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		<title><![CDATA[Latest posts for the thread "1750 Space Marine Scout heavy"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "1750 Space Marine Scout heavy"]]></description>
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				<title>1750 Space Marine Scout heavy</title>
				<description><![CDATA[ Chapter Master 230 pts<br /> Thunder hammer, shield eternal, Artificer Armour<br /> <br /> 4 x Honour Guard 135 pts<br /> 2 power axes, 2 power swords, Chapter Banner<br /> <br /> 5 x Sternguard 185 pts<br /> 3 x combi melta's, drop pod.<br /> <br /> 10 x scouts 176 pts<br /> Snipers, Telion, heavy Bolter<br /> <br /> 5 x scout squad 84 pts<br /> Snipers, Missile Launcher, Camo cloaks<br /> <br /> 3 x Attack bikes 165 pts<br /> 3 x Multi-meltas<br /> <br /> 5 x Assault Squad 95pts<br /> 2 Flamers, Drop pod.<br /> <br /> Thunderfire Cannon 100pts<br /> <br /> Land Raider 250pts<br /> <br /> 5x Devastator Squad 150pts<br /> 4 Lascannons<br /> <br /> Second detatchment:<br /> <br /> Chaplain 90pts<br /> <br /> 5 x Scout squad 55pts<br /> Combat blades and bolt pistols.<br /> <br /> Thunderfire cannon 100pts<br /> <br /> 1815/1750<br /> <br /> Any ideas how I can slim it down? Also I know its lacking in anti air, but i dont have any dedicated anti air units like a stalker/hunter/<span class="glossaryitem" onmouseover='gp(637);'>ADL</span> with Quadgun. I was hoping to rely on my ultra marines doctrine to re roll snapshots for a turn on somethign like devastators and Attack bikes.<br /> <br /> Its going for a bit of a fun list and to just try something out. At my local gaming club everyone bashes on tactical marines so they say, scouts or bikers, so thought I would give scouts a go. The 2 thunderfire cannons can help bolster the terrain the <span class="glossaryitem" onmouseover='gp(29);'>devs</span> and scouts are in. Chaplain, Chapter master and honour guard all in the <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, hoping it survives til combat and then there should be slight relief on the rest of my army. <br /> <br /> I guess my ideal army to fight would be someone with a few tanks/vehicles and maybe elite infantry? The 2 thuderfire cannons, and assault drop pod are my Horde control. I think I am playing either Chaos or a marine player tonight.<br /> <br /> Any thoughts?<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 12 Feb 2014 15:47:12]]> GMT</pubDate>
				<author><![CDATA[ pupitbackster]]></author>
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				<title>Re:1750 Space Marine Scout heavy</title>
				<description><![CDATA[ Thoughts: Good luck. <br /> <br /> Tacticals are pretty bad (the bolter is an awful gun and 3+ saves are becoming less and less valuable) but Scouts are worse. I would never base a list around them. Take some scouts. And then load up on goodies. That's the point. Not to load up on Scouts. <br /> <br /> I wouldnt go so heavy on that <span class="glossaryitem" onmouseover='gp(87);'>LR</span> unit either. And if you do, put them in a Redeemer or crusader. Not the Godhammer. Sure you "waste space" but you can move 12 and still fire the Ass Can on the approach and when you get in close it'll be a lot more deadly.<br /> <br /> If you want some <span class="glossaryitem" onmouseover='gp(805);'>AA</span>, put a 65 pt Libby (or 55 pt Inquisitor) with your <span class="glossaryitem" onmouseover='gp(29);'>Devs</span> and take Prescience for the rerolls. Voila: more dead tanks and maybe some dead fliers. That said, your <span class="glossaryitem" onmouseover='gp(29);'>dev</span> unit needs bullet catchers or it's going to die before it kills anything.  <br /> <br /> I don't know what else to say. Good luck buddy. Hope those scouts pay off.]]></description>
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				<pubDate><![CDATA[Wed, 12 Feb 2014 16:58:11]]> GMT</pubDate>
				<author><![CDATA[ bocatt]]></author>
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				<title>1750 Space Marine Scout heavy</title>
				<description><![CDATA[ I can't use a space marine libby as he doesnt have access to divination, I also don't have access to an Inquisitor model or inquisitor rules :/<br /> <br /> I did think of drop podding the honour guard down with  the chapter master as they do have a 2+ save which should keep them safe until they can charge.]]></description>
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				<pubDate><![CDATA[Wed, 12 Feb 2014 17:16:00]]> GMT</pubDate>
				<author><![CDATA[ pupitbackster]]></author>
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				<title>Re:1750 Space Marine Scout heavy</title>
				<description><![CDATA[ Make your second detachment Blood Angels then. Put your devestators there and take two <span class="glossaryitem" onmouseover='gp(420);'>tfcs</span> in your main detachment and take a librarian for Prescience and <span class="glossaryitem" onmouseover='gp(10);'>BA</span> scouts which have a chance to gain <span class="glossaryitem" onmouseover='gp(397);'>FC</span> with The Red Thirst. You'll have to invest quite a few more points though.]]></description>
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				<pubDate><![CDATA[Thu, 13 Feb 2014 02:38:17]]> GMT</pubDate>
				<author><![CDATA[ bocatt]]></author>
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				<title>1750 Space Marine Scout heavy</title>
				<description><![CDATA[ If you want scouts = 6 x 10 man squads w sniper rifles/camo cloaks, no sgt upgrades at all.  IIR runs ~900ish pts. ]]></description>
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				<pubDate><![CDATA[Thu, 13 Feb 2014 10:20:35]]> GMT</pubDate>
				<author><![CDATA[ FeindusMaximus]]></author>
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				<title>1750 Space Marine Scout heavy</title>
				<description><![CDATA[ Don't have rocket launcher just have snipers.]]></description>
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				<pubDate><![CDATA[Thu, 13 Feb 2014 10:22:30]]> GMT</pubDate>
				<author><![CDATA[ megatombuscus]]></author>
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