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		<title><![CDATA[Latest posts for the thread "1850 Ultras count as"]]></title>
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				<title>1850 Ultras count as</title>
				<description><![CDATA[ Well, I'm an avid Nid player, but I'll admit the new <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex is a thing of beauty. So, I threw out a list that I think would be very fun to play...<br /> <br /> Calgar<br /> Tigurius<br /> Techmarine, servo Harness<br /> Techmarine, servo Harness<br /> Command squad, 5 Meltas, Drop Pod<br /> <br /> 9 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines, Melta/Combi melta, Veteran Sarge, Power Fist, Drop Pod<br /> 9 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines, Melta/Combi melta, Veteran Sarge, Power Fist, Drop Pod<br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines, Flamer/Combi Flamer, Drop Pod<br /> 10 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines, Flamer/Combi Flamer, Rhino<br /> <br /> 9 Sternguard, 2 Heavy Flamers, Drop Pod<br /> <br /> 1850<br /> <br /> Command squad and the two named characters come in turn 1 and hit something. Then Techmarines each latch on to a 9 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad (or one to the Sternguard if the situation fits) and drops in. Rhino flat-outs forward turn one to get in to the action. Lots of scoring bodies, I get to reroll all my <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad to-hit rolls twice, and auto pass/fail/ Morale, plus the awesomeness that is Tigurius. I don't like Combi weapons on the Sternguard, but I can still cripple any infantry unit I get in my sights. My three first turn Drop units will all have a 2+ save up front, and can assault later with Strength 8 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2 attacks. ]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 03:05:40]]> GMT</pubDate>
				<author><![CDATA[ jifel]]></author>
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				<title>1850 Ultras count as</title>
				<description><![CDATA[ i would consider the following<br /> <br /> take a command squad and apothecary with tigurius so you can have feel no pain.<br /> <br /> consider a thunderfire cannon instead of one of those <span class="glossaryitem" onmouseover='gp(56);'>hq</span> techmarines.<br /> <br /> the power fists on the veteran sgt with <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines sounds good but does not usually live up.  <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines are not good fighters.  if you want to fight use assault marines.<br /> <br /> consider using <span class="glossaryitem" onmouseover='gp(83);'>lotd</span> with heavy weapons to serve some of your heavy purposes.  they're not that expensive and they can move and shoot your heavy weapons at the same time.<br /> <br /> also, you could put a squad in there to buff with tigurius, maybe some terminators or assault marines?<br /> <br /> the marine codex is nice to play and you have already picked up that the real reason to play the ultramarines is to use their <span class="glossaryitem" onmouseover='gp(56);'>hq</span> and also rapid fire and re roll bolters.<br /> <br /> i played it the other day and the best thing about the game was tigurius.  dont be lured into bringing a devastator squad because of that doctrine they get.]]></description>
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				<pubDate><![CDATA[Sun, 22 Sep 2013 03:40:12]]> GMT</pubDate>
				<author><![CDATA[ screaming flayers]]></author>
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