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		<title><![CDATA[Latest posts for the thread "Continued Fine Tuning: 2K Crimson Fists Drop Pod Army"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Continued Fine Tuning: 2K Crimson Fists Drop Pod Army"]]></description>
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				<title>Continued Fine Tuning: 2K Crimson Fists Drop Pod Army</title>
				<description><![CDATA[ Still working on my Crimson Fists Drop Pod army. Its working great so far, just figured I'd run this list by the forums and see what everyone thought<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (175 pts)<br /> <br /> Pedro Kantor<br /> <br /> Elites (870 pts)<br /> <br /> (2x) 10 Man Sternguard<br /> 3x combi-melta, 2x meltaguns, 4x combi plasma, Sgt with Power Sword combi-flamer and melta bombs<br /> Drop Pod<br /> <br /> Dreadnought<br /> Assault Cannon, Heavy Flamer, <span class="glossaryitem" onmouseover='gp(20);'>CCW</span><br /> Drop Pod<br /> <br /> Troops (497 pts)<br /> <br /> 5 Man Scout Squad<br /> 3x sniper, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, Sgt Telion, Camo Cloaks<br /> <br /> 5 Man Scout Squad<br /> 3x Sniper, Heavy Bolter, Sgt with Sniper, Camo Cloaks<br /> <br /> 10 Man <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad<br /> Plasmagun, Plasmacannon, Sgt with combi-plasma<br /> Drop Pod, Deathwind Launcher<br /> <br /> Heavy (355 pts)<br /> <br /> (3x) <span class="glossaryitem" onmouseover='gp(420);'>TFC</span><br /> 1 w/ Drop Pod, Deathwind Launcher<br /> <br /> Fortification (100pts)<br /> <br /> <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> with Quadgun<br /> <br /> <br /> The idea here is to Drop the both Sternguard squads, Pedro, and The Dread on Round One. They will vape a tank or two and put a serious hurt on any <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> or better with the plasma, Dread can Flame any juicy hordes if they are nearby or pop a tank with the <span class="glossaryitem" onmouseover='gp(5);'>AC</span>. <br /> Hopefully Pedro and his squad can jump into cover (depending on scatter and 6" move range), but can settle for destroying nearby threats and using the other stern guard squad or the dread as cover /screen. Sterns will most likely combat squad,<br /> but can stay together to unleash unholy hell if focus fire is required (say Paladin Squad 2" away). In addition Pedro makes them scoring and +1A in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>, so they should be a huge threat to the opponent, and he's got a Sgt to absorb challenges so he can make use of his <span class="glossaryitem" onmouseover='gp(105);'>PF</span> if assaulted.<br /> <br /> The regular snipers set up in ruins with a <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> and hopefully an objective,  and the Techmarine throws down his buff.<br /> <br /> Telion mans the quad gun behind the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>. In the first round Telion uses the quad to gun down an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> (all his shots are precision) then does the same in each following turn until the flyers arrive.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad goes into cover with one of the <span class="glossaryitem" onmouseover='gp(420);'>TFCs</span> and uses it's plasma to whittle down incoming units while benefiting from the cover buff of the Techmarine. If necessary they can drop with the pod to support Sternguard depending on the opponent.<br /> <br /> The last reaming <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> sets up in available cover or joins Telion's squad behind the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> and buffs. All the <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> then unleash Hell on round one and every following round while they survive.<br /> I'm always careful to support Pedro and his boys, while taking care to keep their shots outside of the average scatter range of 6" (average on two <span class="glossaryitem" onmouseover='gp(24);'>d6</span> is 7, minus 4 for <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of Techmarine, add 3 for safety) if possible. <br /> <br /> The Drop Pods on the <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> and <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad are there to drive up #'s and allow 3 pods first round. I had a few spare points so threw the Deathwind Launches on them. I've found that these "throw away" pods can be very useful to block firing lanes, lines of advance ect.<br /> They have the added benefit of being low priority targets with so many other juicy threats on the board. They generally survive the first round,  after which they start dropping pie plates. <br /> They are only <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5 with no <span class="glossaryitem" onmouseover='gp(6);'>AP</span>, but just seeing the pie plates come out is usually enough to freak out my opponents and get them to focus fire on the pods, saving my other troops a round of shooting.<br /> <br /> So far this army has really been working out for me and its a hell of a lot of fun to play.  Its got tons of scoring bodies, lots of fire power, and good mobility.<br /> <br /> What do you guys think, what am I missing and what can I improve? Is it fine as it is?]]></description>
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				<pubDate><![CDATA[Sun, 9 Sep 2012 05:44:28]]> GMT</pubDate>
				<author><![CDATA[ Instinctual]]></author>
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				<title>Continued Fine Tuning: 2K Crimson Fists Drop Pod Army</title>
				<description><![CDATA[ Take away the deathwind launchers coz their range is very limited and not worth te 10+ points. You also might want to consider taking away telion, <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> 2 <span class="glossaryitem" onmouseover='gp(67);'>IC</span> is too much, although I do like the quad gun idea. Power weapons on sternie sgts are also not worth it, you need to keep the sternies away from <span class="glossaryitem" onmouseover='gp(19);'>CC</span> as much as possible coz you should try to destroy all your opponents <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units first turn.But if you still think you're still gunna be getting them into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, get a heavy flamer or 2, their overwatch should disencourage most <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attacks and not to mention frying the unit that your sternies drop besides.Replace the sternies meltas with combi meltas as you want their special ammunition.<br /> <br /> And upgrade your dread to an ironclad which comes free with a melta, heavy flamer, extra armor(ap13) ,seismic hammer or chainfist for only 135 points. You could also add a chaplain to your sternguard, his rerolls and Pedro's bubble will be brutal with 4 sternie combat squds. You might consider trying to replace your <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines with ASM(w/2 flamers)in a drop pod,( I have only tried this once before and I have no regrets although it is expansive but fun to play with). <br /> <br /> Overall, pretty good list, I do like the double <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> and <span class="glossaryitem" onmouseover='gp(221);'>SS</span> at the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span>.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 23 Aug 2013 11:12:24]]> GMT</pubDate>
				<author><![CDATA[ Senortaco]]></author>
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