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		<title><![CDATA[Latest posts for the thread "Close Combat Armies"]]></title>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ Quick question for you all.  I am currently playing a mainly shootie army.  Can someone outline for me what armies you would consider to be <span class="glossaryitem" onmouseover='gp(19);'>CC</span> armies.  I know the obvious ones like Tyranids and Blood Angels.  I am looking for ideas for a second army that would be very different then what I am currently playing, Necrons, for once I have my Necrons done.]]></description>
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				<pubDate><![CDATA[Mon, 27 Feb 2012 19:02:00]]> GMT</pubDate>
				<author><![CDATA[ Throatpunch]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ Blood Angels, Orks, Tyranids, Grey Knights. Probably Daemons. Maybe Space Wolves. Although not too sure on <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>]]></description>
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				<pubDate><![CDATA[Mon, 27 Feb 2012 19:10:32]]> GMT</pubDate>
				<author><![CDATA[ Rampage]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ Anything involving the word KHORNE!!!, MAIM!!! or BLOOD!!! would be an indication.]]></description>
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				<pubDate><![CDATA[Mon, 27 Feb 2012 19:21:39]]> GMT</pubDate>
				<author><![CDATA[ Durza]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ <blockquote><div><cite>Durza wrote:</cite>Anything involving the word KHORNE!!!, MAIM!!! or BLOOD!!! would be an indication.</div></blockquote><br /> Ah! Well done, I forgot about <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>. An all Khorne <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> army could be really cool. ]]></description>
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				<pubDate><![CDATA[Mon, 27 Feb 2012 19:23:37]]> GMT</pubDate>
				<author><![CDATA[ Rampage]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ Orks, Blood angels, Space wolves, <span class="glossaryitem" onmouseover='gp(22);'>CSM</span>, Demons, Grey knights, Tyranids, <span class="glossaryitem" onmouseover='gp(27);'>DE</span> and Eldar are effective in melee as well, ]]></description>
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				<pubDate><![CDATA[Mon, 27 Feb 2012 19:40:16]]> GMT</pubDate>
				<author><![CDATA[ juraigamer]]></author>
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				<title>Re:Close Combat Armies</title>
				<description><![CDATA[ I wouldn't personally  add Blood Angels as an essentially <span class="glossaryitem" onmouseover='gp(19);'>CC</span> army. They have good <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units but their strength is more within their speed and fire power.<br /> <br /> Tyranids and demons are essentially melee armies.]]></description>
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				<pubDate><![CDATA[Tue, 28 Feb 2012 16:23:24]]> GMT</pubDate>
				<author><![CDATA[ Mr_Johnson]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ ORKS!!!!!!! WAAAAAAAAAGHH]]></description>
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				<pubDate><![CDATA[Wed, 29 Feb 2012 14:24:12]]> GMT</pubDate>
				<author><![CDATA[ zippo151]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ grey knights are not a close combat army. just because they all have power weapons doesn't make them close combat material. they are much better on operating short to mid-range shooting.]]></description>
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				<pubDate><![CDATA[Wed, 29 Feb 2012 15:47:17]]> GMT</pubDate>
				<author><![CDATA[ pizzaguardian]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ Pretty much anyone other than guard and tau have close-combat potential. Vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, Sisters, non-deathwing dark angels and Necrons will probably be light on the assault. ]]></description>
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				<pubDate><![CDATA[Wed, 29 Feb 2012 15:58:19]]> GMT</pubDate>
				<author><![CDATA[ Crazy_Carnifex]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ <blockquote><div><cite>pizzaguardian wrote:</cite>grey knights are not a close combat army. just because they all have power weapons doesn't make them close combat material. they are much better on operating short to mid-range shooting.</div></blockquote><br /> True, but they do have a lot of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> potential as well. Just look at purifier spam, henchmen and Draigowing, I know that they use the range of twin-linked autocannon dreads but they revolve around what are essentially <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units. Purifier spam revolves around the unit that it is named after and Draigowing revolves around Paladins which again are excellent in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. I suppose that you could say that the henchmen build is <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> but I rarely see a henchmen build without a decent sized squad of <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> or 2. ]]></description>
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				<pubDate><![CDATA[Wed, 29 Feb 2012 18:24:13]]> GMT</pubDate>
