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				<title>[2000] - Raptors, Salamaders and Guard - With lots of infiltrate</title>
				<description><![CDATA[ The idea is to overload the opponents deployment zone from turn1 with hard to kill massed infiltrated bodies.<br /> <br /> Raptors<br /> <br /> Lias Issodon (with guard blob)<br /> <br /> 9 scouts<br /> <span class="glossaryitem" onmouseover='gp(20);'>Ccw</span> + <span class="glossaryitem" onmouseover='gp(260);'>bps</span><br /> <br /> 5 scouts<br /> bolters, <br /> Camo cloaks<br /> <br /> 5 scouts<br /> bolters<br /> Camo cloaks<br /> <br /> 5 legion of the damned<br /> Combi-melta, melta, multimelta<br /> <br /> Sicaran battle tank<br /> Lascannons, Schism of Mars<br /> <br /> Rapier weapons battery<br /> 3 Laser destroyers<br /> <br /> Thunderfire cannon<br /> <br /> Salamanders<br /> <br /> Harath Shen (with guard blob)<br /> <br /> 5 tactical marines<br /> Pod<br /> <br /> Imperial Guard<br /> <br /> Colonel Straken<br /> Officer of the fleet<br /> Command squad<br /> Camo Gear<br /> <br /> Priest (in pod)<br /> <br /> Platoon Command Squad<br /> Auto cannon<br /> <br /> 5 Infantry squads (all blobbed)<br /> 4 poweraxes, 3 melta bombs, 20 krak granades<br /> <br /> Wyvern<br /> <br /> Inquisition<br /> <br /> Inquisitor (in pod)<br /> Rad granades<br /> <br /> 1997pts<br /> <br /> Tactics:<br /> <br /> With his Master of Ambush warlord trait, Issodon gets to infiltrate 3 units. These will be the blob, shen and strakens <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span>. Strakens squad will deploy behind the blob to gain a 4+ cover save. The 9 man scout squad will deploy in front of the blob, shen will go into the blob as will Issodon (he has infiltrate himself). Shen grants the blob a 4+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> whilst Issodon grants it shrouded and on the first turn also stealth, with the scouts in front the blob will have a 2+ cover due to intervening models + shrouded + stealth, followed by a 4+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>. Issodon also has scout which passes onto the unit. So the scouts and the blob will get to move a further 6" forward before the game begins, leaving the scouts 12" from the opponent and the blob ~14" from the opponent. The scouts also have stealth in the first turn. If the opponent wipes out the scouts the blob still has a 4+ cover followed by a 4+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>.<br /> In the first turn the pod comes down with pin point accuracy due to Issodons locator beacon, and the priest and inquisitor proceed to join the blob. The blob now has shrouded, stealth (for 1 turn), reroll to hits and wounds in combat, have fearless, counter-attack, furious charge, 4+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>, and opponents are at -1t. Plus any orders from Straken. They also have 2 <span class="glossaryitem" onmouseover='gp(119);'>SM</span> characters with power weapons (axe and sword), 4 power axes, a bare sarge to take challenges and straken and the tacs nearby to help out if needed. Also enough krak and melta to take out <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> who will be at -1T.<br /> After turn 1 movement + run, they are also ~3-4" from the opponent, or forcing him to move back full pelt onto his backline.<br /> <br /> The two other scout squads sit on objectives with their cover saves enhanced by their cloaks (plus stealth on T1 and the techmarines buff), being difficult to remove. They also have rending st4 shots which is a nice bonus.<br /> <br /> The Rapiers and Sicarans tank hunt from afar, both are exceptionally good at this. Whilst the <span class="glossaryitem" onmouseover='gp(420);'>TFC</span> and wyvern adds anti-infantry firepower to prevent the opponent doing what I'm trying with my bolter scouts.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(83);'>LotD</span> arrive turn 2 (35/36 chance with +1 from officer of the fleet and re-roll from Issodon) to melt armour, 2 spare bolters may as well shoot rending shots.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> sits on a backfield objective and maybe gets a kill or <span class="glossaryitem" onmouseover='gp(661);'>HP</span> to its name.<br /> <br /> Opponents reserves are at -2 due to Issodon + Officer of the fleet. So massed flyers (or most reserves for that matter) shouldn't be a worry until mid game, and they could verywell arrive piecemeal for the sicaran and laser destroyers to target.<br /> <br /> Issodons 'Infiltrate, Isolate, Destroy' rule is just icing on the cake.<br /> <br /> Obviously servo skulls would prove a problem.<br /> <br /> Whatcha think?]]></description>
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				<pubDate><![CDATA[Fri, 17 Oct 2014 15:05:10]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>[2000] - Raptors, Salamaders and Guard - With lots of infiltrate</title>
				<description><![CDATA[ Sounds like a really fun list. Could be pretty strong too. I'm laughing thinking about fifty guardsmen sneaking through the woods and Issodon turning around every five steps or so and giving a big exaggerated "SHHHHhhhhhhHH!"<br /> <br /> I've been seeing Issodon pop up on the nets a lot lately and that special rule of his is pretty lulzy. Against the right target with a good roll it can be brutal. I mean you have a 1/3 chance of statistically killing Be'Lakor before the game even begins! Suck on that Dark Master!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 17 Oct 2014 17:51:04]]> GMT</pubDate>
