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		<title><![CDATA[Latest posts for the thread "Competative White Scars/Iron Hands 1850"]]></title>
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				<title>Competative White Scars/Iron Hands 1850</title>
				<description><![CDATA[ PRIMARY<br /> Ultra Scars (Count as White Scars)<br /> Khan 150<br /> Comand Squad , apothrocary, 4 gravguns bikes. 210<br /> <br /> Troops <br /> <br /> Bike squad, +2 bikes x2 plasma attack bike with multi melta 190 <br /> Bike squad, +2 bikes x2 plasma attack bike with multi melta 190 <br /> Bike squad, +2 bikes x2 plasma attack bike with multi melta 190 <br /> Bike squad, +2 bikes x2 Plasma attack bike with multi melta 190 <br />  <br /> Heavy <br /> Thunderfire cannon 100 <br /> Thunderfire cannon 100 <br /> <br /> Allies<br /> Iron Hands<br /> Chapter master, artifice armor, bike, thunder hammer, eternal shield 250<br /> <br />  Scout squad 4 snipers cammo missile launcher 84 <br /> <br /> Storm talon Skyhammer missiles 125<br /> <br /> Stalker 70<br /> <br /> Total 1849<br /> <br /> Idea is to take full advantage of 2 chapter's  really good tactics.  The white scars will have great cover saves, hit and run, and scout which will allow me to pretty consistently bring to bear my whole army where I need to.  The Iron hands gives me a strong counterpunching/tarpit beatstick, a cheap resilient backfield scoring unit and more durable anti-heldrake fire.  Thunderfires thins hoards, punishes tau that castle up, and allows me to snipe important models like grimoire carrying heralds.<br /> <br /> Comments and criticisms appreciated.]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 17:01:49]]> GMT</pubDate>
				<author><![CDATA[ Pony_law]]></author>
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				<title>Competative White Scars/Iron Hands 1850</title>
				<description><![CDATA[ Looks solid.  I would take 2 bikes squads with Plasma and 2 with Grav.  You have a lot for light infantry targets already and I think Grav is better than Plasma for heavy targets plus no killing yourself.]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 17:14:31]]> GMT</pubDate>
				<author><![CDATA[ OverwatchCNC]]></author>
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				<title>Competative White Scars/Iron Hands 1850</title>
				<description><![CDATA[ the PLasma v.s grav question is close, Plasma is better against mech and low toughness 2+ saves.  Grav is good against things like riptides or high toughness models.  For me I think it's about wanting to maintain shooting while still staying 19"+away.]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 19:21:46]]> GMT</pubDate>
				<author><![CDATA[ Pony_law]]></author>
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				<title>Re:Competative White Scars/Iron Hands 1850</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> the stalker is 75, the hunter is 70.]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 19:28:17]]> GMT</pubDate>
				<author><![CDATA[ mixer86]]></author>
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				<title>Re:Competative White Scars/Iron Hands 1850</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e343bb4ca17babdb148c363e77825cdb.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/551795/6043653.page"><b>mixer86 wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> the stalker is 75, the hunter is 70.</div></blockquote><br /> <br /> Don't have the book I front of my to check, if so I would drop the <span class="glossaryitem" onmouseover='gp(328);'>ML</span> from the scouts to cover.]]></description>
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				<pubDate><![CDATA[Thu, 12 Sep 2013 20:13:52]]> GMT</pubDate>
				<author><![CDATA[ Pony_law]]></author>
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