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				<title>Which CC marines to play?</title>
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				<pubDate><![CDATA[Sun, 10 Oct 2010 16:53:16]]> GMT</pubDate>
				<author><![CDATA[ FaarisShazad]]></author>
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				<title>Which CC marines to play?</title>
				<description><![CDATA[ You can do <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with any space marine chapter except for <span class="glossaryitem" onmouseover='gp(25);'>DA</span>.  <br /> <br /> Shrike:  fleet of foot for every unit...and shrike's unit infiltrates as well.  <br /> <br /> Blood Angels:  Furious Charge and feel no pain.  Jump marines or mech...take your pick. <br /> <br /> Space Wolves:  Thunderwolf Cav is the most common <span class="glossaryitem" onmouseover='gp(58);'>hth</span> unit taken by space wolves player, but if you want Cheap bodies, bloodclaw spam is pretty scary.]]></description>
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				<pubDate><![CDATA[Sun, 10 Oct 2010 17:08:00]]> GMT</pubDate>
				<author><![CDATA[ scuddman]]></author>
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				<title>Re:Which CC marines to play?</title>
				<description><![CDATA[ Blood Angels, as they're actually a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> army.  Space Wolves aren't.  Space Wolves are a close range army with a very good <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit.  ]]></description>
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				<pubDate><![CDATA[Sun, 10 Oct 2010 22:28:44]]> GMT</pubDate>
				<author><![CDATA[ Seaward]]></author>
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				<title>Which CC marines to play?</title>
				<description><![CDATA[ Blood angels are probably your best bet with characters that give <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and <span class="glossaryitem" onmouseover='gp(397);'>FC</span> to your guys and a boatload of fast vehicles and jump packs]]></description>
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				<pubDate><![CDATA[Sun, 10 Oct 2010 23:02:59]]> GMT</pubDate>
				<author><![CDATA[ kenshin620]]></author>
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				<title>Which CC marines to play?</title>
				<description><![CDATA[ Black Templars hands down. Every basic troop can be given a bolt pistol + close combat weapon.<br /> <br /> Also, you can give the ENTIRE army preferred enemy, which re-rolls all missed attacks. Nothing else Marine wise can match that in scariness.]]></description>
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				<pubDate><![CDATA[Sun, 10 Oct 2010 23:39:47]]> GMT</pubDate>
				<author><![CDATA[ liam0404]]></author>
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				<title>Re:Which CC marines to play?</title>
				<description><![CDATA[ <blockquote><div><cite>Seaward wrote:</cite>Blood Angels, as they're actually a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> army.  Space Wolves aren't.  Space Wolves are a close range army with a very good <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit.  </div></blockquote><br /> <br /> I hate to admit it, but Seaward's right.<br /> <br /> <blockquote><div><cite>liam0404 wrote:</cite>Black Templars hands down. Every basic troop can be given a bolt pistol + close combat weapon.<br /> <br /> Also, you can give the ENTIRE army preferred enemy, which re-rolls all missed attacks. Nothing else Marine wise can match that in scariness.</div></blockquote><br /> <br /> Not that you're biased. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Sun, 10 Oct 2010 23:48:38]]> GMT</pubDate>
				<author><![CDATA[ Just Dave]]></author>
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				<title>Re:Which CC marines to play?</title>
				<description><![CDATA[ <blockquote><div><cite>Just Dave wrote:</cite><br /> <br /> <blockquote><div><cite>liam0404 wrote:</cite>Black Templars hands down. Every basic troop can be given a bolt pistol + close combat weapon.<br /> <br /> Also, you can give the ENTIRE army preferred enemy, which re-rolls all missed attacks. Nothing else Marine wise can match that in scariness.</div></blockquote><br /> <br /> Not that you're biased. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> </div></blockquote><br /> <br /> Not at all <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> But picture this:<br /> <br /> 8 Assault terminators on the charge against...lets say 30 Ork boys.<br /> <br /> <span class="glossaryitem" onmouseover='gp(15);'>BT</span> terminators can take furious charge. Let's say that (since their storm shields suck), they all have lightning claws.<br /> <br /> 32 attacks on the charge, with re-rolls, lets say around 24 hits.<br /> <br /> 3's to wound, so lets say 16 wounds - the misses are then re-rolled, so thats 20 wounds.<br /> <br /> You'd have similare results against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> as well, since furious charge increases your initive. There are other units in the <span class="glossaryitem" onmouseover='gp(15);'>BT</span> army that can hit with an impressive number of attacks, but I think this is one of their best combos.]]></description>
