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		<title><![CDATA[Latest posts for the thread "Good ways for CSM to counter wave serpents/mechdar in general?"]]></title>
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				<title>Good ways for CSM to counter wave serpents/mechdar in general?</title>
				<description><![CDATA[ Lately I've been playing against a guy who plays a mechdar list, runs 6 wave serpents with <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s, 3 squads of storm guardians, 3 squads of fire dragons, a farseer and 3 wraithlords. I can I just cant find a way to beat him.  I run 3 squads of oblits, 3 squads of of plague marines with meltas, and two <span class="glossaryitem" onmouseover='gp(262);'>DP</span>'s with <span class="glossaryitem" onmouseover='gp(100);'>MoN</span> and warptime. I have a heck of time trying to pop any of his wave serpents due to their shielding, and his wraithlords make short work of my daemon princes (especially since I cant cast warptime).<br /> <br /> So I was wondering if anyone had any general tactics/suggestions that could help me beat this? Or maybe some changes in my list?]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 05:05:31]]> GMT</pubDate>
				<author><![CDATA[ aderdere]]></author>
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				<title>Good ways for CSM to counter wave serpents/mechdar in general?</title>
				<description><![CDATA[ Well, I'd field 3x3 Obliterators. They will definitely punch holes into the Serpents.<br /> Three squads of Plague Marines with power fist, meltas or plasma guns in Rhinos are fine.<br /> Then I'd add a Termie squad with reaper autocannon(s) and power fists.<br /> <br /> I'd play defensely. Target priority is key. First target the Serpents. Shooting the <span class="glossaryitem" onmouseover='gp(227);'>WLs</span> from far is usually a waste until they are close and the Oblits can use twinlinked plasma. Power fists should finally take them down.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 06:52:43]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Good ways for CSM to counter wave serpents/mechdar in general?</title>
				<description><![CDATA[ You might consider replacing one squad of Oblits with a squad of Havocs with 4 missile launchers.  They lose the ability to move & fire, but they gain 33% more firepower against Wave Serpents, adding the fourth heavy (since the lascannon's S9 is bumped down to S8 against the field).  Mechdar is one reason why my tournament lists pretty much always pack the <span class="glossaryitem" onmouseover='gp(328);'>ML</span> havocs and two squads of Oblits.  Havocs also have the advantage of maintaining their firepower longer; they can have bulletcatchers in the squad, so you're not necessarily losing 1/3 of the squad's firepower everytime you fail a save against a S8+ gun, like Oblits do.<br /> <br /> You need to focus fire on the transports and ignore the wraithlords until they get close.   You CAN cast Warp Time.  With Runes of Warding in play you still have a 50/50 shot for your power to work.  Gang up on the <span class="glossaryitem" onmouseover='gp(227);'>WLs</span> if you have to.<br /> <br /> Early game, be sure to position your <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> with Meltas to intercept/melta/assault any transports which come swooping toward your <span class="glossaryitem" onmouseover='gp(57);'>HS</span> units bearing Fire Dragons.  You need to keep your <span class="glossaryitem" onmouseover='gp(57);'>HS</span> guys alive and shooting.  Late game, put your <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> with Meltas on objectives, positioned to Death or Glory when tries to Tank Shock in at the end to contest your objectives.]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 08:18:57]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>Good ways for CSM to counter wave serpents/mechdar in general?</title>
				<description><![CDATA[ Holofields are the bane of my life!! Just be glad that he isn't fielding three fire prisms as well! Anyway, rant over. I'd take some havocs? Thee are pros and cons to an obliterator squad or havoc squad that i reckon you already know, but i'd go with havocs because you've got two other obliterator squads. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> Maybe something with power fists or the like, or that can get them fast. When i use <span class="glossaryitem" onmouseover='gp(10);'>BA</span>, i have a libby dreadnought with wings of sanguinius for S10 force weapon attacks and getting to those skimmers very quickly, so a similar thing would be... Tzeentch daemon prince with wings? Psychic powers are Bolt of Change and Wind of Chaos. That might help a bit. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 11:58:38]]> GMT</pubDate>
				<author><![CDATA[ Sledgio]]></author>
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				<title>Good ways for CSM to counter wave serpents/mechdar in general?</title>
