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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ My gaming group has every army available, except for Imperial Guard. It seems like playing them would be interesting, but I would not want to go the route of the power gaming Chimera spam. Here's what I've been working on at 1500:<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>	Company Command Squad	215	<br /> 	Iron Hand Straken		<br /> 	4 Veterans, 1 Officer of Fleet		4x Meltagun, 1 Officer of the Fleet			<br /> 			<br /> Troop	<br />         Platoon Command Squad     60	        3x meltaguns, 1 platoon commander<br /> 	Infantry Squad	               110	        8x lasguns, 1 flamer, sergent w powerweapon, commisar w powerweapon<br /> 	Infantry Squad	               65	        8x lasguns, 1 flamer, sergent w power weapon<br /> 	Infantry Squad	               65	        8x lasguns, 1 flamer, sergent w power weapon<br /> <br /> Troop	<br />         Platoon Command Squad     60	        3x meltaguns, 1 platoon commander<br /> 	Infantry Squad	               110	        8x lasguns, 1 flamer, sergent w powerweapon, commisar w powerweapon<br /> 	Infantry Squad	               65	        8x lasguns, 1 flamer, sergent w power weapon<br /> 	Infantry Squad	               65	        8x lasguns, 1 flamer, sergent w power weapon<br /> <br /> Troop	<br />         Platoon Command Squad     60	        3x meltaguns, 1 platoon commander<br /> 	Infantry Squad	               110	        8x lasguns, 1 flamer, sergent w powerweapon, commisar w powerweapon<br /> 	Infantry Squad	               65	        8x lasguns, 1 flamer, sergent w power weapon<br /> 	Infantry Squad	               65	        8x lasguns, 1 flamer, sergent w power weapon<br /> <br /> Fast Attack 	<br /> Vendetta	130	3x Twin Linked Lascannons<br /> 			<br /> Heavy Support	<br /> Medusa	140	Bastion Breacher Shells<br /> 			<br /> Heavy Support	<br /> Medusa	140	Bastion Breacher Shells<br /> 			<br /> Total: 1525<br /> <br /> Obviously I have to drop 25 points. My biggest question is the use of Straken. Is he worth it? Or would that unit be the area to drop to a normal commander? Are the 30 man squads too big? Any other advice from experienced blob guard players???<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 16:35:09]]> GMT</pubDate>
				<author><![CDATA[ JGrand]]></author>
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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ Ive played with a Straken and found him to be better on paper than the tabletop. He has great stuff, and its not too hard to get it off its just that adding counter attack has resulted in 1 more wound and still losing combat. Overall he is a to taste kinda guy. ]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 16:49:04]]> GMT</pubDate>
				<author><![CDATA[ Zonder]]></author>
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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ Commisars with power weapons or power fists are fine.  Every sergant doesn't need one.  I'd also like to see more heavy weapons in your blobs or atleast some special weapons besides flamers.  I think you'll be disappointed with the Medusas.  I've run a pair a number of times and the first time they shoot a tank and miss, that tank eats them.  Or if somebody knows what they are, they're dead before they get a shot.  I'd replace them with a <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span>.]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 17:02:23]]> GMT</pubDate>
				<author><![CDATA[ Sarge]]></author>
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				<title>Re:Imperial Guard Power Blobs</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Commisars with power weapons or power fists are fine. Every sergant doesn't need one. I'd also like to see more heavy weapons in your blobs or atleast some special weapons besides flamers. I think you'll be disappointed with the Medusas. I've run a pair a number of times and the first time they shoot a tank and miss, that tank eats them. Or if somebody knows what they are, they're dead before they get a shot. I'd replace them with a <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span>. </div></blockquote><br /> <br /> Hmmm, I think the power weapons are nice because they are hidden and seem to help with assault. But I will certainly take that into consideration. The fit on the Commissar might be the choice to take. I don't know that the flamers will be worth it. I have a mind to use plasma guns but I always roll 1's with them. Such an investment for a questionable output. Maybe meltaguns instead.<br /> <br /> The Medusas look so good on paper. They are fragile though. I'm assuming you run a naked <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span>? Thank you for the input.<br /> <br /> <blockquote class="uncited"><div>Ive played with a Straken and found him to be better on paper than the tabletop. He has great stuff, and its not too hard to get it off its just that adding counter attack has resulted in 1 more wound and still losing combat. Overall he is a to taste kinda guy. </div></blockquote><br /> <br /> He looks nice, I just don't know how much charging I will actually end up doing. Counter charge is good though. He is something I'm considering dropping. ]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 17:09:24]]> GMT</pubDate>
