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		<title><![CDATA[Latest posts for the thread "1999+1 Iron Hands and Black Templars, semi-competitive"]]></title>
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				<title>1999+1 Iron Hands and Black Templars, semi-competitive</title>
				<description><![CDATA[ Finally managed to settle on a list with the new 'dex, just took a 2000 point list to do so. Rather liking the buffs the Iron Hands get from their chapter tactics, but really wanting to give the some Black Templars a try as well.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: 300<br /> Iron-father (chaplain)<br /> The burning blade, jump pack<br /> -Leads the vanguard veterans, though expensive the burning blade gives the chaplain a much needed <span class="glossaryitem" onmouseover='gp(6);'>AP</span> boost-<br /> <br /> Emperors Champion<br /> -Teams up with the crusader squad-<br /> <br /> Troops: 848<br /> Tactical squad<br /> 5x Additional marines, veteran sergeant, meltagun, multi-melta, power weapon<br /> Rhino<br /> -Mid field objective holder and support for the crusader squad if needed; might swap the guns out for a plasmagun and heavy bolter to better fit the mid-field role-<br /> <br /> Scout squad<br /> 1x Additional scout, 6x camo-cloaks, 5x sniper rifle, missile launcher<br /> Land speeder storm<br /> Multi-melta<br /> -Home objective holder and general support-<br /> <br /> Crusader squad<br /> 5x Additional initiates, 2x neophytes with shotguns, meltagun, power weapon, sword brother with thunderhammer<br /> Land raider crusader<br /> -Forward objective taker, should be able to dislodge an enemy unit and the crusader will likely draw a hefty bit of firepower-<br /> <br /> Elites: 334<br /> Dreadnought<br /> Plasmacannon<br /> -Always been a fan of the plasmanaught, this guy is another support unit and general close combat deterrent for the sniper scouts-<br /> <br /> Vanguard veteran squad<br /> 2x Additional marines, 7x jump packs, powerfist and storm shield, relic blade and storm shield<br /> -Aimed for going after tougher enemies, especially with the chaplain leading the way; lot of wounds/bonus attacks to deliver the blade and fist and storm shields to make sure they survive that much longer-<br /> <br /> Fast Attack: 326<br /> Storm talon<br /> Twin linked lascannon<br /> -Gotta have some air-power, and a lascannon toting storm talon that could escort anything I choose to hold in reserve is always nice-<br /> <br /> Assault squad<br /> 3x Additional marines, 2x flamer, veteran sergeant, 2x lightning claw<br /> -Where the veterans are aimed for tougher units, these guys are going for lighter infantry and things of <span class="glossaryitem" onmouseover='gp(95);'>MEq</span> persuasion-<br /> <br /> Heavy Support: 190<br /> Stalker<br /> -Can't rely on just one flyer at this point level, so lets go for the mobile quad gun that can take on up to two targets-<br /> <br /> Predator<br /> Lascannon sponsons<br /> -My anti-armour support, and with the autocannon this unit can do more than just that should armoured threats be removed-<br /> <br /> Total: 1998/1999+1<br /> <br /> <br /> And thats the list so far, rather liking the idea of the bonus survivability that the Iron Hand chapter traits gives, might even help keep an additional marine or two alive to do their job.<br /> <br /> Comments, idea's, criticisms, and critiques are welcome and appreciated. ]]></description>
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				<pubDate><![CDATA[Fri, 13 Sep 2013 17:15:42]]> GMT</pubDate>
				<author><![CDATA[ darkreever]]></author>
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				<title>Re:1999+1 Iron Hands and Black Templars, semi-competitive</title>
				<description><![CDATA[ This list doesn't seem very organized.  What I mean by this is that you have a lot of single units from what seems your collection.  Typically, one of something is nothing while two something bring a punch.  Not sure if it helps or not :/ ]]></description>
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				<pubDate><![CDATA[Fri, 13 Sep 2013 17:20:50]]> GMT</pubDate>
				<author><![CDATA[ Malik_Raynor]]></author>
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				<title>Re:1999+1 Iron Hands and Black Templars, semi-competitive</title>
				<description><![CDATA[ 1 Land Raider is pretty much guaranteed to die at 2000 pts. Also from what i've seen on paper, the Hunter is the better of the 2 <span class="glossaryitem" onmouseover='gp(805);'>AA</span> options.]]></description>
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				<pubDate><![CDATA[Fri, 13 Sep 2013 20:29:09]]> GMT</pubDate>
				<author><![CDATA[ astro_nomicon]]></author>
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				<title>Re:1999+1 Iron Hands and Black Templars, semi-competitive</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/552025/6047690.page"><b>astro_nomicon wrote:</b></a><br/>1 Land Raider is pretty much guaranteed to die at 2000 pts. </div></blockquote><br /> Well I really am not expecting it to survive whole games, just be a nice big target delivering an equally big one into the midst of my opponents forces.<br /> <br /> Plus the more they concentrate on shooting it, the less they are shooting at my other stuff (even if that means spending one turn to take it down, thats one turn everything else doesnt get shot.)<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/552025/6047690.page"><b>astro_nomicon wrote:</b></a><br/><br /> Also from what i've seen on paper, the Hunter is the better of the 2 <span class="glossaryitem" onmouseover='gp(805);'>AA</span> options.</div></blockquote><br /> Really?<br /> <br /> Doing the math for the two real quick and the single shot icarus appears to do better at killing flyers than the skyspear ever will. And then I didn't stop doing the math and split firing the icarus also does a better job at killing flyers, except when it comes to scoring pens against armour 12 (the skyspear has it beat by .02.)<br /> <br /> The main advantage of the skyspear is that missing does not necessarily mean missing, flyers are still in danger until those counters are removed; sometimes more-so.<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 15 Sep 2013 00:13:32]]> GMT</pubDate>
				<author><![CDATA[ darkreever]]></author>
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