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		<title><![CDATA[Latest posts for the thread "Comptetive 1750 IronTau"]]></title>
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				<title>Comptetive 1750 IronTau</title>
				<description><![CDATA[ Alright, so assuming the <span class="glossaryitem" onmouseover='gp(650);'>BAO</span> rules allowing infiltrate for infiltrate <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> to get passed around (cough shadowsun cough).<br /> <br /> Tau:<br /> Support Commander (Multi-spectrum, Command and Control, Iridum Armor, PEN chip, Vectored Retro Thrusters, Neuroweb)<br /> Shadowsun<br /> <br /> Riptide, Ion Accelerator, <span class="glossaryitem" onmouseover='gp(388);'>SMS</span>, Early Warning Override, Positional Relay, 1x Shielded Missile Drone<br /> <br /> 9x Firewarriors<br /> 10x Kroot with 1 Hound<br /> 10x Kroot wiht 1 Hound<br /> <br /> 3x High Yield Missile Broadsides, Early Warning Overrides, 3x Missile Drones<br /> <br /> Marines (Iron Hands):<br /> Chapter Master (<span class="glossaryitem" onmouseover='gp(468);'>EW</span> Shield, Thunderhammer, Artificer Armor, Bike)<br /> <br /> 5x Bike Squad, 2x Plasma guns<br /> 5x Bike Squad, 2x Plasma guns<br /> <br /> 3x Centurion Devastators with Grav + <span class="glossaryitem" onmouseover='gp(243);'>Amps</span><br /> <br /> Total: 1749<br /> <br /> The 3 big scary units allow me to place the buff commander where needs be, like with the broadsides when against daemons, or centurions vs terminators and such, or most normally with the riptide. Also, the chaptermaster joins the riptide with the buffmander to allow a first turn orbital shot that ignores cover, armor, twin linkes, ignore night fight, tank.monster hunts and barrage snipes. In addition to the large blast from the riptide itself that does all the same, at 72" range. Not too shabby. He can then stay with the riptide unit to provide counter assault support, or split off and make his own menace, or tank for something else if really need be. The centurions infiltrate with shadowun and benefit getting their virtual invuln save that they've always lacked. The kroot will be in reserve against most armies, outflanking hopefully witht he benefit from the PosRelay on the riptide, or just with the use of the hounds, busting up some ruckus back field, or I can deploy/infiltrate them normally for sweet sweet bubble wrap action if needs be. The broadsides do what they do best, unload a ton of shots and intercept when needed. The bikes are durable with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> and mobile... being bikes. Also they can pack more anti-elite with variety to the grav on the centurions.<br /> <br /> I'm curious if I have too little <span class="glossaryitem" onmouseover='gp(805);'>AA</span>, or even if I should worry about it since most of my stuff have a 2+. I'm curious what you all think, especially about troops or this combination of firepower.]]></description>
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				<pubDate><![CDATA[Tue, 22 Oct 2013 22:44:39]]> GMT</pubDate>
				<author><![CDATA[ pleasantnoodles]]></author>
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