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		<title><![CDATA[Latest posts for the thread "Strike force assembly Space marines"]]></title>
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				<title>Strike force assembly Space marines</title>
				<description><![CDATA[ recently got a codex and a space marine strike force and I need and idea about how to put this all together into a cohesive army.<br /> <br /> not going to be obtaining any new units for a while so can you please give me advice based on what's in the box. having started with <span class="glossaryitem" onmouseover='gp(19);'>cc</span> chaos marines a shooty option is preferable <br /> <br /> box contents<br /> 1 captain<br /> 1 command squad<br /> 2 tactical squads<br /> 1 scouts with sniper rifles<br /> 1 dreadnaught venerable<br /> 1 assault squad<br /> 1 drop pod<br /> 1 razorback<br /> <br /> any tactics / silly trick I can pull with this will be much appreciated<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> when I say put together I mean form a list, im good with a tube of glue<br /> ]]></description>
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				<pubDate><![CDATA[Sun, 17 Nov 2013 13:01:36]]> GMT</pubDate>
				<author><![CDATA[ Blackskull]]></author>
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				<title>Re:Strike force assembly Space marines</title>
				<description><![CDATA[ Have you had any thoughts on what Chapter (or Tactics) you'll be using? Some of them would alter the special weapon suggestions below:<br /> <br /> Obviously the sniper scouts only really go together one way (sniper rifles, camo cloaks) but it's a decent setup for objective camping. The missile launcher is optional depending on spare points.<br /> <br /> For the Tactical squads I would suggest using Plasma for the specials, you can then give the Flamers from the sprue to the Assault squad (5 won't really threaten anyone in combat, but 2 jumping template weapons should prove useful).<br /> <br /> Combat squad one of the tacticals, having 5 with a missile launcher handing back, with the other 5 plus the captain (with a combi-weapon on the sarge possibly) in the Razorback.<br /> <br /> Give the command squad the Melta's and stick them in the Drop Pod. The Pod will arrive on turn one and easily will end your opponent's most dangerous tank. Survival beyond this point is unlikely, so don't load them up on too many other options (banner, apoth etc.). This is normally the job of Sternguard, but since you don't have any a Command squad is the next best option here.<br /> <br /> For the Dreadnought, since you've not got many vehicles, he'll generally be the target of your opponent's anti-tank weaponry, so a long-ranged loadout (lascannons, missile launcher) would be better, but I don't think the Ven kit comes with a missile launcher... Anyway, if at all possible, acquire some magnets so you can swap the arms out for versatility (there are plenty of tutorials online).<br /> <br /> {Edit} For the Captain, weapon choices are quite dependent on your local meta (what your opponents play), but you should be able to use the spares to tool-up your sergeants if you wish.]]></description>
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				<pubDate><![CDATA[Sun, 17 Nov 2013 14:36:21]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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				<title>Strike force assembly Space marines</title>
				<description><![CDATA[ add another tactical squad and make all 5 man squads into 10 man squads. then get 5 assault terminators <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> then<br /> a chapter master and another tactical squad then a 10 man devastator squad and a predator and 6 bikes.<br /> <br /> thats the army list for you for all comers.<br /> <br /> dont have time to chat tactics im afraid, just focus on your main target while noticing secondary and tirtary targets. play offensively]]></description>
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				<pubDate><![CDATA[Sun, 17 Nov 2013 16:35:58]]> GMT</pubDate>
				<author><![CDATA[ blood ravens addiction]]></author>
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				<title>Re:Strike force assembly Space marines</title>
				<description><![CDATA[ he said he couldnt buy anything else^<br /> <br /> and i agree with the first responder, thats probably the best your gunna have with the stuff you have]]></description>
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				<pubDate><![CDATA[Sun, 17 Nov 2013 17:34:06]]> GMT</pubDate>
				<author><![CDATA[ chaplain iktinos]]></author>
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				<title>Strike force assembly Space marines</title>