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				<pubDate><![CDATA[Sun, 10 Oct 2010 23:53:50]]> GMT</pubDate>
				<author><![CDATA[ liam0404]]></author>
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				<title>Which CC marines to play?</title>
				<description><![CDATA[ True-ish, but it doesn't compensate for the rest of the <span class="glossaryitem" onmouseover='gp(15);'>BT</span> Templar army.<br /> <br /> Even so, picture this:<br /> <br /> Mephiston. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 10 Oct 2010 23:57:00]]> GMT</pubDate>
				<author><![CDATA[ Just Dave]]></author>
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				<title>Which CC marines to play?</title>
				<description><![CDATA[ Comparing Mephiston is hardly fair! He is a Monstrous Creature in a marine's body!!!<br /> <br /> As for over-compensation, I think you're being a little harsh. The entire <span class="glossaryitem" onmouseover='gp(15);'>BT</span> army is bred for assault - even a basic troop unit gets 30 attacks on the charge with re-rolls. I've lost my fair share of games yes, but with my current assault focussed list, i can honestly say that i've been able to outfight every army i've fought.<br /> <br /> Some Pros:<br /> <br /> Assault squads can all be given melta-bombs at the ludicrously low price of 2 points per model.<br /> <br /> Our terminators are extremely powerful. Normal termies can take 2 assault cannons per squad - even if there are only 5 per model<br /> <br /> We can take <span class="glossaryitem" onmouseover='gp(261);'>LRC</span>'s as dedicated transports<br /> <br /> Preferred enemy for EVERY model (this is too good not to repeat!)<br /> <br /> Fearless in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> (though this can work against you on occasion)<br /> <br /> Some Cons:<br /> <br /> Righteous Zeal can pull you off objectives (and sometimes make you fall back)<br /> <br /> No <span class="glossaryitem" onmouseover='gp(475);'>LRR</span>'s<br /> <br /> No devastator squads<br /> <br /> No Vanguard veterans<br /> <br /> I'm by no means saying the other chapters aren't good, I just think that the ONLY way to run the <span class="glossaryitem" onmouseover='gp(15);'>BT</span>'s is to kit them out for <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. It's what they are 100% designed to do.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 00:03:32]]> GMT</pubDate>
				<author><![CDATA[ liam0404]]></author>
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				<title>Which CC marines to play?</title>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 02:47:11]]> GMT</pubDate>
				<author><![CDATA[ FaarisShazad]]></author>
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				<title>Which CC marines to play?</title>
				<description><![CDATA[ That point is well made.  Most every space marine army, even those that do not ascribe to the codex astartes, can be geared towards ranged warfare. <span class="glossaryitem" onmouseover='gp(15);'>BT</span> can't, really.<br /> <br /> Still, for sheer <span class="glossaryitem" onmouseover='gp(19);'>CC</span> potential, other space marine armies can at least match the Black Templars. Blood Angels, while maybe not able to exceed the <span class="glossaryitem" onmouseover='gp(15);'>BTs</span> in sheer hitting power, can certainly get stuck in quicker (jump/mech list). Different options to weigh.   ]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 02:57:56]]> GMT</pubDate>
				<author><![CDATA[ prussia59]]></author>
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				<title>Re:Which CC marines to play?</title>
				<description><![CDATA[ Blood Angels. They're bloody for a reason <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 03:16:00]]> GMT</pubDate>
				<author><![CDATA[ Zid]]></author>
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				<title>Which CC marines to play?</title>
				<description><![CDATA[ I have to second black templars.  They are viciously brutal and stupidly fast.  The support units are a bit lacking, most all of the power is in <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> and troops.  But there is enough there for some flavor, and just a rock hard core of scoring <span class="glossaryitem" onmouseover='gp(19);'>CC</span> death.  ]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 17:31:58]]> GMT</pubDate>
				<author><![CDATA[ ArtfcllyFlvrd]]></author>
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				<title>Re:Which CC marines to play?</title>
