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		<title><![CDATA[Latest posts for the thread "Crimson fist 1500"]]></title>
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				<title>Crimson fist 1500</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Pedro Kantor - 175pts<br /> <br /> Troops<br /> 10 Scouts w/ Sniper, Missile Launcher, Telion - 200 pts<br /> 10 tactical w/ flamer, Missile Launcher, drop pod - 205 pts<br /> <br /> Elite<br /> 10 Sternguard w/ 2x Missile Launchers, 4x combi-melta, 4x combi-flamer, drop pod - 335pts<br /> 10 Sternguard w/ 2x Missile Launchers, 4x combi-melta, 4x combi-flamer, drop pod - 335pts<br /> <br /> Heavy Support<br /> Thunderfire Cannon - 100pts<br /> Thunderfire Cannon - 100pts<br /> <br /> Total 1450pts<br /> <br /> For the extra 50 points I was thinking of swapping in some Lascannons for extra long-rang power or other sergeant upgrades.  In general I don't want to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> so I don't think <span class="glossaryitem" onmouseover='gp(105);'>PF</span> would do so well.<br /> <br /> The overall strategy is thunderfire cannons do their thing form a distance with the techmarines bolstering buildings I want either my scouts or sternguard to hang out in.  First turn I drop in my two groups of sternguard and either run them into cover or take-out whatever posses the biggest threat.  The third drop pod with the tacticals is for later game objective taking and harassment.  <br /> Let me know what you think and how I can make improvements.]]></description>
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				<pubDate><![CDATA[Mon, 7 May 2012 04:20:48]]> GMT</pubDate>
				<author><![CDATA[ shamroll]]></author>
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				<title>Re:Crimson fist 1500</title>
				<description><![CDATA[ Weeeeeellll....you only have one viable objective-taking option.<br /> <br /> Maybe get a smaller Scout squad or <span class="glossaryitem" onmouseover='gp(167);'>Tac</span>. Squad for further objectives.<br /> <br /> (in games, there isn't always just one objective to take)]]></description>
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				<pubDate><![CDATA[Mon, 7 May 2012 05:01:52]]> GMT</pubDate>
				<author><![CDATA[ Decio]]></author>
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				<title>Crimson fist 1500</title>
				<description><![CDATA[ Last 50 points I would insert some more anti-tank. <br /> With Sternguard, I personally find having the squad with the same combi-weapons is a massive help. <br /> Main comment, just try and get more anti-tank into the list. <br /> Other than that, good list. ]]></description>
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				<pubDate><![CDATA[Mon, 7 May 2012 06:59:35]]> GMT</pubDate>
				<author><![CDATA[ BaneGuard]]></author>
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				<title>Re:Crimson fist 1500</title>
				<description><![CDATA[ Since you use Drop Pods for the Sterns, i would recommend mult-meltas instead of <span class="glossaryitem" onmouseover='gp(328);'>MLs</span>. ]]></description>
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				<pubDate><![CDATA[Mon, 7 May 2012 08:19:38]]> GMT</pubDate>
				<author><![CDATA[ spartiatis]]></author>
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				<title>Re:Crimson fist 1500</title>
				<description><![CDATA[ Nice list.With 4 scoring options ( 3 of which are in pods to drop near,clear out and take obs ) it has seize ground covered and the T-fires are a nice thing to have as well.<br /> <br /> With the points spare,maybe as is said,get an <span class="glossaryitem" onmouseover='gp(80);'>LC</span> and <span class="glossaryitem" onmouseover='gp(254);'>MB</span> for the Sternguard sargeants.]]></description>
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				<pubDate><![CDATA[Mon, 7 May 2012 12:53:34]]> GMT</pubDate>
				<author><![CDATA[ Pedro Kantor]]></author>
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				<title>Crimson fist 1500</title>
				<description><![CDATA[ I think the army just seems too small, I mean the stern squads cost a LOT, but they are still just 3+ armor, and that makes the army fragile, with the only vehicles being <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 and artillery, you can't take a lot of damage, and if you pod into cover you don't have any alpha (except S6 blasts), meaning the enemy can just smash your army with everything he's got.<br /> Also I don't know about the 200 point scout squad... I don't think they'll do anything really.<br /> <br /> In short:<br />  -seems very fragile<br />  -the sterns are VERY expensive for 1,5k, that's<br /> over half your army in 2 pods, if Kantor is in a pod with sterns<br />  -definitely needs long-range anti-tank<br />  -The rare termies-in-a-raider trump card is almost impossible for you to counter w/o suiciding]]></description>
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				<pubDate><![CDATA[Mon, 7 May 2012 19:31:53]]> GMT</pubDate>
				<author><![CDATA[ EnormousName]]></author>
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				<title>Crimson fist 1500</title>
				<description><![CDATA[ One problem you're going to run into is that you've got a mixed squad with heavy weapons and assault weapons that's drop podding into short range. They heavies can't shoot the turn they drop and you're going to want the squad close so you'll be in melta range. <br /> <br /> This means that they'll also likely be in assault range, where you want to get them so they're not shot by your opponent's entire army on their turn. You might as well drop the missile launchers and exchange them for Heavy Flamers so you can do a little more damage to hordes and maybe glance a Rhino.<br /> <br /> Given that it's likely you're going to assault, it's a decent idea to give your sergeant a close combat weapon. A powerfist is a timeless classic, but on Sternie Sarges I like ditching the bolter for a combi-whatever (so you get an assault weapon like a flamer or melta for the charge, but keep the special ammo) and the bolt pistol for a lightning claw. Why a claw? It costs the same as a power weapon, still ignores armor, and gives you a re-roll. Since you're not getting that pistol shot anyway you might as well be a little more accurate for the same price.<br /> <br /> Combat squadding after dropping would allow your heavies (if you keep the missile launchers) to split off with some combi- guys and shoot at a second target on the following round, but if you're already deep in enemy territory they're going to get shot up on your opponent's next turn. Better to have more bodies in the fight. Sternies are A2 and if Pedro's anywhere nearby, they get +1 A making that A4 on the charge. That 40 attacks is nothing to shake a stick at but they're not power weapons (except for the sarge) and not a dedicated <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squad so don't pit them against something that is.<br /> <br /> Stubborn is going to help keep you in combat, but you don't have much supporting those two squads. I like the thunderfire cannons, but maybe drop pod dreads would work better? That way you have your choice of whether to drop the dreads to tie up mobs or the sterns to roast transports.<br /> <br /> If you want to make an alpha-strike style list, you might want to throw in a minimum-size unit of scout bikers with a beacon so your pods are Johnny-on-the-Spot. Infiltrate them, then turboboost Scout move them to an ideal position. Just remember, they're going to die. If they take something out, it'll be a happy occurrence, but don't expect them to last more than a round.<br /> <br /> Hope it helps and good luck!]]></description>
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				<pubDate><![CDATA[Mon, 7 May 2012 22:46:22]]> GMT</pubDate>
				<author><![CDATA[ Gavin Thorne]]></author>
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