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		<title><![CDATA[Latest posts for the thread "Tau + Marines, Centurion Star? COMPETITIVE! 1750"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Tau + Marines, Centurion Star? COMPETITIVE! 1750"]]></description>
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				<title>Tau + Marines, Centurion Star? COMPETITIVE! 1750</title>
				<description><![CDATA[ IMPORTANT! I'm working under the <span class="glossaryitem" onmouseover='gp(650);'>BAO</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> rules, which allows Shadowsun to join a unit that doesn't have infiltrate before deployment and infiltrate with them, as opposed to the questionable <span class="glossaryitem" onmouseover='gp(50);'>GW</span> standards.<br /> <br /> Tau:<br /> Support Commander (<span class="glossaryitem" onmouseover='gp(626);'>MSS</span>, CnC, Iridum)<br /> Shadowsun<br /> <br /> Riptide, Ion, Fusion, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span><br /> Riptide, HBC, <span class="glossaryitem" onmouseover='gp(388);'>SMS</span>, <span class="glossaryitem" onmouseover='gp(658);'>EWO</span>, VT<br /> <br /> 8x Firewarriors<br /> 15x Kroot, 2 hounds<br /> <br /> Marines:<br /> Chapter Master (<span class="glossaryitem" onmouseover='gp(468);'>EW</span> Shield, Thunderhammer, Artificer Armor, Bike)<br /> <br /> Siege Dread in a pod<br /> <br /> 8x Bikes with 2x Plasmaguns, Sargeant with Melta Bombs, Attack Bike with Heavy Bolter<br /> <br /> 3x Centurions with Grav <span class="glossaryitem" onmouseover='gp(243);'>Amps</span><br /> <br /> <br /> Total: 1750<br /> -------<br /> <br /> GAME PLAN:<br /> Shadowsun, Support Commander, and the Centurions all infiltrate, hopefully getting within range instantly to do damage with the Grav that ignores armor and cover, and rerolls misses and wounds. And has +3 to cover. And includes 2 fusion shots with all the same from Shadowsun. The chapter master probably starts with the bikes, but can join the centurion squad when he needs to get off an orbital bombardment to give that rerolling and ignore covering on a str10 ap1 pie plate with ordinance. The bikes can also combat squad if needs be into a bolter heavy group with the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> attack bike and a plasma group. The riptides do what riptides do best, one with HBC for anti-horde, and doubles up as light <span class="glossaryitem" onmouseover='gp(805);'>AA</span> and the other helping with deep strike protection and more low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> fire. The kroot can either infiltrate to be bubble wrap for the centurions against assault heavy armies, or just outflank to grab line breaker late game. The fire warriors sit at home and kill what they can, survive maybe.  The siege dread drops and fries something backfield hopefully, basically being a surefire helldrake shot my first turn.<br /> <br /> So... thoughts? I'm fairly worried about daemons as it stand, but then again who isn't?]]></description>
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				<pubDate><![CDATA[Tue, 8 Oct 2013 17:44:36]]> GMT</pubDate>
				<author><![CDATA[ pleasantnoodles]]></author>
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