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		<title><![CDATA[Latest posts for the thread "1500 pt. Mech Guard"]]></title>
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				<title>1500 pt. Mech Guard</title>
				<description><![CDATA[ Hello dakkadakka<br /> I am rebuilding my traitor guard force. I'll upload pics if i can find a decent camera, but for now im gonna post my list.<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>-4 <span class="glossaryitem" onmouseover='gp(329);'>pg</span>'s in chimera-165<br /> <br /> Troops<br /> vets-3 meltas in chimera-155<br /> vets-3 meltas in chimera-155<br /> vets-3 flamers sarg. has <span class="glossaryitem" onmouseover='gp(442);'>ps</span> in chimera with dozer blade-165<br /> vets-3 <span class="glossaryitem" onmouseover='gp(380);'>gl</span>'s in valkyrie-95<br /> <br /> Elites<br /> marbo-65<br /> <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span><br /> valkyrie-multiple rocket pods and <span class="glossaryitem" onmouseover='gp(51);'>hb</span>'s-140<br /> <br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span><br /> <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> Eradicator-160<br /> <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> Executioner-plasma sponsons hull lascannon-245<br /> <span class="glossaryitem" onmouseover='gp(89);'>LRBT</span> Demolisher-165<br /> this adds up to 1495 pts.<br /> Any critique or suggestions are greatly appreciated.]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 02:42:15]]> GMT</pubDate>
				<author><![CDATA[ Hellbrute3]]></author>
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				<title>Re:1500 pt. Mech Guard</title>
				<description><![CDATA[ I would put the flamer vets in the valk and put the grenade launcher vets in the chimera so they can utilize their range.<br /> <br /> I also would swap the valk to be a vendetta just to get som elong range anti tank.]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 18:05:43]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>Re:1500 pt. Mech Guard</title>
				<description><![CDATA[ Thanks for the suggestion gonna look through my bits box for some lascannons]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 02:00:13]]> GMT</pubDate>
				<author><![CDATA[ Hellbrute3]]></author>
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				<title>1500 pt. Mech Guard</title>
				<description><![CDATA[ I would drop the plasma sponsons on the the executioner.  They are a bit overkill as 3 blasts from the turret should do the job nicely.<br /> <br /> maybe give bolter sponsons to the eradicator?<br /> <br /> Switch the valk to a vend and now you have 30 points still left over to play around with.  Could upgrade the grenade vets to plasma vets.]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 15:40:21]]> GMT</pubDate>
				<author><![CDATA[ MisterPerkins]]></author>
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				<title>Re:1500 pt. Mech Guard</title>
				<description><![CDATA[ Personally I'd drop the power sword and dozer blades on the chinera. This will free up 25 points.<br /> <br /> Then I'd take the lascannon off the exectutioner and keep the standard <span class="glossaryitem" onmouseover='gp(51);'>HB</span>. This will give you another 15.<br /> <br /> With these points I'd give both the other leman russ' <span class="glossaryitem" onmouseover='gp(51);'>HB</span> side sponsons. <br /> <br /> I just think that 12 <span class="glossaryitem" onmouseover='gp(51);'>HB</span> shots a turn outweighs the benefit of a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 3 power sword user, dozerblades that are worth nearly 20% of the vehicle cost and a lascannon placed on a predominately anti heavy infantry tank.<br /> I'd keep the exterminator with its plasma sponsons, spamming 5 plates a turn is fun. ]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 15:51:36]]> GMT</pubDate>
				<author><![CDATA[ Big Blind Bill]]></author>
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				<title>Re:1500 pt. Mech Guard</title>
				<description><![CDATA[ Why would you arm the demolisher with heavy bolster sponsons? Just to make the main gun survive more? Sounds like 20pts of wasted snap firing to me. It's got a 24in range. If the enemy is in that. The tank has a good chance of being in assault and melta range, in which the tank will not survive. ]]></description>
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				<pubDate><![CDATA[Sun, 29 Sep 2013 22:38:16]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>Re:1500 pt. Mech Guard</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9a5145a9dff4c1ac741028d7d6a53555.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/554798/6099111.page"><b>tankboy145 wrote:</b></a><br/>Why would you arm the demolisher with heavy bolster sponsons? Just to make the main gun survive more? Sounds like 20pts of wasted snap firing to me. It's got a 24in range. If the enemy is in that. The tank has a good chance of being in assault and melta range, in which the tank will not survive. </div></blockquote><br /> Because it's more firepower, simply put. Sure sometimes it will be snap firing, but it is still making more of an impact on the game than a sergeant power sword, chimera dozer blade or a single lascannon. And as you said, when the enemy gets within 24 they might be a threat, so why not add more firepower to take a few more models down? <br /> And of course you are right it would protect the demo cannon a little more. ]]></description>
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				<pubDate><![CDATA[Mon, 30 Sep 2013 02:47:28]]> GMT</pubDate>
				<author><![CDATA[ Big Blind Bill]]></author>