				<description><![CDATA[ thanks so much for your replies, I didn't give you a lot to work with I know.<br /> <br /> chapter tactics can literally be any one as I am field the loyalist version of my homebrew chaos warband, mainly so I can slip the missile launchers into my chaos list and have a painted representation. I was thinking iron hands for the extra survivability and so I end up with a dread that recovers hull points in addition to rerolling damage.<br /> I've managed to get a storm shield off my brother for use on my captain (shield eternal looks so useful!).<br /> <br /> my current meta consists of a dark angel player (my brother) who is a bit of a plasma addict. a tyranid player who goes gaunt heavy (has over 200 painted gaunts and one game managed to get all of them onto the board at once!). <br /> <br /> but the guy a really want to beat is my doubles partner Philip who like me fields chaos with a heavy emphasis on maulerfeinds, noise marines (when not fielding drakes), and zombies. I need a way to kill them in great numbers because he literally takes 70 zombies minimum to each game.<br /> <br /> I'm stuck for ideas as the easiest way to kill zombies is the flamers and frag missile launcher (although that flamer assault marine combo shows promise), but I don't see this as effective against noise marines plus the rhino he buys for the noise marines is always used to Sheppard zombies form point to point meaning the zombies aren't as slow as I like. leader for him is a fun option of typhus and a dark apostle with <span class="glossaryitem" onmouseover='gp(102);'>MoT</span> and the scrolls of Magnus jammed in with 20 now hateful zombies.<br /> <br /> dreadnought is going to have to be able to kill pretty much anything he has as his anti armour stems from maulerfeinds (kill them and he has no way of reasonably dealing with a dread aside from a zombie tarpit) so I was thinking assault cannon and power fist with storm bolter (tankred load out)  and having him covered  by a tactical squad (eye of terror formation, a trick I pulled by sticking a hellbrute in the middle of a ring of cultists so he couldn't be assaulted and had a 5+ cover at all times <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ) dread should kill a maulerfeind due to the higher <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and I4 but the problem is he has more fiends than I have dreads, 2 of them will take him apart, and he is the prime target from an armour point of view<br /> <br /> As for captain loadout I was thinking of making him a company master and taking a shield eternal, teeth of terra, artificer armour and  meltabombs and possibly giving him the primarchs wrath if I have points. eternal warrior from the shield should stop him being killed in one by his maulerfeinds and meltabombs should down a fiend if he tries that move. the teeth of terra is for killing noise marines and the primarchs wrath is nice for shooting stuff. the orbital barrage is reserved for typhus's face <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> any criticisms welcome<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 18 Nov 2013 09:40:46]]> GMT</pubDate>
				<author><![CDATA[ Blackskull]]></author>
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				<title>Strike force assembly Space marines</title>
				<description><![CDATA[ I believe you can only take one of those chapter relics per army]]></description>
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				<pubDate><![CDATA[Thu, 21 Nov 2013 13:11:08]]> GMT</pubDate>
				<author><![CDATA[ maartendp]]></author>
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				<title>Strike force assembly Space marines</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/563647/6272469.page"><b>maartendp wrote:</b></a><br/>I believe you can only take one of those chapter relics per army</div></blockquote><br /> <br /> You may take one of <u>each </u>chapter relic per army, but only one per model (the model can replace one weapon with a chapter relic).<br /> <br /> Of course, this means having multiple <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s, which the <span class="glossaryitem" onmouseover='gp(280);'>OP</span> does not have.]]></description>
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				<pubDate><![CDATA[Thu, 21 Nov 2013 13:15:33]]> GMT</pubDate>
				<author><![CDATA[ Rorschach9]]></author>
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				<title>Strike force assembly Space marines</title>
				<description><![CDATA[ Play some conversion shenanigans with the Dread, making him a rifleman is awesome, 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> autocannons for 4x re-rollable Strength 7 shots is very useful at 48".]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 01:21:14]]> GMT</pubDate>
				<author><![CDATA[ Skabfang]]></author>
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				<title>Re:Strike force assembly Space marines</title>
				<description><![CDATA[ i believe its as many can replace current wargear and not more then one per detachment, but lets not derail the thread]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 15:15:16]]> GMT</pubDate>
				<author><![CDATA[ Rupertrampton]]></author>
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