				<author><![CDATA[ JGrand]]></author>
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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ You don't need 4 power weapons in each blob.  It's overkill.  The commissar w/ a power weapon is enough.  Get yourself some heavy weapons.  What are you going to do vs a mech list w/o them?  Rely on 1 vendetta to wipe 6-7 tanks?]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 17:24:54]]> GMT</pubDate>
				<author><![CDATA[ Flyinmiata1]]></author>
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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ You could lose Straken for just a commander with maybe a fist, but then add Al'Rahem (spelling?) and maybe swap the <span class="glossaryitem" onmouseover='gp(372);'>OotF</span> for an astropath to outflank with a blob for some tactical mobility. Just bring enough melta.]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 17:28:20]]> GMT</pubDate>
				<author><![CDATA[ Josh_theMexican]]></author>
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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ <blockquote><div><cite>Zonder wrote:</cite>Ive played with a Straken and found him to be better on paper than the tabletop.</div></blockquote><br /> Unfortunately, this is how I found him too. You're not lugging around an astropath you're trying to keep alive, or are outflanking anything, so you'll likely get more mileage out of him than I did.<br /> <br /> <blockquote><div><cite>Flyinmiata1 wrote:</cite>You don't need 4 power weapons in each blob. </div></blockquote><br /> <blockquote><div><cite>Sarge wrote:</cite>Commisars with power weapons or power fists are fine.  Every sergant doesn't need one. </div></blockquote><br /> Ignore this. If you're running power blobs, then everybody who can take a power weapon needs one. Of course, power weapon blobs aren't the only way to go, but if that's your chosen direction, then pack them in.<br /> <br /> In general, the list looks fine. As for where to take out the points, I'd very seriously consider turning the other two medusas into vendettas as your list is light on anti-<span class="glossaryitem" onmouseover='gp(93);'>MC</span> and anti-skimmer (a problem for power blob armies).<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 18:23:22]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Re:Imperial Guard Power Blobs</title>
				<description><![CDATA[ Thank you Ailaros, I was hoping that you would weigh in as the resident expert blob <span class="glossaryitem" onmouseover='gp(69);'>IG</span> player. I will try to look over more of your battle reports. Al Rahem seems to do pretty well for you in the couple I've looked at.<br /> <br /> <blockquote class="uncited"><div>Ignore this. If you're running power blobs, then everybody who can take a power weapon needs one. Of course, power weapon blobs aren't the only way to go, but if that's your chosen direction, then pack them in.<br /> <br /> In general, the list looks fine. As for where to take out the points, I'd very seriously consider turning the other two medusas into vendettas as your list is light on anti-<span class="glossaryitem" onmouseover='gp(93);'>MC</span> and anti-skimmer (a problem for power blob armies). </div></blockquote><br /> <br /> It seems that no one likes the Medusas...they seem so good? I was thinking changing the Medusae to <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> and the Vendetta to 2 Hydras. I'll have to come up with an updated list. ]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 18:38:59]]> GMT</pubDate>
				<author><![CDATA[ JGrand]]></author>
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				<title>Re:Imperial Guard Power Blobs</title>
				<description><![CDATA[ Well, as you yourself mentioned...<br /> <blockquote><div><cite>JGrand wrote:</cite>I think the power weapons are nice because they are hidden and seem to help with assault.</div></blockquote><br /> Power blobs win because of the absurd amount of hidden power weapon attacks they put out turn after bloody, bloody turn. Taking a power blob without power weapons would be like taking a leman russ without a turret.<br /> <br /> As for the medusa, some people swear by them, but I personally find them limited in use. They are better than manticores and vendettas against certain targets, but the lack of IF is killer, and in order to make them really worth taking against vehicles you have to give them BB shells, which makes them useless against infantry. Basically, they're an artillery version of the vanquisher, which isn't popular for a reason.<br /> <br /> As for what to take instead, take things that your power blobs can't already deal with. This means skimmers, jetbikes, and high-toughness units like wraithlord/guard.<br /> <br /> Adding in regular battle cannons will give you tanks that just duplicate the roll of power blobs while leaving holes in your killing power.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 18:48:14]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Re:Imperial Guard Power Blobs</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Power blobs win because of the absurd amount of hidden power weapon attacks they put out turn after bloody, bloody turn. Taking a power blob without power weapons would be like taking a leman russ without a turret.