				<description><![CDATA[ Add a Land Raider with Abaddon.  Apply liberally to entire battlefield.<br /> <br /> EDIT:<br /> <br /> Actually, just walk/Run Abby.  Bright lances and Fire Dragons are inconvenient for Land Raiders.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 12:44:48]]> GMT</pubDate>
				<author><![CDATA[ whitedragon]]></author>
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				<title>Good ways for CSM to counter wave serpents/mechdar in general?</title>
				<description><![CDATA[ <blockquote><div><cite>Mannahnin wrote:</cite>You might consider replacing one squad of Oblits with a squad of Havocs with 4 missile launchers.  They lose the ability to move & fire, but they gain 33% more firepower against Wave Serpents, adding the fourth heavy (since the lascannon's S9 is bumped down to S8 against the field).  Mechdar is one reason why my tournament lists pretty much always pack the <span class="glossaryitem" onmouseover='gp(328);'>ML</span> havocs .</div></blockquote><br /> Why do you run <span class="glossaryitem" onmouseover='gp(328);'>ML</span> Havocs instead of <span class="glossaryitem" onmouseover='gp(5);'>AC</span> ones?]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 13:09:33]]> GMT</pubDate>
				<author><![CDATA[ minigun762]]></author>
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				<title>Good ways for CSM to counter wave serpents/mechdar in general?</title>
				<description><![CDATA[ A few reasons.<br /> <br /> 1. AP3 is nice against most monstrous creatures, the occasional attack bike or biker squadron, etc.<br /> 2. S8 is nice to threaten instant death on various units, like characters and plague marines.<br /> 3. S8 is much more useful against AV13 stuff like Preds, Furiosos and Ironclads.<br /> 4. Frag is a very nice option when you're bringing Lash.  I've scored over 40 hits against a given enemy unit on occasion.]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 18:31:44]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>Re:Good ways for CSM to counter wave serpents/mechdar in general?</title>
				<description><![CDATA[ I like the two <span class="glossaryitem" onmouseover='gp(5);'>AC</span> and two <span class="glossaryitem" onmouseover='gp(328);'>ML</span> in that type of squad... Same general objective, but wider band of threat (ie <span class="glossaryitem" onmouseover='gp(5);'>AC</span> still potent against <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10-11 with more shots fired).]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 22:05:31]]> GMT</pubDate>
				<author><![CDATA[ gorium]]></author>
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				<title>Good ways for CSM to counter wave serpents/mechdar in general?</title>
				<description><![CDATA[ <blockquote><div><cite>minigun762 wrote:</cite><blockquote><div><cite>Mannahnin wrote:</cite>You might consider replacing one squad of Oblits with a squad of Havocs with 4 missile launchers.  They lose the ability to move & fire, but they gain 33% more firepower against Wave Serpents, adding the fourth heavy (since the lascannon's S9 is bumped down to S8 against the field).  Mechdar is one reason why my tournament lists pretty much always pack the <span class="glossaryitem" onmouseover='gp(328);'>ML</span> havocs .</div></blockquote><br /> Why do you run <span class="glossaryitem" onmouseover='gp(328);'>ML</span> Havocs instead of <span class="glossaryitem" onmouseover='gp(5);'>AC</span> ones?</div></blockquote><br /> <br /> I know! What are these guys thinking?<br /> <br /> Honestly <span class="glossaryitem" onmouseover='gp(280);'>OP</span> get some havocs. 2 <span class="glossaryitem" onmouseover='gp(5);'>AC</span> 2 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> is the way to go <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.]]></description>
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				<pubDate><![CDATA[Wed, 27 Apr 2011 01:15:53]]> GMT</pubDate>
				<author><![CDATA[ Jihallah]]></author>
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				<title>Good ways for CSM to counter wave serpents/mechdar in general?</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Why do you run <span class="glossaryitem" onmouseover='gp(328);'>ML</span> Havocs instead of <span class="glossaryitem" onmouseover='gp(5);'>AC</span> ones? </div></blockquote><br /> 4 <span class="glossaryitem" onmouseover='gp(5);'>ACs</span> are eventually better than 4 <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> against Serpents.<br /> However, I'm too lazy to run the statistics.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 27 Apr 2011 11:18:32]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Re:Good ways for CSM to counter wave serpents/mechdar in general?</title>
				<description><![CDATA[ Yes, but missile launchers can also take down <span class="glossaryitem" onmouseover='gp(227);'>WL</span> with ease, if ever the oblits should be too occupied with something else.]]></description>
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				<pubDate><![CDATA[Wed, 27 Apr 2011 11:50:02]]> GMT</pubDate>
				<author><![CDATA[ Lord Rogukiel]]></author>
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