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		<title><![CDATA[Latest posts for the thread "vanilla marines shooty list 1000pt"]]></title>
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				<title>vanilla marines shooty list 1000pt</title>
				<description><![CDATA[ chapter master with stormbolter and hellfire rounds<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad<br /> flamer, missile launcher and sarge with stormbolter<br /> -razorback with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> assault cannon<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad<br /> melta, missile launcher and sarge with stormbolter<br /> -razorback with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> lascannon<br /> <br /> 5 scouts<br /> 4 snipers, 1 missile launcher and camo cloaks<br /> <br /> dreadnought<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> lascannon and missile launcher<br /> <br /> thunderfire cannon<br /> <br /> 1000 pt<br /> <br /> my idea is to combat squad the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, put the missile launchers in the back or on an objective, and for the scouts I bolster defences with techmarine+camo cloaks= 2+ cover save, dread in the back and razorbacks slowly forward.<br /> <br /> as <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> I have a chapter master because he is more ranged shooty capable than a librarian.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 6 May 2012 10:35:27]]> GMT</pubDate>
				<author><![CDATA[ HumeyKillar]]></author>
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				<title>vanilla marines shooty list 1000pt</title>
				<description><![CDATA[ Scouts don't really make for a 'Shooty' List, For a bit of fun you could add another Thunderfire cannon and then drop the Dread for another <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad in a Razorback so you get more troops, or you could add some Land Speeder Typhoons which are awesome in shooty marine lists.]]></description>
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				<pubDate><![CDATA[Sun, 6 May 2012 11:51:11]]> GMT</pubDate>
				<author><![CDATA[ GoDz BuZzSaW]]></author>
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				<title>vanilla marines shooty list 1000pt</title>
				<description><![CDATA[ I agree to another thunderfire as mine always dies first turn, scouts never seem to make a difference unless they make a lucky anti-tank kill or there are ten to really piss off troops with large rending/pinning volleys. The dreadnought should have a close-combat arm despite the shooty theme as you often end up with little choice but close-combat or alternatively busaw's advice of swapping the dred for more troops which make a large difference to objective games.]]></description>
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				<pubDate><![CDATA[Sun, 6 May 2012 13:21:46]]> GMT</pubDate>
				<author><![CDATA[ Agamenmon]]></author>
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				<title>vanilla marines shooty list 1000pt</title>
				<description><![CDATA[ Scouts only help me in tight spots eg a unit is about to grab my obj. Their sniper cause pinning and when they get pinned, they can't steal the obj anymore <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">.<br /> I strongly suggest using devastators. Now some of you might rant on how expensive they are, well they help alot for me. I use 2 <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> 2 <span class="glossaryitem" onmouseover='gp(331);'>PCs</span> in a full 10 man squad. Get a rhino with either a storm bolter of the <span class="glossaryitem" onmouseover='gp(55);'>HK</span> missle so you won't get immobilized on a weapon destroyed. Put rhino in a tight spot, combat squad the guys and put them on both sides of the rhino making sure you get that cover save but the heavy weapons can see.<br /> Just my 2 cents]]></description>
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				<pubDate><![CDATA[Sun, 6 May 2012 14:36:56]]> GMT</pubDate>
				<author><![CDATA[ Diabolical13]]></author>
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				<title>vanilla marines shooty list 1000pt</title>
				<description><![CDATA[ I generally agree with diabolical.<br /> <br /> Another thing to point out is the chapter master, firstly take note his only advantage over a captain is the bombardment which is a unreliable shot, secondly a power weapon even in a shooty list will give him the ladvantage in a unwanted but forced combat.]]></description>
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				<pubDate><![CDATA[Sun, 6 May 2012 22:07:56]]> GMT</pubDate>
				<author><![CDATA[ Agamenmon]]></author>
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				<title>vanilla marines shooty list 1000pt</title>
				<description><![CDATA[ Seems like a good list. Interesting to say the least. <br /> <br /> Hellfire rounds can only be taken with a Boltgun. ]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 08:26:59]]> GMT</pubDate>
				<author><![CDATA[ EndlessWrath]]></author>
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				<title>vanilla marines shooty list 1000pt</title>
				<description><![CDATA[ You do not need that many scoring units.  Take the scouts with Telion and then a couple of preds instead of a tactical squad:That would be more shooty.<br /> Dread maybe then changes to 2TLautocannon.]]></description>
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				<pubDate><![CDATA[Wed, 9 May 2012 19:47:53]]> GMT</pubDate>
				<author><![CDATA[ MFletch]]></author>
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				<title>vanilla marines shooty list 1000pt</title>
				<description><![CDATA[ I wouldn't recommend Storm Bolters on your sargs, theres points better spent elswhere but other then that not too shabby]]></description>
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				<pubDate><![CDATA[Wed, 9 May 2012 19:52:30]]> GMT</pubDate>
				<author><![CDATA[ Riddick40k]]></author>
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				<title>Re:vanilla marines shooty list 1000pt</title>
				<description><![CDATA[ I like to run Telion with my sniper scouts.  Because he has Stealth, you don't need to spend points on the Camo Cloaks as he grants Stealth to any unit he joins.  He will also let your missile launcher use his <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.]]></description>
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				<pubDate><![CDATA[Wed, 9 May 2012 21:30:31]]> GMT</pubDate>
				<author><![CDATA[ Vaeloris]]></author>
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