<br /> <br /> As for the medusa, some people swear by them, but I personally find them limited in use. They are better than manticores and vendettas against certain targets, but the lack of IF is killer, and in order to make them really worth taking against vehicles you have to give them BB shells, which makes them useless against infantry. Basically, they're an artillery version of the vanquisher, which isn't popular for a reason.<br /> <br /> As for what to take instead, take things that your power blobs can't already deal with. This means skimmers, jetbikes, and high-toughness units like wraithlord/guard.<br /> <br /> Adding in regular battle cannons will give you tanks that just duplicate the roll of power blobs while leaving holes in your killing power. </div></blockquote><br /> <br /> Well, the Hydras seem like a given then. I suppose 2 Vendettas would be the other points left by the Medusae. <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 19:03:54]]> GMT</pubDate>
				<author><![CDATA[ JGrand]]></author>
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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ Hydras, vendettas, exterminators, plasma stormies, scout sentinels, ogryn, al'rahem, and HWSs all fill this void in one way or another. Unfortunately, they all have their drawbacks in a blob list, making there a disturbing lack of a clear front-runner.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 19:14:33]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ Personally, I would take the <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>. So far in my limited <span class="glossaryitem" onmouseover='gp(69);'>IG</span> experience <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> have proven to be a highly adaptable part of my blob army. I was proxying hydra, but due to their size and such, they were generally the first targets for some infilitrating scouts. Also their size made it more difficult to get decent cover saves. I have decided to run almost a 100% infantry <span class="glossaryitem" onmouseover='gp(69);'>IG</span> blob army. Although I have slowly started to incorporate some <span class="glossaryitem" onmouseover='gp(87);'>LR</span>'s into my ranks in order to deal with certain targets. My <span class="glossaryitem" onmouseover='gp(87);'>LR</span> of choice in that respect has to be the Exterminator. Otherwise I rely on the <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s to take out most targets.<br /> <br /> Also keep in mind I only play at 1000 Pts, <span class="glossaryitem" onmouseover='gp(482);'>AT</span> MOST. So there isn't too much AV12+.]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 20:43:38]]> GMT</pubDate>
				<author><![CDATA[ MadMaverick76]]></author>
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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ HWSs are nice because they fit the infantry theme and are the most points effective way to put down a serious load of hurt. Plus, they score.<br /> <br /> The problem is that your opponent likely has nothing to shoot his anti-vehicle at, which means all those S6+ weapons are going straight on your HWSs, making them disappear in a hurry. This is especially bad when you can't leave them in reserve and get a free round of shooting against your opponent like most other options.]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 20:55:21]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ WARNING-NOT EXPERIENCED.  SPECULATIVE.<br /> <br /> Anyway, I wouldn't think that the flamers would be of any particular use to you.  Armies that field hordes, aka Tyranids and Orks, would be able to outreach you, and charge your blob before they get a shot off.  Orks have the WAAAGH 18" threat range (I think)  and many, many tyranids have fleet.  Which means, your flamers will be in combat, I fear, before they can be of any use.  <br /> <br /> As for Anti-Armor, MadMaverick's method of heavy weapons dealing with it - <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> - is one option, though if the enemy might have heavy tanks, lascannons may be more useful than <span class="glossaryitem" onmouseover='gp(328);'>Mls</span>, and the other option is the big guns.  D3 S10 Large blast templates given by Manticores not only can pop tanks and transports, but can decimate other hordes as well, which is one weakness of power blobs.  I know Ailaros uses Manticores often.]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 21:03:53]]> GMT</pubDate>
				<author><![CDATA[ prussia59]]></author>
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				<title>Re:Imperial Guard Power Blobs</title>
				<description><![CDATA[ Take 2:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> 	Company Command Squad 	135 	<br /> 	Commander 	<br /> 	Laspistol, Powerfist, refractor field<br /> 	4x Meltaguns, 1 Astropath<br /> <br /> Troop 	<br />         Platoon Command Squad 	130 	Al Raheem, 3x meltaguns, 1 lasgun<br /> 	Infintry Squad 	115 	8x lasguns, 1 meltagun, sergent w powerweapon, commisar w powerweapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> <br /> Troop 	<br />         Platoon Command Squad 	30 	1 Platoon commander, 4 lasguns<br /> 	Infintry Squad 	115 	8x lasguns, 1 meltagun, sergent w powerweapon, commisar w powerweapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> <br /> 	<br /> 	<br /> 	<br /> Troop 	<br />         Platoon Command Squad 	30 	1 Platoon commander, 4 lasguns<br /> 	Infintry Squad 	115 	8x lasguns, 1 meltagun, sergent w powerweapon, commisar w powerweapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> <br /> Fast Attack  	<br />            Vendetta 	130 	3x Twin Linked Lascannons<br /> 	<br /> Fast Attack 	<br />             Vendetta 	130 	3x Twin Linked Lascannons<br /> 	<br /> Heavy Support 	<br />                 Hydra 	75 	2 Twin Linked Hydra cannons, heavy bolter, auto targeting system<br /> <br /> Heavy Support 	<br />               Hydra 	75 	2 Twin Linked Hydra cannons, heavy bolter, auto targeting system<br /> <br /> 	<br /> 	Total: 1500<br /> 	<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 21:24:44]]> GMT</pubDate>