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				<title>Re:1500 pt. Mech Guard</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/75ae2db8519dec356597412dae470de8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/554798/6099724.page"><b>Big Blind Bill wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9a5145a9dff4c1ac741028d7d6a53555.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/554798/6099111.page"><b>tankboy145 wrote:</b></a><br/>Why would you arm the demolisher with heavy bolster sponsons? Just to make the main gun survive more? Sounds like 20pts of wasted snap firing to me. It's got a 24in range. If the enemy is in that. The tank has a good chance of being in assault and melta range, in which the tank will not survive. </div></blockquote><br /> Because it's more firepower, simply put. Sure sometimes it will be snap firing, but it is still making more of an impact on the game than a sergeant power sword, chimera dozer blade or a single lascannon. And as you said, when the enemy gets within 24 they might be a threat, so why not add more firepower to take a few more models down? <br /> And of course you are right it would protect the demo cannon a little more. </div></blockquote>Or you could keep the lascannon on the Executioner and just put bolter sponsons on the Eradicator. There's still 5 points left over from that for meltabombs on the flamervet sergeant or something. That seems far more efficient than paying 20 points for 2 snap-firing bolters to me. The lascannon on the executioner really doesn't seem like a bad thing.]]></description>
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				<pubDate><![CDATA[Mon, 30 Sep 2013 03:00:06]]> GMT</pubDate>
				<author><![CDATA[ Talore]]></author>
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				<title>Re:1500 pt. Mech Guard</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/51bc9dc84345ee0d98f21bc4ad689d87.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/554798/6099754.page"><b>Talore wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/75ae2db8519dec356597412dae470de8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/554798/6099724.page"><b>Big Blind Bill wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9a5145a9dff4c1ac741028d7d6a53555.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/554798/6099111.page"><b>tankboy145 wrote:</b></a><br/>Why would you arm the demolisher with heavy bolster sponsons? Just to make the main gun survive more? Sounds like 20pts of wasted snap firing to me. It's got a 24in range. If the enemy is in that. The tank has a good chance of being in assault and melta range, in which the tank will not survive. </div></blockquote><br /> Because it's more firepower, simply put. Sure sometimes it will be snap firing, but it is still making more of an impact on the game than a sergeant power sword, chimera dozer blade or a single lascannon. And as you said, when the enemy gets within 24 they might be a threat, so why not add more firepower to take a few more models down? <br /> And of course you are right it would protect the demo cannon a little more. </div></blockquote>Or you could keep the lascannon on the Executioner and just put bolter sponsons on the Eradicator. There's still 5 points left over from that for meltabombs on the flamervet sergeant or something. That seems far more efficient than paying 20 points for 2 snap-firing bolters to me. The lascannon on the executioner really doesn't seem like a bad thing.</div></blockquote><br /> What will you have the executioner doing? Normally it's role is to target heavy infantry or light vehicles. If you are firing at something that needs a lascannon to take down, like <span class="glossaryitem" onmouseover='gp(9);'>av</span> 13/14, then you won't be using the plasma spam to its full potential. <br /> Against lighter armour I reckon 5 plasma cannons will deal with most thing efficiently without the need of a lascannon to help.<br /> <br /> The demolisher on the other hand needs to get into 24 range to use its gun, yet is vulnerable here to meltas or <span class="glossaryitem" onmouseover='gp(93);'>MC</span> assaults, I'd prefer the <span class="glossaryitem" onmouseover='gp(51);'>HB</span>' here to help thin out things that want to get close. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 30 Sep 2013 03:20:06]]> GMT</pubDate>
				<author><![CDATA[ Big Blind Bill]]></author>
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				<title>1500 pt. Mech Guard</title>
				<description><![CDATA[ The lascannon still hits light vehicles and heavy infantry effectively. It works with whatever the executioner wants to do and makes anything it wants to do more effective, particularly shining against <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, with more points to spare. On the other hand. you're spending 20 points on an average of one <span class="glossaryitem" onmouseover='gp(51);'>HB</span> hit a turn, and that's if the demo cannon is even firing at something that heavy bolters can threaten.]]></description>
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				<pubDate><![CDATA[Mon, 30 Sep 2013 04:01:04]]> GMT</pubDate>
				<author><![CDATA[ Talore]]></author>
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				<title>Re:1500 pt. Mech Guard</title>
				<description><![CDATA[ Hey thanks for all the replies and the executioner will mostly be used against terminators and the like. <br /> The meta at my <span class="glossaryitem" onmouseover='gp(38);'>flgs</span> is insanely diverse so this is more of an all-comers list<br /> This also is my first <span class="glossaryitem" onmouseover='gp(69);'>ig</span> list so just trying to see what works<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 30 Sep 2013 05:15:17]]> GMT</pubDate>
				<author><![CDATA[ Hellbrute3]]></author>
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