 30 rolls with the Assault squad. Plus if you throw a Chaplain in there, you get to re-roll those misses.<br /> <br /> It really depends on what you intend to do.]]></description>
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				<pubDate><![CDATA[Tue, 3 Nov 2009 02:24:13]]> GMT</pubDate>
				<author><![CDATA[ Sirsolo]]></author>
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