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				<title>Jump pack hell... 2k. None competative (it's BA!)</title>
				<description><![CDATA[ Is it possible to overwhelm the enemy with mass jump packing troops before any flying reinforcements can turn the tide?<br /> <br /> Here's a quick list I contemplated, note the sang guard and hon guard are only there to deal with enemy elite combat units:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Libby<br /> <span class="glossaryitem" onmouseover='gp(457);'>Jp</span><br /> <br /> Hon guard<br /> <span class="glossaryitem" onmouseover='gp(457);'>Jps</span>, 2pf<br /> <br /> Elites<br /> 3 sang priests<br /> <span class="glossaryitem" onmouseover='gp(457);'>Jps</span>, <span class="glossaryitem" onmouseover='gp(254);'>mbs</span><br /> <br /> Sang guard<br /> 3 axe, 2 sword<br /> <br /> Sang guard<br /> 3 axe, 2 sword<br /> <br /> Troops<br /> 10 man assault squad<br /> 2 melta guns<br /> <br /> 10 man assault squad<br /> 2 melta guns<br /> <br /> 10 man assault squad<br /> 2 flamers<br /> <br /> 10 man assault squad<br /> 2 flamers<br /> <br /> 10 man assault squad<br /> 2 flamers<br /> <br /> OR<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Libby<br /> <span class="glossaryitem" onmouseover='gp(457);'>Jp</span><br /> <br /> Elites<br /> 3 sang priests<br /> <span class="glossaryitem" onmouseover='gp(457);'>Jps</span>, <span class="glossaryitem" onmouseover='gp(254);'>mbs</span><br /> <br /> Troops<br /> 6 x (i got bored) 10 man assault squad<br /> 2 flamers, <span class="glossaryitem" onmouseover='gp(254);'>mbs</span><br /> <br /> Allies (Iron hands)<br /> Chap master (attached to an assault squad)<br /> Bike, aa, se, <span class="glossaryitem" onmouseover='gp(224);'>th</span><br /> <br /> 5 scouts<br /> Bolters<br /> <br /> Thunderfire cannon<br /> (Thunder hammer on chap master, 9mbs and countless st5 attacks against rear armour should be nice <span class="glossaryitem" onmouseover='gp(805);'>AA</span> if I get there).<br /> <br /> <br /> In both lists the 3 priests (+ noviate in first list) should cover all <span class="glossaryitem" onmouseover='gp(10);'>BA</span> models in the army. The second list denies the enemy heavy weapons any shots at models above 18pts, not quite horde advantage but still an advantage right? Neither list has any anti-air, but the idea is to be in the enemies face before flyers can be too decisive. Obviously a list with multiple units of scoring troops in flyers will just out dance these lists.]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 21:04:50]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>Re:Jump pack hell... 2k. None competative (it's BA!)</title>
				<description><![CDATA[ Looks fun! Just a suggestion for the second option, you could replace the <span class="glossaryitem" onmouseover='gp(445);'>IH</span> <span class="glossaryitem" onmouseover='gp(746);'>CM</span> with Shrike. Saves points, actually is stronger defensively overall (unit stealth + infiltrate will make a big difference to the enemy's shooting) and depending on what you're facing in combat is actually stronger offensively than the <span class="glossaryitem" onmouseover='gp(746);'>CM</span> anyway, particularly against the kinds of things ASM should be facing. You can infiltrate Shrike, Librarian, Blood Priest and 10 scoring ASM right into the heart of the enemy. Worst case scenario, you get first turn and finish your move 1" away (if you want) from an enemy of your choice and get to flame/melta it, pistol it + librarian zap it. Best case scenario, you start in cover 12" away, cop a round of shooting in cover with stealth and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, then charge, shoot and bring the pain to any unit you want. I think Shrike's benefits would be greater than the <span class="glossaryitem" onmouseover='gp(445);'>IH</span> <span class="glossaryitem" onmouseover='gp(746);'>CM</span>. You could always put the libby in another squad if you don't want to put all your eggs in one basket, but especially if you have some good defensive powers or short range powers like those from telepathy/divination, he could be a game changer when infiltrated too.<br /> <br /> Anyway, love the idea. I wouldn't say it'll be heaps competitive, but you said you're not worried about that anyway. I definitely think you'll be in trouble if they bring in any kind of air (like... you pretty much have nothing unless they're hovering) and I don't think you'll get to apply the hurt until turn 2-3, which gives them time to get their air in. I'd say you could still do with a little more <span class="glossaryitem" onmouseover='gp(482);'>AT</span> too, but as long as you have meltas in your ASM squads to combine with the <span class="glossaryitem" onmouseover='gp(254);'>MB</span>, you'll be okay. Last thing is the scouts, why bolters? What are they gonna do? I'd say just give 'em snipers, sit 'em in a building and hope they can pin something at some point.<br /> <br /> Good luck man! If you play a game, let us know how it goes <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 13 Nov 2013 05:12:36]]> GMT</pubDate>
				<author><![CDATA[ superwill]]></author>
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				<title>Jump pack hell... 2k. None competative (it's BA!)</title>
				<description><![CDATA[ I prefer the first list just to keep everything cohesive.<br /> <br /> Generally it looks pretty decent, although my major concern is your complete lack of dealing with enemy armour. 4 melta guns isn't going to cut it - I'd definitely try and equip another assault squad with 2x melta and try to get meltabombs on each of the sergeants. Another issue will be flyers - I would just ignore the flyers and try to win through objectives with your list.<br /> <br /> It will be quite fun to see almost 70 <span class="glossaryitem" onmouseover='gp(457);'>JP</span> marines wreaking havoc.]]></description>
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				<pubDate><![CDATA[Wed, 13 Nov 2013 20:50:22]]> GMT</pubDate>
				<author><![CDATA[ gossipmeng]]></author>
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				<title>Jump pack hell... 2k. None competative (it's BA!)</title>
				<description><![CDATA[ Cheers for the feedback guys. @superwill, I think the Shrike idea would be good in the right cicumstances as it frees up points for sniper rifles and melta guns, but it takes away my main <span class="glossaryitem" onmouseover='gp(93);'>MC</span> counter. Swings and roundabouts.<br /> @ gossipmeng, you're right, it needs more <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, as I cant just rely on fc assault for that. I could drop 5 assault marines and a flamer for 95pts and upgrade 4 flamers to melta for 20pts, leaving me 75pts to play with (powerweapons or change the 5 man assault to a 5 man dc?)<br /> Both of you are right - my best bet is just to ignore flyers completely.]]></description>
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				<pubDate><![CDATA[Thu, 14 Nov 2013 07:33:11]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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