				<description><![CDATA[ I don't know why <span class="glossaryitem" onmouseover='gp(314);'>RZ</span> is supposedly a con, a consolidate move(which is what <span class="glossaryitem" onmouseover='gp(314);'>RZ</span> is) is "<b>up to</b> <span class="glossaryitem" onmouseover='gp(24);'>D6</span> inches"(P40 <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>). If your opponent won't let you not move, just nudge your models 1/16th of an inch or so, remembering that it's "up to" <span class="glossaryitem" onmouseover='gp(24);'>D6</span> inches, meaning you don't have to move max distance.<br /> One of the other cons of Templars is that their powerfist models have only one attack(they were really hurt by the 5th ed pfist nerf), though preferred enemy helps out here.<br /> Don't think that Templars are going to keep their preferred enemy in the next edition, though I'm sure they'll get flavor to make up for it.<br /> <br /> Other not mentioned cons of <span class="glossaryitem" onmouseover='gp(15);'>BT</span> include having to take an <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test to shoot at targets not the closest, not coming with grenades(and being more expensive than other marines on a model by model basis with them), and limited support choices(and some support choices that just cost much more!). On the other hand the Emperor's Champion is pretty awesome for a compulsory <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice, and he takes up no slot on the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span>. Preferred Enemy Lightning claw termies are possibly the most destructive hammer unit in the game at the moment with all those rerolls ensuring they always do maximum damage every assault phase. Mixed crusader squads are also slightly better than other armies basic <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squads because they have really cheap ablative wounds(and though neos don't get to use preferred enemy they hit almost as hard otherwise) for their special weaponey awesomeness. It's also worth noting that you can do neat things like give veteran squads "Veteran skills" so your preferred enemy lightning claw termies can have Furious charge, your cyclone or <span class="glossaryitem" onmouseover='gp(5);'>AC</span> termies can have Tank Hunters, and your dreads can be given Tank Hunters or Furious Charge too, very handy with the limited <span class="glossaryitem" onmouseover='gp(57);'>HS</span> options the codex has.<br /> <br /> On the other hand the blood angels can have an all deepstriking list with 2 meltas in every squad where every squad has furious charge and feel no pain, or you can spam AV13/14 like no other army, or you can take probably <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> the most awesome skimmer in the game. You've got a number of really good possible lists here with Fast vehicles including fast razorbacks(a trendy list), <span class="glossaryitem" onmouseover='gp(493);'>DoA</span>(risky, but scary), and high <span class="glossaryitem" onmouseover='gp(9);'>AV</span> spam(troops in land raiders and 6x preds/vindis), as well as storm raven lists for fun and profit.<br /> <br /> I'm suprised nobody mentioned mono-Khorne or hybrid <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> lists. Some of the best shock assault troops in the game backed by melta plague/<span class="glossaryitem" onmouseover='gp(22);'>CSM</span>/raptor squads and a Daemon Prince(or two) with some antitank <span class="glossaryitem" onmouseover='gp(57);'>HS</span> choices. The chaos marines 'dex is a bit limited and this isn't considered to be a tournament optimal build, but its' BLOOD FOR THE BLOOD GOD! and good fun to boot. Chaos marines in general, while not as strong as furious charge/feel no pain angels assault marines or preferred enemy crusaders are a viable close combatey army that can put out some dakka when needed. Plague marines in specific are good counters to typical assault units, being T5 and feel no pain with defensive blight grenades, and 'zerkers are amazing with WS5, 3a each(4 on the charge), and furious charge to make those WS5 attacks more devastating. Also Kharn rocks the socks of any other special character in terms of pure slaughterability(how many S6 <span class="glossaryitem" onmouseover='gp(486);'>PW</span> attacks on the charge that hit on a 2+?), except maybe Abbadon.]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 18:47:14]]> GMT</pubDate>
				<author><![CDATA[ Xeonicfront]]></author>
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				<title>Re:Which CC marines to play?</title>
				<description><![CDATA[ <blockquote><div><cite>liam0404 wrote:</cite><blockquote><div><cite>Just Dave wrote:</cite><br /> <br /> <blockquote><div><cite>liam0404 wrote:</cite>Black Templars hands down. Every basic troop can be given a bolt pistol + close combat weapon.<br /> <br /> Also, you can give the ENTIRE army preferred enemy, which re-rolls all missed attacks. Nothing else Marine wise can match that in scariness.</div></blockquote><br /> <br /> Not that you're biased. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> </div></blockquote><br /> <br /> Not at all <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> But picture this:<br /> <br /> 8 Assault terminators on the charge against...lets say 30 Ork boys.<br /> <br /> <span class="glossaryitem" onmouseover='gp(15);'>BT</span> terminators can take furious charge. Let's say that (since their storm shields suck), they all have lightning claws.<br /> <br /> 32 attacks on the charge, with re-rolls, lets say around 24 hits.<br /> <br /> 3's to wound, so lets say 16 wounds - the misses are then re-rolled, so thats 20 wounds.