				<author><![CDATA[ JGrand]]></author>
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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ it's nice except for the PCSs with absolutely no weapons. I'd at LEAST drop the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> power fist so that you can throw a couple of flamers around.]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 21:32:05]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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				<title>Imperial Guard Power Blobs</title>
				<description><![CDATA[ I have two friends  & team mates who have been absolutely rocking <span class="glossaryitem" onmouseover='gp(48);'>GTs</span> over the past year and half with <span class="glossaryitem" onmouseover='gp(69);'>IG</span> infantry horde.  One of them took home the first golden ticket to Vegas, and both were on top tables at the Ard Boys final.  <br /> <br /> Both of them absolutely swear by Straken, and say he is the linchpin of the army.  One of the guys was going to bring horde <span class="glossaryitem" onmouseover='gp(69);'>IG</span> to the <span class="glossaryitem" onmouseover='gp(472);'>ETC</span> this year, but decided it wasn't going to work after testing it (including giving it a run at Adepticon) without Straken, and did Mech <span class="glossaryitem" onmouseover='gp(69);'>IG</span> for the <span class="glossaryitem" onmouseover='gp(472);'>ETC</span> instead.<br /> <br /> My recommendations:<br /> Commissars obviously.<br /> Power weapons everywhere, obviously.<br /> Straken<br /> Some meltabombs also in the blobs in case a walker survives to get on you.<br /> Meltaguns in the squads; flamers are short ranged and can get annoying to position when you're moving a squad of 40 or 50 guys.  <span class="glossaryitem" onmouseover='gp(371);'>FRFSRF</span> gives you all the anti-infantry firepower you need anyway.<br /> Heavy weapons squads with lascannons are your big ranged antitank.  Being able to give them orders to re-roll to hit or force the enemy to re-roll cover saves is amazing.  <br /> Al Rahem is also highly recommended.<br /> <br /> If your opponents have enough firepower to eliminate your HWSs despite cover, you can still use heavy weapons in the blobs.  Las usually, <span class="glossaryitem" onmouseover='gp(5);'>AC</span> or Missiles if points are tight.]]></description>
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				<pubDate><![CDATA[Wed, 15 Dec 2010 21:44:24]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>Re:Imperial Guard Power Blobs</title>
				<description><![CDATA[ <blockquote><div><cite>JGrand wrote:</cite>Take 2:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> 	Company Command Squad 	135 	<br /> 	Commander 	<br /> 	Laspistol, Powerfist, refractor field<br /> 	4x Meltaguns, 1 Astropath<br /> <br /> Troop 	<br />         Platoon Command Squad 	130 	Al Raheem, 3x meltaguns, 1 lasgun<br /> 	Infintry Squad 	115 	8x lasguns, 1 meltagun, sergent w powerweapon, commisar w powerweapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> <br /> Troop 	<br />         Platoon Command Squad 	30 	1 Platoon commander, 4 lasguns<br /> 	Infintry Squad 	115 	8x lasguns, 1 meltagun, sergent w powerweapon, commisar w powerweapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> <br /> 	<br /> 	<br /> 	<br /> Troop 	<br />         Platoon Command Squad 	30 	1 Platoon commander, 4 lasguns<br /> 	Infintry Squad 	115 	8x lasguns, 1 meltagun, sergent w powerweapon, commisar w powerweapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> 	Infintry Squad 	70 	8x lasguns, 1 meltagun, sergent w power weapon<br /> <br /> Fast Attack  	<br />            Vendetta 	130 	3x Twin Linked Lascannons<br /> 	<br /> Fast Attack 	<br />             Vendetta 	130 	3x Twin Linked Lascannons<br /> 	<br /> Heavy Support 	<br />                 Hydra 	75 	2 Twin Linked Hydra cannons, heavy bolter, auto targeting system<br /> <br /> Heavy Support 	<br />               Hydra 	75 	2 Twin Linked Hydra cannons, heavy bolter, auto targeting system<br /> <br /> 	<br /> 	Total: 1500<br /> 	<br /> <br /> </div></blockquote><br /> <br /> i can't help but think you'd be better off moving the meltaguns in the squads to the <span class="glossaryitem" onmouseover='gp(331);'>PCS</span>.<br /> <br /> edit: or breaking them down into <span class="glossaryitem" onmouseover='gp(695);'>SWS</span>.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/333878/2232644.page</link>
				<pubDate><![CDATA[Wed, 15 Dec 2010 21:52:49]]> GMT</pubDate>
				<author><![CDATA[ pratell]]></author>
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