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				<title>First Vanilla Marine attempt: Khan's Riders</title>
				<description><![CDATA[ So I've been reading through the Heresy novels and I've heard about Jaghatai Khan and his riders a couple of times throughout. I play Blood Angels normally but this has inspired me to branch out a little more.<br /> <br /> I've got 2 ideas and I wanted to know what the thoughts on them are:<br /> <br /> <b><u>List A:</u></b><br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Kor'Sarro Khan w/Moondrakken - 205<br /> <br /> Troops:<br /> <br /> 8 Marine Bikers - Flamer, Meltagun Sgt w/Power Lance - 245<br /> 8 Marine Bikers - Flamer, Meltagun Sgt w/Power Lance - 245<br /> 8 Marine Bikers - Flamer, Meltagun Sgt w/Power Lance - 245<br /> 8 Marine Bikers - Flamer, Meltagun Sgt w/Power Lance - 245<br /> Scout Squad w/Sniper Rifles - 75<br /> <br /> Fast Attack:<br /> <br /> 3 Land Speeders: 2 Typhoon Missile Launchers, 1 Assault Cannon - 270<br /> 3 Land Speeders: 2 Typhoon Missile Launchers, 1 Assault Cannon - 270<br /> <br /> Heavy:<br /> <br /> Thunderfire Cannon - 100<br /> <br /> Fortification:<br /> <br /> <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> w/Quadgun - 100<br /> <br /> Total: 2000 even.<br /> <br /> <b><u>List B:</u></b><br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Kor'Sarro Khan w/Moondrakken - 205<br /> <br /> Troops:<br /> <br /> 8 Marine Bikers - Flamer, Meltagun Sgt w/Power Lance, meltabombs - 250<br /> 8 Marine Bikers - Flamer, Meltagun Sgt w/Power Lance, meltabombs - 250<br /> 8 Marine Bikers - Flamer, Meltagun Sgt w/Power Lance - 245<br /> 8 Marine Bikers - Flamer, Meltagun Sgt w/Power Lance - 245<br /> Scouts: Camo Cloaks w/Telion - 137<br /> <br /> Fast Attack:<br /> <br /> Storm Talon Gunships - Skyhammer Missile Launcher - 155<br /> Storm Talon Gunships - Skyhammer Missile Launcher - 155<br /> Storm Talon Gunships - Skyhammer Missile Launcher - 155<br /> <br /> Heavy:<br /> <br /> Thunderfire Cannon - 100<br /> <br /> Fortification:<br /> <br /> <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> w/Quadgun - 100<br /> <br /> Total: 1997<br /> <br /> Obviously my main decision is between the Land Speeders and the Storm Talons. Any thoughts on this would be appreciated.]]></description>
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				<pubDate><![CDATA[Tue, 27 Nov 2012 16:18:23]]> GMT</pubDate>
				<author><![CDATA[ Mordechai]]></author>
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				<title>First Vanilla Marine attempt: Khan's Riders</title>
				<description><![CDATA[ All I can say is the list looks great, is very dangerous, and still fluffy... but please do not forget to turbo when you have no available targets, avoid terrain as much as possible, and beware infiltrating enemies... for reference, check out this link... very descriptive and on point with 6th edition bike/scar tactics<br />  <a href="http://whitescars-army.blogspot.com/2012/07/initial-thoughts-on-white-scars-and-6th.html" target="_blank" rel="nofollow">http://whitescars-army.blogspot.com/2012/07/initial-thoughts-on-white-scars-and-6th.html</a>]]></description>
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				<pubDate><![CDATA[Tue, 27 Nov 2012 17:16:22]]> GMT</pubDate>
				<author><![CDATA[ WarlordRob117]]></author>
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				<title>First Vanilla Marine attempt: Khan's Riders</title>
				<description><![CDATA[ Yo, <br /> <br /> Nice to see another potential White Scar player. Few lessons from painful experience before. Before you start buying - practice!!!! And for what its worth - the Stormraven and some assault marines make BRILLIANT allies for White Scars. <br /> <br /> Immediate observations are...<br /> <br /> 1. Don't take Khan, he's so unrelentingly awful. The standard bike captain build while tear him in half in combat, is cheaper and tougher. Captain, Artificer Armour, Power Fist, Bike = 175.<br /> <br /> Combat Tactics is amazing on bikes, use it. Outflank is at best, ok, its not like your boys are slow! He has a power sword that is ap3 and will rarely kick off its <span class="glossaryitem" onmouseover='gp(269);'>ID</span> bonus. He's also only got a 3+ save. Oh and Fleet (wooooooo). Furious Charge is okay but you shouldn't be in combat much except vs tau and guard. <br /> <br /> 2. Your bike squads need a rethink. Either run them 5 men + 2 special weapons (of the same type) OR 8 men + Attack Bike to Combat Squad. As general experience meltas require you to get too close to a target, bikes are a bit 'meh' in combat (multi-meltas however...). Dual plasma or dual flamer with multi-melta attack bikes will get the job done. Power Lances a cute but you'll win the combats you'd win anyway without it and its not going to sway the ones you won't. Vanilla marine bikes are NOT close combat units. <br /> <br /> 3. Your points on the Teilon squad are off. You have to (and should) buy Teilon a camo cloak. But the 250 point sink that is Teilon, cloaks, missile launcher + quad cannon is very funny. 