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		<title><![CDATA[Latest posts for the thread "Potential Unboxed - Need Help - IF"]]></title>
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				<title>Potential Unboxed - Need Help - IF</title>
				<description><![CDATA[ Okay, I have to ask for some expert advice.  I'm running an Imperial FIsts army and I need some help figuring out the best build for some new units that I just got.  They are still <span class="glossaryitem" onmouseover='gp(662);'>NIB</span> and I need help figuring out the best build-out before I get them all glued up and I'm stuck with them!<br /> <br /> First, there is an Assault Squad.  I'm not as worried about them.  I'm thinking about bringing as many flamers and lightning claws as possible.  Still, would like some advice.<br /> <br /> Second, and more importantly, I just eBayed myself to glory to get a Centurion Devastator Squad.  I guess I'm torn because I see two main ways I can go with these guys and I can't make up my mind.<br /> <br /> 1)  All bolter, all the time.  Take full advantage of the re-rolls for the 1's and just dakka the eff of my opponents.  Heavy bolters with hurricane bolters.<br /> <br /> 2)  Lascannons and <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s.  This seems to be the standard selection.  The only reason I hang back from this is that it doesn't seem like it's very Imperial Fist-y.  I dunno.  Just seems like that's what my current Devastator squad is for (2x lascannons, 2x plasma cannons, 1x sergeant using signum to get my shots on target).<br /> <br /> Or, there may be a third alternative.....<br /> <br /> 3)  Take full advantage of the cheap, CHEAP price I got online for my squad and just sell the Centurions in the box at a local shop for ten bucks under retail and still make some cash to redistribute to a normal Devastator Squad.<br /> <br /> HELP ME PLEASE.<br /> <br /> -Roger Dorn]]></description>
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				<pubDate><![CDATA[Sat, 22 Mar 2014 04:07:53]]> GMT</pubDate>
				<author><![CDATA[ Roger Dorn]]></author>
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				<title>Re:Potential Unboxed - Need Help - IF</title>
				<description><![CDATA[ First of all, return the assault squad <span class="glossaryitem" onmouseover='gp(84);'>lol</span> almost any other unit is going to be better for you.<br /> <br /> As for the Centurions, there's a few ways I have had success with running them:<br /> <br /> 1) All heavy bolters and consider using the supplemental Third Company: Sentinels of Terra to get 'close range bolter drill' which in my opinion is superior (seeing as it works in overwatch, etc. and is all misses at half range. They also allow you to take Centurions as Elites, thus freeing up that very valuable Heavy slot in the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> (so you can take you <span class="glossaryitem" onmouseover='gp(29);'>devs</span> and <span class="glossaryitem" onmouseover='gp(420);'>TFCs</span>). I'd then dedicate the rest of the army to dealing with " tough" targets seeing as this squad could potentially wipe infantry units on its own.<br /> <br /> 2) Grav: probably the most deadly but you have to get them in range. The key thing to remember here is take one chest missile launcher to extend the kill range (little dirty trick thanks to the way the rules are written) and always include an omniscope.<br /> <br /> Happy hunting!]]></description>
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				<pubDate><![CDATA[Sat, 22 Mar 2014 04:48:58]]> GMT</pubDate>
				<author><![CDATA[ xTHExCLINCHERx]]></author>
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				<title>Re:Potential Unboxed - Need Help - IF</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/586050/6655422.page"><b>xTHExCLINCHERx wrote:</b></a><br/>First of all, return the assault squad <span class="glossaryitem" onmouseover='gp(84);'>lol</span> almost any other unit is going to be better for you.<br /> <br /> As for the Centurions, there's a few ways I have had success with running them:<br /> <br /> 1) All heavy bolters and consider using the supplemental Third Company: Sentinels of Terra to get 'close range bolter drill' which in my opinion is superior (seeing as it works in overwatch, etc. and is all misses at half range. They also allow you to take Centurions as Elites, thus freeing up that very valuable Heavy slot in the <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> (so you can take you <span class="glossaryitem" onmouseover='gp(29);'>devs</span> and <span class="glossaryitem" onmouseover='gp(420);'>TFCs</span>). I'd then dedicate the rest of the army to dealing with " tough" targets seeing as this squad could potentially wipe infantry units on its own.<br /> <br /> 2) Grav: probably the most deadly but you have to get them in range. The key thing to remember here is take one chest missile launcher to extend the kill range (little dirty trick thanks to the way the rules are written) and always include an omniscope.<br /> <br /> Happy hunting!</div></blockquote><br /> <br /> Definitely appreciate the advice for my Centurions....but I have to ask....why the hate for the assault?<br /> <br /> The main reason I added them is that the only real assault portion of my army is the 5 man Assault Terminator squad (accompanied with either Lysander or my Terminator Chaplain) which deep strikes late.  I keep thinking I don't have enough assault.  Am I wrong?  Oh, and as an aside, i also have another Terminator squad that I usually deep strike......made sense when the 5th edition rules were there....then it was perfectly logical to pair Lysander with him to reroll the storm bolters in the squad.<br /> <br /> -RD]]></description>
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				<pubDate><![CDATA[Sat, 22 Mar 2014 04:58:08]]> GMT</pubDate>
				<author><![CDATA[ Roger Dorn]]></author>
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				<title>Potential Unboxed - Need Help - IF</title>
				<description><![CDATA[ Assault isn't all that good in 6th, sinking points into assault units is not going to give you much of an advantage. The power of shooting, difficulty of assault (cover, no assault after <span class="glossaryitem" onmouseover='gp(471);'>DS</span>, etc.) makes them innefective as compared to shooting units.]]></description>
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				<pubDate><![CDATA[Sat, 22 Mar 2014 05:21:53]]> GMT</pubDate>
				<author><![CDATA[ danny1995]]></author>
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				<title>Potential Unboxed - Need Help - IF</title>
				<description><![CDATA[ The problem is, assault marines can't do anything great even when in combat. Ever had the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad tied up in combat? They aren't great... they are really made for shooting, breaking, auto-rallying, and shooting again. Your assault marines are just <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads with worse guns, but the same stat line (ok, an extra attack but that's basically pointless at WS4 S4 and no <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and a max unit size of 10); you might score an extra 4 wounds? which are then saved 3/4 by armor probably...so you killed one extra infantry model? The point is, they are basically a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, so just buy a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad box so you can get more models, more bits, better gear, and a unit you'll use just about ever single game. (Oh and sure you don't get the jump packs, but the only real great way to use the assault marines right now is removing the packs and taking a pod for free... and now they look like regular <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines <span class="glossaryitem" onmouseover='gp(84);'>lol</span>!)]]></description>
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				<pubDate><![CDATA[Sat, 22 Mar 2014 13:04:55]]> GMT</pubDate>
				<author><![CDATA[ xTHExCLINCHERx]]></author>
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				<title>Potential Unboxed - Need Help - IF</title>
				<description><![CDATA[ I'd go with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Lascannons and Missile Launchers on the Centurions, and take advantage of the Tank Hunter bonus. Particularly with the Omniscope, as the split-fire and re-rolls to your armor penetration shots can hit multiple armored threats per turn. <br /> <br /> The <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Heavy Bolter/Hurricane Bolter loadout doesn't help you, because they're already all twin-linked, so you don't get any bonus from Bolter Drill of any kind. ]]></description>
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				<pubDate><![CDATA[Sat, 22 Mar 2014 23:16:22]]> GMT</pubDate>
				<author><![CDATA[ wtwlf123]]></author>
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