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		<title><![CDATA[Latest posts for the thread "Competitive Space marine 750 points tourny list"]]></title>
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				<title>Competitive Space marine 750 points tourny list</title>
				<description><![CDATA[ Hiyas<br /> <br /> Just wondering what people recommend at 750 points?<br /> <br /> I know Libby with <span class="glossaryitem" onmouseover='gp(427);'>GoI</span> and Null Zone are nice. After that I am kinda scratching at which way to go, tanks or troops.<br /> <br /> Looking forward to your suggestions]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 11:50:17]]> GMT</pubDate>
				<author><![CDATA[ scommy]]></author>
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				<title>Re:Competitive Space marine 750 points tourny list</title>
				<description><![CDATA[ There is a new space marines codex out so wait until that comes out before writing any lists <img src="/s/i/a/c1f54002789bba812b7255ca0516c659.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 11:59:48]]> GMT</pubDate>
				<author><![CDATA[ hiveof_chimera]]></author>
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				<title>Re:Competitive Space marine 750 points tourny list</title>
				<description><![CDATA[ You may as well exploit the best units in the 5th Ed book if you use it and its before the release of the new book.<br /> <br /> I'd go with a Libby in Termie armour, 5 Hammernators, 8 Sternguard in a drop pod (with locator beacon)with various weapons of your choice, preferably with at least some plasma, then two squads of Scouts.<br /> <br /> Turn 1, place the drop pod, annihilate something with your Sternies. Turn two, drop the Hammernators within the 6" no scatter bubble from the <span class="glossaryitem" onmouseover='gp(80);'>LC</span> and tackle anything else that presents a threat in the following turn. Scouts grab objectives, Libby goes with the Termies and takes powers of your choice.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 31 Aug 2013 16:50:27]]> GMT</pubDate>
				<author><![CDATA[ Mr.Omega]]></author>
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				<title>Re:Competitive Space marine 750 points tourny list</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3bb5ab03a3536a2fcefc4b75fc7845f6.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/549351/6003479.page"><b>Mr.Omega wrote:</b></a><br/>You may as well exploit the best units in the 5th Ed book if you use it and its before the release of the new book.<br /> <br /> I'd go with a Libby in Termie armour, 5 Hammernators, 8 Sternguard in a drop pod (with locator beacon)with various weapons of your choice, preferably with at least some plasma, then two squads of Scouts.<br /> <br /> Turn 1, place the drop pod, annihilate something with your Sternies. Turn two, drop the Hammernators within the 6" no scatter bubble from the <span class="glossaryitem" onmouseover='gp(80);'>LC</span> and tackle anything else that presents a threat in the following turn. Scouts grab objectives, Libby goes with the Termies and takes powers of your choice.<br /> <br /> </div></blockquote>Wow I like the look of this army mate. <br /> <br /> Drop pod has safe landing with Inertial gudance system, so no Deep strike mishap. Sternies being a shooty unit dont care about not being able to assualt first turn.<br /> <br /> Termies+libby also get a safe landing because of the locator beacon.<br /> <br /> two 5 man scouts. I presume one(snipers?) stays on home base objective? Other scouts(assault guys?) infiltrates somewhere midfield ready to cap?<br /> <br /> Would you run termies + libby as deep strike? I just thought with Gate of Infinity I could use that and not run the risk of not getting termies+libby on the table thru bad rolls.<br /> <br /> Really nice build mate +1 to you. 735 points 15 left over for goodies.]]></description>
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				<pubDate><![CDATA[Sun, 1 Sep 2013 11:22:22]]> GMT</pubDate>
				<author><![CDATA[ scommy]]></author>
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				<title>Re:Competitive Space marine 750 points tourny list</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/549351/6005452.page"><b>scommy wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/3bb5ab03a3536a2fcefc4b75fc7845f6.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/549351/6003479.page"><b>Mr.Omega wrote:</b></a><br/>You may as well exploit the best units in the 5th Ed book if you use it and its before the release of the new book.<br /> <br /> I'd go with a Libby in Termie armour, 5 Hammernators, 8 Sternguard in a drop pod (with locator beacon)with various weapons of your choice, preferably with at least some plasma, then two squads of Scouts.<br /> <br /> Turn 1, place the drop pod, annihilate something with your Sternies. Turn two, drop the Hammernators within the 6" no scatter bubble from the <span class="glossaryitem" onmouseover='gp(80);'>LC</span> and tackle anything else that presents a threat in the following turn. Scouts grab objectives, Libby goes with the Termies and takes powers of your choice.<br /> <br /> </div></blockquote>Wow I like the look of this army mate. <br /> <br /> Drop pod has safe landing with Inertial gudance system, so no Deep strike mishap. Sternies being a shooty unit dont care about not being able to assualt first turn.<br /> <br /> Termies+libby also get a safe landing because of the locator beacon.<br /> <br /> two 5 man scouts. I presume one(snipers?) stays on home base objective? Other scouts(assault guys?) infiltrates somewhere midfield ready to cap?<br /> <br /> Would you run termies + libby as deep strike? I just thought with Gate of Infinity I could use that and not run the risk of not getting termies+libby on the table thru bad rolls.<br /> <br /> Really nice build mate +1 to you. 735 points 15 left over for goodies.</div></blockquote><br /> <br /> I'd take a sniper squad and maybe a <span class="glossaryitem" onmouseover='gp(260);'>BP</span>/<span class="glossaryitem" onmouseover='gp(20);'>CCW</span> squad for taking midfield and tying up units.<br /> <br /> I totally forgot about <span class="glossaryitem" onmouseover='gp(427);'>GOI</span>, yes you can use that to great effect, letting you charge by turn 2.]]></description>
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				<pubDate><![CDATA[Sun, 1 Sep 2013 13:24:39]]> GMT</pubDate>
				<author><![CDATA[ Mr.Omega]]></author>
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