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		<title><![CDATA[Latest posts for the thread "Best SM assault option to complement Shrike"]]></title>
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				<title>Best SM assault option to complement Shrike</title>
				<description><![CDATA[ I've been toying with the idea of taking Shrike as an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> in some larger point games, but I'm torn on the best assault unit to complement him. The reason is torn is ecause I'm not sure about the cost/benefit of each unit. <span class="glossaryitem" onmouseover='gp(3);'>40K</span> isn't a game where performance reflects cost. Here are my options:<br /> <br /> 1. Vanguard vets, 10 man, jump packs (325 points)<br /> 2. Assault Squad, 10 man (280 points)<br /> 3. Assault Termies, 5 man, either <span class="glossaryitem" onmouseover='gp(80);'>LC</span> or <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>, (200 points)<br /> <br /> The vanguard are so expensive that I don't want to do any other upgrades because I can't bring myself to sink that many points into a single unit. Pretty much the same with the Assault Squad, but I may stick a meltabomb or some plasma pistols on them. The Termies are cheaper and have better armor, but their 6" move limits mobility and I don't have plans to buy them a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> to cart them about. There's my dilemma, any thoughts on which would be best?]]></description>
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				<pubDate><![CDATA[Mon, 5 Mar 2012 03:15:50]]> GMT</pubDate>
				<author><![CDATA[ Ricedaddy]]></author>
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				<title>Best SM assault option to complement Shrike</title>
				<description><![CDATA[ 10x Terminators, <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>: 400pts.<br /> <br /> Seriously. Outflank this, Fleet it, and you've got one hell of a threat.]]></description>
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				<pubDate><![CDATA[Mon, 5 Mar 2012 03:23:33]]> GMT</pubDate>
				<author><![CDATA[ Chowderhead]]></author>
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				<title>Best SM assault option to complement Shrike</title>
				<description><![CDATA[ I personally wouldn't put a walking unit of that cost in reserve.. What is they arrive in turn 4-5? You practically fought the battle with a 400 pts handicap.. Plus, the enemy can easily stay away from the flanks of the table, as you only have a threat range of 13-18 inches. I'd go for a Assault Squad, keeps the cost relatively low, you can add some Melta bombs/ Pistols etc, and with a power fist and Shrike this unit can take on a lot of close-combat orientated enemy units.<br /> <br /> Feluca]]></description>
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				<pubDate><![CDATA[Mon, 5 Mar 2012 20:49:26]]> GMT</pubDate>
				<author><![CDATA[ feluca]]></author>
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				<title>Best SM assault option to complement Shrike</title>
				<description><![CDATA[ I used Shrike + assault marines in the era before the release of the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex.  They were mostly competitive then, although your assault marines had to outnumber grey hunters or <span class="glossaryitem" onmouseover='gp(10);'>BA</span> <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads by a factor of 2 or 3 to have any chance of winning in assault.<br /> <br /> Since the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex came out, I don't see how a vanilla assault marine + shrike unit can have any chance of doing anything useful against a <span class="glossaryitem" onmouseover='gp(305);'>GK</span> army.  With all the power weapons--many going at I6 and str5--regular assault marines would just charge and die.<br /> <br /> I'm currently retooling my Shrike army to include a unit of 10 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> terminators and a second unit of terminators in a land raider.]]></description>
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				<pubDate><![CDATA[Mon, 5 Mar 2012 22:37:40]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>Best SM assault option to complement Shrike</title>
				<description><![CDATA[ Instead of one unit, why not the whole army? <br /> <br /> Take 6 units of 10 <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> pistol scouts with a sarge with a combi melta and powerfist, infiltrate them just over 18 inches, scout move foward, get a first turn assault with all your dudes. Laugh.]]></description>
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				<pubDate><![CDATA[Mon, 5 Mar 2012 22:39:24]]> GMT</pubDate>
				<author><![CDATA[ juraigamer]]></author>
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				<title>Re:Best SM assault option to complement Shrike</title>
				<description><![CDATA[ Thanks for the input, I feel closer to a decision than before!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 6 Mar 2012 20:53:53]]> GMT</pubDate>
				<author><![CDATA[ Ricedaddy]]></author>
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				<title>Best SM assault option to complement Shrike</title>
				<description><![CDATA[ I may not be a tactical genius but I know a false dilemma when I see one. Why take one? Take two, three or however many you  feel like cramming into the list. Personally, I'd use 10 assult marines and some <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> termies. That odda pack a whallop.<br />   ]]></description>
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				<pubDate><![CDATA[Wed, 7 Mar 2012 04:29:47]]> GMT</pubDate>
				<author><![CDATA[ DragonRider]]></author>
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				<title>Best SM assault option to complement Shrike</title>
				<description><![CDATA[ I agree with the 10 assault terminators.  Infiltrate them with Shrike attached.<br /> <br /> Even if you don't go with six squads of assaulting scouts (which is certainly overboard), a couple of units can give a nice alpha-strike component.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Mar 2012 04:47:54]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>Best SM assault option to complement Shrike</title>
				<description><![CDATA[ Vanguard vets: No. Attaching Shrike removes their Heroic Intervention ability.<br /> <br /> Assault squad: No. I have to agree with Ragnar and Tom: assault space marines are just not hitty-killy enough to take on top-tier threats.<br /> <br /> So the default option is assault terminators. More often than not, I'd start them on the table, infiltrating. And infiltrating to hold central/strategic ground. Once the game starts, this unit will be somewhat slow, even with fleet. You'll need other parts of the army (first-strike infiltrating/fleeting scouts, assault marine squads, etc.) to herd the enemy toward the terminators; or at least, to discourage them from simply moving out of their threat range.]]></description>
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				<pubDate><![CDATA[Wed, 7 Mar 2012 18:08:15]]> GMT</pubDate>
				<author><![CDATA[ tinfoil]]></author>
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				<title>Best SM assault option to complement Shrike</title>
				<description><![CDATA[ Hmmm, I'm realizing that the infiltrating assault terminators could be the deploying part of a null deployment model army.<br /> <br /> <a href="http://saimhann.blogspot.com/2010/03/null-deployment-army-model.html" target="_blank" rel="nofollow">http://saimhann.blogspot.com/2010/03/null-deployment-army-model.html</a><br /> <br /> In fact, I'm thinking this might be more interesting to try than the land raider version.  Lots of infiltrating outflanking scouts (though not six units), some drop pods, deepstriking speeders--could make for a very interesting army to play.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Mar 2012 20:13:18]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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