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		<title><![CDATA[Latest posts for the thread "Deep striking vanilla marines... few drop-pods, competitive?"]]></title>
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				<title>Deep striking vanilla marines... few drop-pods, competitive?</title>
				<description><![CDATA[ I'm trying to put together a 2000pts list of vanilla marines with a mix of 3 drop pods and 2 small squads of termies (1 assault, 1 standard), 2 tact squads, some scouts, sternguards, land speeders, and a devastator squad; lead by a termie captain and termie libby, the idea is to use a teleporter homer for the scouts and locator beacons on the first 2 pods to allow the rest of pods, termies and land speeders to deep strike safely.<br /> <br /> Has anyone use this tactic successfully?  If so what sort of units did you use?<br /> <br /> Any feedback appreciated.]]></description>
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				<pubDate><![CDATA[Sat, 14 Apr 2012 11:45:04]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Deep striking vanilla marines... few drop-pods, competitive?</title>
				<description><![CDATA[ Generally speaking...<br /> <br /> 1. Captains are overpriced and not very powerful, so represent an unnecessary expenditure which weakens your list.<br /> 2. Likewise with tactical terminators.  You'd probably be better off swapping them for more assault terminators with hammers/shields.<br /> 3. The scout/pod homer/beacon plan is one everyone sees in the codex, but which relies on a couple of small, relatively fragile units surviving a full turn right in your enemy's face before being used.   It's also not really necessary with pods, as Intertial Guidance makes them pretty darn reliable without needing a locator beacon.<br /> 4. Be careful of deep-striking too much stuff.  If you have a lot of stuff in Reserve relying on random rolls to show up, you are giving your opponent local superiority of force on the table in the first few turns- in simple terms, you are creating a situation which his guys outnumber yours, and his say, 1500pt army, can focus its entire force on, say, 1000pts of yours, doing nasty damage to your army before your reinforcements get a chance to show up, and putting you in a position of trying to fight to recover from a losing position,<br /> 5 The basic idea of using only 2-3 pods is fine, and can easily work in a competitive list.  In 4th edition you always wanted an odd number of pods to maximize how many hit the table early, but now that many armies can function effectively coming on from Reserve, which negates your first-turn alpha strike with the pods, you may be better off just going with two pods, and having half of your pod forces come in mid-game and picking their spot.   A good friend of mine typically fields two pods- one with an Ironclad and one with a tactical squad with melta and combi-melta on the sgt.  Which one he drops turn 1 depends on what he's facing.]]></description>
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				<pubDate><![CDATA[Sat, 14 Apr 2012 13:57:13]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>Deep striking vanilla marines... few drop-pods, competitive?</title>
				<description><![CDATA[ Totally see your points.  Seems like deep-striking just isn't a critical advantage anymore, besides late game contesting, although the randomness of the reserve roll defies the point...]]></description>
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				<pubDate><![CDATA[Sat, 14 Apr 2012 14:07:10]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Re:Deep striking vanilla marines... few drop-pods, competitive?</title>
				<description><![CDATA[ Yes, I mainly use that strategy for Capture and Control games because I use snipers but with the scouts infiltrate rule you can get into a key position then drop terminators and drop pods on your enemies head. But be wary of blast template weapons!]]></description>
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				<pubDate><![CDATA[Sat, 14 Apr 2012 14:41:52]]> GMT</pubDate>
				<author><![CDATA[ Dayvuni]]></author>
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