<br /> <br /> You'd have similare results against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> as well, since furious charge increases your initive. There are other units in the <span class="glossaryitem" onmouseover='gp(15);'>BT</span> army that can hit with an impressive number of attacks, but I think this is one of their best combos.</div></blockquote><br /> <br /> If we're going with mathhammer:<br />    For a similar price, consider 9 death company and an elite-slot chaplain (including their ride):<br />                       death company attacks: 45 on the charge, hitting on 3++ nets 39.798 hits<br />                                             wound rolls on 3++ (furious charge) nets 35.19 wounds<br />                                             nets 29.2 dead orks or 11.6 dead <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span><br /> This is without the chaplain's attacks or the 2-3 <span class="glossaryitem" onmouseover='gp(105);'>PF</span> or <span class="glossaryitem" onmouseover='gp(486);'>PW</span> you should give the squad.<br /> <br /> Just a consideration.<br /> <br /> EDIT: The above squad is ~315 points, more than 100 points less than the Terminator squad.]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 19:25:25]]> GMT</pubDate>
				<author><![CDATA[ Smarteye]]></author>
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				<title>Re:Which CC marines to play?</title>
				<description><![CDATA[ Death Company have the singular disadvantage that once their transport is destroyed they run towards the nearest visible enemy like maniacs so your opponent has almost as much control over their movements as you do, and if you disclose transport contents(and you should normally according to P92 "a note on secrecy", but opponent's permission trumps all) your death company transport -will- be destroyed.<br /> Of course you could put them in a Storm Raven or Land Raider, but then they cost as much or more than Terminators.]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 19:44:46]]> GMT</pubDate>
				<author><![CDATA[ Xeonicfront]]></author>
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				<title>Which CC marines to play?</title>
				<description><![CDATA[ <blockquote><div><cite>FaarisShazad wrote:</cite>Hey guys, as the title suggests I am looking for a marine army to play...to keep with <span class="glossaryitem" onmouseover='gp(19);'>CC</span></div></blockquote>May I suggest... <img src="/s/i/a/20bbdf56fcac5db05fbf839cf057f0b5.gif" border="0">  <img src="/s/i/a/20bbdf56fcac5db05fbf839cf057f0b5.gif" border="0">  <img src="/s/i/a/14a2d79c40eff1cd0a6b65d023d5f6f8.gif" border="0">  <img src="/s/i/a/570d354b7a45fbddaedbc5da6402e820.gif" border="0">  <img src="/s/i/a/fd53790c5241b6a7b2f5df5d94b446c7.gif" border="0">  <img src="/s/i/a/ead159614909d2491460a878548e56f8.gif" border="0">  <img src="/s/i/a/42af5ab7e865f6fcb2546c86fb8f099b.gif" border="0">  <img src="/s/i/a/20bbdf56fcac5db05fbf839cf057f0b5.gif" border="0">  <img src="/s/i/a/20bbdf56fcac5db05fbf839cf057f0b5.gif" border="0"> ?]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 19:59:51]]> GMT</pubDate>
				<author><![CDATA[ MekanobSamael]]></author>
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				<title>Re:Which CC marines to play?</title>
				<description><![CDATA[ <blockquote><div><cite>Xeonicfront wrote:</cite>Death Company have the singular disadvantage that once their transport is destroyed they run towards the nearest visible enemy like maniacs so your opponent has almost as much control over their movements as you do, and if you disclose transport contents(and you should normally according to P92 "a note on secrecy", but opponent's permission trumps all) your death company transport -will- be destroyed.<br /> Of course you could put them in a Storm Raven or Land Raider, but then they cost as much or more than Terminators.</div></blockquote><br /> <br /> This is exactly my point. Death company are the <i>worst</i>  srs-business assault unit <span class="glossaryitem" onmouseover='gp(10);'>BA</span> have, and they trump the <span class="glossaryitem" onmouseover='gp(15);'>BT</span> in my opinion. PLUS <span class="glossaryitem" onmouseover='gp(10);'>BA</span> have an up-to-date codex, model range that doesn't require a $30 conversion pack to look like <span class="glossaryitem" onmouseover='gp(10);'>BA</span>, and aren't hampered by an anachronistic ruleset that no longer functions as intended.]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 20:30:23]]> GMT</pubDate>
				<author><![CDATA[ Smarteye]]></author>
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				<title>Re:Which CC marines to play?</title>
				<description><![CDATA[ Maybe wait for the new Greyknights to come out? just an extra option (if your not planning to start for another 6 months).]]></description>
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				<pubDate><![CDATA[Mon, 11 Oct 2010 20:41:11]]> GMT</pubDate>
				<author><![CDATA[ Lucid]]></author>
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				<title>Which CC marines to play?</title>
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				<pubDate><![CDATA[Tue, 12 Oct 2010 02:26:34]]> GMT</pubDate>
				<author><![CDATA[ FaarisShazad]]></author>
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