				<author><![CDATA[ Rampage]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ <blockquote><div><cite>Rampage wrote:</cite><blockquote><div><cite>pizzaguardian wrote:</cite>grey knights are not a close combat army. just because they all have power weapons doesn't make them close combat material. they are much better on operating short to mid-range shooting.</div></blockquote><br /> True, but they do have a lot of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> potential as well. Just look at purifier spam, henchmen and Draigowing, I know that they use the range of twin-linked autocannon dreads but they revolve around what are essentially <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units. Purifier spam revolves around the unit that it is named after and Draigowing revolves around Paladins which again are excellent in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. I suppose that you could say that the henchmen build is <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> but I rarely see a henchmen build without a decent sized squad of <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> or 2. </div></blockquote><br /> <br /> In vaccum theyre great at <span class="glossaryitem" onmouseover='gp(19);'>cc</span> yes but when thats all you have you have to be careful where you get into <span class="glossaryitem" onmouseover='gp(19);'>cc</span> so you dont bog yourself down. Below 2k a draigowing is very easily denied movement because the opponent hase more disposable bodies. Any turn with <span class="glossaryitem" onmouseover='gp(305);'>gk</span> you are denied movement espeacially walking lists you are losing.]]></description>
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				<pubDate><![CDATA[Wed, 29 Feb 2012 18:33:02]]> GMT</pubDate>
				<author><![CDATA[ Draigo]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ <blockquote><div><cite>Rampage wrote:</cite>they revolve around what are essentially <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units.</div></blockquote>Purifiers are above all prized for the number of psycannons they can take, i.e. twice as much as any other unit bar Purgation squads. Since the psycannons replace the <span class="glossaryitem" onmouseover='gp(379);'>NFW</span>, they end up decent in hand-to-hand and still have Cleansing Flame, but they prefer to shoot.]]></description>
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				<pubDate><![CDATA[Wed, 29 Feb 2012 18:36:38]]> GMT</pubDate>
				<author><![CDATA[ Hyd]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ <blockquote><div><cite>Draigo wrote:</cite><blockquote><div><cite>Rampage wrote:</cite><blockquote><div><cite>pizzaguardian wrote:</cite>grey knights are not a close combat army. just because they all have power weapons doesn't make them close combat material. they are much better on operating short to mid-range shooting.</div></blockquote><br /> True, but they do have a lot of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> potential as well. Just look at purifier spam, henchmen and Draigowing, I know that they use the range of twin-linked autocannon dreads but they revolve around what are essentially <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units. Purifier spam revolves around the unit that it is named after and Draigowing revolves around Paladins which again are excellent in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. I suppose that you could say that the henchmen build is <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> but I rarely see a henchmen build without a decent sized squad of <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> or 2. </div></blockquote><br /> <br /> In vaccum theyre great at <span class="glossaryitem" onmouseover='gp(19);'>cc</span> yes but when thats all you have you have to be careful where you get into <span class="glossaryitem" onmouseover='gp(19);'>cc</span> so you dont bog yourself down. Below 2k a draigowing is very easily denied movement because the opponent hase more disposable bodies. Any turn with <span class="glossaryitem" onmouseover='gp(305);'>gk</span> you are denied movement espeacially walking lists you are losing.</div></blockquote><br /> Good point, I'm not a <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player and rarely play against them but I'm assuming that this means that Draigowing struggles against horde army in objectives? As the hordes can just tarpit and then go and capture the objectives, and as you say, especially at under 2k because paladins are so expensive.]]></description>
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				<pubDate><![CDATA[Wed, 29 Feb 2012 18:38:04]]> GMT</pubDate>
				<author><![CDATA[ Rampage]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ Black Templars are pretty CQC. Running forward when they get shot, army wide preferred enemy and furious charge assault termies are just a few reasons why (although admittedly they can't keep up to pace as easily with newer CQC armies, such as Grey Knights).]]></description>
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				<pubDate><![CDATA[Wed, 29 Feb 2012 18:50:45]]> GMT</pubDate>
				<author><![CDATA[ Banzaimash]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ <blockquote><div><cite>Rampage wrote:</cite><blockquote><div><cite>Draigo wrote:</cite><blockquote><div><cite>Rampage wrote:</cite><blockquote><div><cite>pizzaguardian wrote:</cite>grey knights are not a close combat army. just because they all have power weapons doesn't make them close combat material. they are much better on operating short to mid-range shooting.</div></blockquote><br /> True, but they do have a lot of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> potential as well. Just look at purifier spam, henchmen and Draigowing, I know that they use the range of twin-linked autocannon dreads but they revolve around what are essentially <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units. Purifier spam revolves around the unit that it is named after and Draigowing revolves around Paladins which again are excellent in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. I suppose that you could say that the henchmen build is <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> but I rarely see a henchmen build without a decent sized squad of <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> or 2. </div></blockquote><br /> <br /> In vaccum theyre great at <span class="glossaryitem" onmouseover='gp(19);'>cc</span> yes but when thats all you have you have to be careful where you get into <span class="glossaryitem" onmouseover='gp(19);'>cc</span> so you dont bog yourself down. Below 2k a draigowing is very easily denied movement because the opponent hase more disposable bodies. Any turn with <span class="glossaryitem" onmouseover='gp(305);'>gk</span> you are denied movement espeacially walking lists you are losing.