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		<title><![CDATA[Latest posts for the thread "1k Space Marines - Shrike + Termis"]]></title>
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				<title>1k Space Marines - Shrike + Termis</title>
				<description><![CDATA[ I have a fun 1k list that uses Shrike and a squad of <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> termis to put the hurt on in assault on turn 1.<br /> However, I have a feeling that it can be improved. Here is what I have so far:<br /> <br /> Shrike - 195<br /> 5 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Termis - 200<br /> 10 Marines, Flamer, Missile Launcher, Fist, Lasback - 270<br /> 10 Marines, Flamer, Missile Launcher, Power Wep, Lasback - 260<br /> <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> Speeder - 70<br /> <br /> The terminators tend to perform well, but can only do so much before the rest of the team arrives. I was<br /> considering a Ironclad in a drop pod to support them. The list would look like:<br /> <br /> Shrike - 195<br /> 5 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Termis - 200<br /> 10 Marines, Flamer, Missile Launcher, Power Wep, Lasback - 260<br /> 5 Marines, Flamer, Lasback - 165<br /> Ironclad, Heavy Flamer, Drop Pod - 180<br /> <br /> I lose a missile launcher, a power fist, and a <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span> speeder but gain another strong assault unit that<br /> supports the <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> terminators on turn one. <br /> <br /> Any thoughts?]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 11:25:09]]> GMT</pubDate>
				<author><![CDATA[ UncleMeat]]></author>
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				<title>1k Space Marines - Shrike + Termis</title>
				<description><![CDATA[ I would not put the ironclad in 1000 points, maybe put it in later on. <br /> Also, in your second list with the ironclad, you have a 5 man marine squad with a flamer, which you need ten guys to access for a squad. <br /> Also, you don't really need powerfists for the first tactical squad if its in a lasback. <br /> Other than that, the list seems good and should go fairly well in a game. ]]></description>
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				<pubDate><![CDATA[Wed, 9 May 2012 08:08:06]]> GMT</pubDate>
				<author><![CDATA[ BaneGuard]]></author>
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				<title>1k Space Marines - Shrike + Termis</title>
				<description><![CDATA[ The risk is..  If you can`t get shrike and the termys (I expect you mean to put them together) into melee in the first turn..  if your opponent is all dakka.. you`ll get shot up and probably lose Shirike..  lose fleet.. and so on<br /> <br /> If you deployed first and I saw shrike in a termy team..  I`d maximise the distance you have to travel..  I know you can only move 18 inches max.. and thats if you roll a 6 in your run.<br /> <br /> I had great success against a heavy <span class="glossaryitem" onmouseover='gp(69);'>IG</span> army over the weekend.. feilding Shrike and Vanguards with power weapons and melta grenades..  That 12" jump almost assures you can reach something and all kitted out.. <br /> <br /> i`m just worried the termies will slow shrike down and get him killed.. leaving your opponents vehicles or fast attack free to kite your slow termies while they mop up your army..<br /> <br /> Ironclads are great..  lots of fun but still dreds get popped far too easily..  <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> teams are good]]></description>
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				<pubDate><![CDATA[Wed, 9 May 2012 10:10:37]]> GMT</pubDate>
				<author><![CDATA[ Shackleton]]></author>
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