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		<title><![CDATA[Latest posts for the thread "1850pts State Tourny list, Trial, so please criticise..."]]></title>
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				<title>1850pts State Tourny list, Trial, so please criticise...</title>
				<description><![CDATA[ Around 1850pts (give or take)<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>- Khorsarro Khan + Moondrakken<br /> <br /> w/Space marine Bike squad (Troops)(5), Meltagun, Powerweapon<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>- Chaplain, Jump pack<br /> <br /> T- Tactical squad (10), Lascannon, Meltagun + Rhino<br /> <br /> T- Tactical squad (10) Lascannon, Flamer + Rhino<br /> <br /> T- Tactical squad (10) Lascannon, Flamer<br /> <br /> T- Tactical squad (10) Lascannon, Meltagun<br /> <br /> T- Tactical squad (10) Lascannon, Meltagun + Drop pod<br /> <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span>- Assault squad (10) Flamer, Powerfist<br /> <br /> HVY- Thunderfire cannon<br /> <br /> <br /> I Have entered in a few tournaments using vanilla marines, usually at least 4 tactical squads with Vulkan (Usually a meltagun spam), but recently been using khan and plenty of outflankers (The whole army has Combat tactics)... I like to set up the two footslogger units as objective holders, the drop pod squad usually combat squading when they land either as a sudden extra defence unit, using the first half (Meltagun) as a cover for the lascannon, or as a blocking unit for the rest of the army. the two rhino squads either outflank to take objectives or deploy at range as lascannon pillboxes, the assault squad and Chaplain either outflanks, not really fan of deepstrike but rather fond of using them for re-enforcements in reserve for using against <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s as a countercharge for my defence. Khan just outflanks with bikes but may also appear with the Chaplain in the squad as well, Thunderfire just helps pin vehicles, fast assault squads and wittles down larger horde units, techmarine helps provide an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> for the defending <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads as well as cover save bonus for himself, the cannon and the boys around him... I have used a similar list at 1250pts and it worked well as most of the army contests or holds objectives, is mobile or good at range, and generally my opponents are offput by so many marines and so little tanks as well as the randomness of outflank (2out of 3 aint bad for determining the side entered). I find my power armour saves become quite effective and when mixed with cover saves, my boys usually stand fast with reliability... Rhino pop, so what, it gives the boys cover when they do. Khan and the chaplain are a force on their own, Haven't had any problem with them so far, the <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> hit and run move is <span class="glossaryitem" onmouseover='gp(186);'>def</span> a treat when I know its my turn next, usually has people reeling... 5 lascannons is usually enough, I like the str9, that extra point of armour pen helps more often than not. lots of melta, which I'm used to with Vulkan armies.<br /> <br /> I know I should use some points from <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads to buy more specialist units, but I love having lots of cheap lascannons, lots of wounds in masses of models, and not so many points draining units that get swamped as easily as everything else... I don't believe in five man squads (Except maybe bikes), expensive tanks taht receive 5-10 Darklance shots a turn, or kick ass squads that ruduce my numbers to below 50 men... Usual opponents are Orks, <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, Guard and <span class="glossaryitem" onmouseover='gp(27);'>DE</span> so have alot of either shooty or <span class="glossaryitem" onmouseover='gp(19);'>CC</span> opponents, and majority of opponents know there armies inside and out... I will probably easily replace one of the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads with a bike squad, however I love deploying 20 marines in cover in the far corner and reminding my opponent that they are not going to just disappear unless they pull a bold move that may be out of the ordinary for them... perhaps a bike squad with <span class="glossaryitem" onmouseover='gp(330);'>MM</span> attack bike instead of one of the unmounted squads or a combi-melta for either chaplain or Drop pod serg...<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> changing the squad that accompanies khan and one of the unmounted squads for 2 squads of marine bikers (4+1 attack bike), Multimelta, Powerweapon,<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> could maybe use the points from second unmounted squad to get Scout Biker Squad (7) Astartes Grenade Launcher, Powerweapon, Meltabombs &lt;--- First turn charge, secondary support for drop pod unit?...]]></description>
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				<pubDate><![CDATA[Sun, 13 May 2012 04:38:26]]> GMT</pubDate>
				<author><![CDATA[ major_payne]]></author>
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