2+ cover and a bs6 krak missile can't be missed. <br /> <br /> 4. Fast Attack is the best and most characterful slot in the scars list. Your options are Multi-Melta attack bikes (amazing with the captain playing bullet catcher for them), Landspeeder Typhoons (trust me - you do not want to be in assault cannon range with a speeder, attack bikes are better multi-melta vehicles) and Stormtalons. Skyhammer missiles are cute but they're the worst of the three upgrades as they lack the str8+ for insta deathing things, or the AP3/2 and the range is relatively unimportant on a flyer. <br /> <br /> 5. There's a lot of love for thunderfire cannons in bike armies all of a sudden. I have no idea why. You get moderate anti-infantry firepower (not exactly something you lack with mobile, relentless, twin-linked bolters) that is very very easy to kill. By comparison, 115 buys you a vinidcator that immediately addresses a bike armies complete inability to deal with mass power armour spam. <br /> <br /> Example:<br /> <br /> Captain, Bike, Artificer Armour, Power Fist - 175<br /> 5 Bikes, 2 Flamers - 150<br /> 5 Bikes, 2 Flamers - 150<br /> 8 Bikes, 2 Plasma Guns, Attack Bike, Multi-Melta - 300<br /> 3 Attack Bikes, Multi-Meltas - 150<br /> 2 Landspeeder Typhoon - 180<br /> Stormtalon Gunship, Typhoon Launcher - 155<br /> Vindicator, Dozer Blade - 120<br /> Vindicator, Dozer Blade - 120<br /> =1500<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/10a2c3e5cde4e0d3504b9d0843e59300.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/491368/5020434.page"><b>WarlordRob117 wrote:</b></a><br/>All I can say is the list looks great, is very dangerous, and still fluffy... but please do not forget to turbo when you have no available targets, avoid terrain as much as possible, and beware infiltrating enemies... for reference, check out this link... very descriptive and on point with 6th edition bike/scar tactics<br />  <a href="http://whitescars-army.blogspot.com/2012/07/initial-thoughts-on-white-scars-and-6th.html" target="_blank" rel="nofollow">http://whitescars-army.blogspot.com/2012/07/initial-thoughts-on-white-scars-and-6th.html</a></div></blockquote><br /> <br /> Terrain is such a bigissue now. 1/6 chance of needing to take a power armour save. Avoid going out of your way for it but don't worry unduly. Also, when (if!) assaulting, you only dangerous terrain test when assaulting over defence lines and barricades (I forget the exact phrasing) needless to say this surprises many people. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 27 Nov 2012 17:30:39]]> GMT</pubDate>
				<author><![CDATA[ rossatdi]]></author>
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				<title>First Vanilla Marine attempt: Khan's Riders</title>
				<description><![CDATA[ Lances are pretty cool on the aesthetics. PuppetWars makes some great looking lancer bikes. However lances are probably the worst of the power weapons. <br /> <br /> Simply due to model count I would go either 2 Talon and 3 speeders or 6 speeders and 1 Talon. Losing the Talons only limits your <span class="glossaryitem" onmouseover='gp(805);'>AA</span> options. Losing the speeders I think makes the&nbsp;list over all weaker.]]></description>
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				<pubDate><![CDATA[Tue, 27 Nov 2012 17:35:46]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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				<title>First Vanilla Marine attempt: Khan's Riders</title>
				<description><![CDATA[ Thanks for the great help guys. <br /> <br /> Apparently the mobile Blood Angel dynamic is vastly different than a mobile vanilla Marines dynamic. The reason I went with the lances is that I fell in love with them being equipped on my Death Company after they slew 20 Nurgle Marines. Now I can't leave home without them... but I digress.<br /> <br /> It gives me things to think about, which several of the points I had pondered but decided against. I'll re-think it. re-work it, then re-post.<br /> <br /> Thanks!]]></description>
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				<pubDate><![CDATA[Tue, 27 Nov 2012 19:17:59]]> GMT</pubDate>
				<author><![CDATA[ Mordechai]]></author>
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