</div></blockquote><br /> Good point, I'm not a <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player and rarely play against them but I'm assuming that this means that Draigowing struggles against horde army in objectives? As the hordes can just tarpit and then go and capture the objectives, and as you say, especially at under 2k because paladins are so expensive.</div></blockquote><br /> <br /> For example at 1850 if a draigowing had 10 pallys, draigo, libby and wound allocation setup theyre rocking in between 1100 to 1200 pts. Which leaves them with most likely 3 dreads and maybe 2 5 man squads of strikes with rhinos. So then it becomes a game of cover and positioning for the <span class="glossaryitem" onmouseover='gp(305);'>gk</span> player since he probably does not want his dreads in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> since thats the main range hes got and with the psyfleman setup theyre <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 with only 2 attacks. That's not hard to tie up. As far as the strikes yes they have <span class="glossaryitem" onmouseover='gp(213);'>sb</span> and <span class="glossaryitem" onmouseover='gp(379);'>nfw</span> but they have 1 base attack so in a squad of 5 at best they're killing 5 in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>. That's not that impressive. So then he needs the pally's to do most of the heavy lifting and while durable they have to stick to cover if their opponent has a lot of plasma, <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8, etc. One bad round of rolling and a battle canon could kill 3-4 pally's a turn by itself.]]></description>
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				<pubDate><![CDATA[Wed, 29 Feb 2012 19:15:00]]> GMT</pubDate>
				<author><![CDATA[ Draigo]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ <blockquote><div><cite>Draigo wrote:</cite><blockquote><div><cite>Rampage wrote:</cite><blockquote><div><cite>Draigo wrote:</cite><blockquote><div><cite>Rampage wrote:</cite><blockquote><div><cite>pizzaguardian wrote:</cite>grey knights are not a close combat army. just because they all have power weapons doesn't make them close combat material. they are much better on operating short to mid-range shooting.</div></blockquote><br /> True, but they do have a lot of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> potential as well. Just look at purifier spam, henchmen and Draigowing, I know that they use the range of twin-linked autocannon dreads but they revolve around what are essentially <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units. Purifier spam revolves around the unit that it is named after and Draigowing revolves around Paladins which again are excellent in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. I suppose that you could say that the henchmen build is <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> but I rarely see a henchmen build without a decent sized squad of <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> or 2. </div></blockquote><br /> <br /> In vaccum theyre great at <span class="glossaryitem" onmouseover='gp(19);'>cc</span> yes but when thats all you have you have to be careful where you get into <span class="glossaryitem" onmouseover='gp(19);'>cc</span> so you dont bog yourself down. Below 2k a draigowing is very easily denied movement because the opponent hase more disposable bodies. Any turn with <span class="glossaryitem" onmouseover='gp(305);'>gk</span> you are denied movement espeacially walking lists you are losing.</div></blockquote><br /> Good point, I'm not a <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player and rarely play against them but I'm assuming that this means that Draigowing struggles against horde army in objectives? As the hordes can just tarpit and then go and capture the objectives, and as you say, especially at under 2k because paladins are so expensive.</div></blockquote><br /> <br /> For example at 1850 if a draigowing had 10 pallys, draigo, libby and wound allocation setup theyre rocking in between 1100 to 1200 pts. Which leaves them with most likely 3 dreads and maybe 2 5 man squads of strikes with rhinos. So then it becomes a game of cover and positioning for the <span class="glossaryitem" onmouseover='gp(305);'>gk</span> player since he probably does not want his dreads in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> since thats the main range hes got and with the psyfleman setup theyre <span class="glossaryitem" onmouseover='gp(123);'>str</span> 6 with only 2 attacks. That's not hard to tie up. As far as the strikes yes they have <span class="glossaryitem" onmouseover='gp(213);'>sb</span> and <span class="glossaryitem" onmouseover='gp(379);'>nfw</span> but they have 1 base attack so in a squad of 5 at best they're killing 5 in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>. That's not that impressive. So then he needs the pally's to do most of the heavy lifting and while durable they have to stick to cover if their opponent has a lot of plasma, <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8, etc. One bad round of rolling and a battle canon could kill 3-4 pally's a turn by itself.</div></blockquote><br /> Ok, thanks for the explanation. ]]></description>
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				<pubDate><![CDATA[Wed, 29 Feb 2012 19:44:19]]> GMT</pubDate>
				<author><![CDATA[ Rampage]]></author>
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				<title>Close Combat Armies</title>
				<description><![CDATA[ Guard can also be a plenty <span class="glossaryitem" onmouseover='gp(19);'>CC</span> army if you make them. Power blobs actually beat most other stuff in close combat.<br /> <br /> Really, it's just tau that can't do <span class="glossaryitem" onmouseover='gp(19);'>CC</span> well. Everyone else at least has enough options to do a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> army well if they want.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 29 Feb 2012 20:09:52]]> GMT</pubDate>
				<author><![CDATA[ Ailaros]]></author>
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