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		<title><![CDATA[Latest posts for the thread "IG / BA Allies at 1850 pts"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "IG / BA Allies at 1850 pts"]]></description>
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				<title>IG / BA Allies at 1850 pts</title>
				<description><![CDATA[ Static:<br /> <br /> 100 - Aegis Defence Line with Quad-Gun<br /> <br />   85 - Company Command Squad: Master of Ordnance, Vox<br /> <br /> CDX - Platoon Command Squad: Naked!<br /> <br /> CDX - Librarian: Force Axe Divination Powers [Joins the 20 man blob.]<br /> 205 - [20] Infantry Squad: 2x Power Axe, 2x Meltabombs, 2x Plasmagun, 2x Lascannon, Vox<br /> <br /> CDX - Infantry Squad: Naked! [Rides in Vendetta. Late game objective grabber.]<br /> <br /> CDX - Colossus: Hull Heavy Flamer<br /> <br /> <br /> Slow:<br /> <br /> 180 - Veterans: 3x Plasmagun, 1x Autocannon, Chimera w/ Multi-Laser, Hull Heavy Bolter<br /> <br /> 180 - Veterans: 3x Plasmagun, 1x Autocannon, Chimera w/ Multi-Laser, Hull Heavy Bolter<br /> <br /> 105 - Storm Trooper Squad: 2x Meltaguns Deep Strike Deployment<br /> <br /> <br /> Fast:<br /> <br /> 140 - Vendetta: Heavy Bolters<br /> <br /> 145 - Banewolf: Hull Multi-Melta<br /> <br /> 240 - [6] Death Company: Power Sword, Power Fist, Thunder Hammer, <span class="glossaryitem" onmouseover='gp(10);'>BA</span> Rhino w/ Storm Bolter [5x Bolters, Power Sword guy has a Bolt Pistol]<br /> <br /> 150 - [5] Assault Squad: Power Fist, Inferno Pistol, Meltagun - Deep Strike Deployment<br /> <br /> <br /> Both of my Deep Strike units have special rules that make them more likely to land where I want them to, which is within Melta Range. The Static group will benefit from Orders and Divination powers. Twin-linked and ignores cover / reroll cover is a beautiful thing. FRF, SRF with Twin-link is a beautiful thing against hordes. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> The Vets roll forward, nice and slow, contributing firepower as they move towards a central objective.<br /> <br /> The Vendetta does what it does best, and if it survives, it drops off a scoring unit on turn 5 or so.<br /> <br /> I'm hoping that the combination of Banewolf and Death Company will allow one of them to hit home.<br /> <br /> <br /> Looking forward to suggestions! ]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 01:53:00]]> GMT</pubDate>
				<author><![CDATA[ greatbigtree]]></author>
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