				<author><![CDATA[ astro_nomicon]]></author>
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				<title>[2000] - Raptors, Salamaders and Guard - With lots of infiltrate</title>
				<description><![CDATA[ Haha that is a funny image!<br /> <br /> I think Issodon is extremely undercosted for what he brings. He needs at least a 35pt increase, if not 50.<br /> <br /> And his rules fit together perfectly, such as; he can infiltrate and has a locator beacon, he can infiltrate and infiltrate other units, he has shrouded with stealth on first turn, he is from a chapter which has auto outflank and lets you reroll reserves, he has locator beacon and lets you reroll reserves (pods/termis/<span class="glossaryitem" onmouseover='gp(10);'>BA</span> <span class="glossaryitem" onmouseover='gp(671);'>VVs</span>), he can cripple a unit or at least severely damage it with IID then finish it off with his alpha striking abilities, he has increased <span class="glossaryitem" onmouseover='gp(14);'>bs</span> and a gun to benefit that, they increased his initiative and didn't give him an unweildy weapon.<br /> So many of his rules just exponentially benefit each other that its crazy! It's almost as if they really thought long and hard about all his rules when they made him]]></description>
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				<pubDate><![CDATA[Fri, 17 Oct 2014 18:12:02]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>[2000] - Raptors, Salamaders and Guard - With lots of infiltrate</title>
				<description><![CDATA[ Who is this guy exactly and where do I find/buy his rules?]]></description>
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				<pubDate><![CDATA[Fri, 17 Oct 2014 19:12:02]]> GMT</pubDate>
				<author><![CDATA[ Epartalis]]></author>
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				<title>[2000] - Raptors, Salamaders and Guard - With lots of infiltrate</title>
				<description><![CDATA[ They are free:<br /> <a href="http://www.forgeworld.co.uk/Downloads/Product/PDF/B/badabupdate-v2.pdf" target="_blank" rel="nofollow">http://www.forgeworld.co.<span class="glossaryitem" onmouseover='gp(134);'>uk</span>/Downloads/Product/PDF/B/badabupdate-v2.pdf</a> <br /> p8 I think.<br /> Shen is also in there]]></description>
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				<pubDate><![CDATA[Fri, 17 Oct 2014 19:58:48]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>[2000] - Raptors, Salamaders and Guard - With lots of infiltrate</title>
				<description><![CDATA[ Man, I say run the list as-is and post results (please?). Seriously though it looks really well thought out. <br /> <br /> The only thing, and I mean the ONLY thing that is unfortunate about the list is that S6 weaponry ( which is far too easy to access in high volume in some codexes eldar/tau duh) will invalidate the <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> that blob is relying on. Still though, I really like what you did with it. BatReps for the Emprah!]]></description>
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				<pubDate><![CDATA[Sat, 18 Oct 2014 05:43:45]]> GMT</pubDate>
				<author><![CDATA[ astro_nomicon]]></author>
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				<title>[2000] - Raptors, Salamaders and Guard - With lots of infiltrate</title>
				<description><![CDATA[ Unfortunately it will take a fair amount of proxying. Or a while before I actually own the models needed.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <span class="glossaryitem" onmouseover='gp(258);'>Atm</span> I have a mega ton of <span class="glossaryitem" onmouseover='gp(10);'>BA</span> (or <span class="glossaryitem" onmouseover='gp(119);'>SM</span> as there are thousands of pts, almost half my force unpainted), lots of crons, lots of <span class="glossaryitem" onmouseover='gp(22);'>CSM</span> and a few <span class="glossaryitem" onmouseover='gp(272);'>Inq</span>. But no guard. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Those st6+ weapons will still need ignores cover. Most st6+ ignores cover will have to kill a lot of guard to make their points back, but it is still an issue.]]></description>
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				<pubDate><![CDATA[Sat, 18 Oct 2014 09:48:06]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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				<title>[2000] - Raptors, Salamaders and Guard - With lots of infiltrate</title>
				<description><![CDATA[ You can't put the non <span class="glossaryitem" onmouseover='gp(119);'>SM</span> models in a pod.  You'd have to take <span class="glossaryitem" onmouseover='gp(124);'>SW</span> as allies and get one of their individual pods that can be purchased as a <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slot.<br /> <br /> Also re-read the rules for <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> joining/leaving squads as I don't think your Priest/Inquisition can join another unit on the same turn they deep-strike.<br /> <br /> As mentioned, Harath Shen 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> might be a bit wasted in the T3 blob.  You might want to look into Azrael for a straight 4++.<br /> <br /> Good luck!  Looks like a sneaky list otherwise.]]></description>
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				<pubDate><![CDATA[Sat, 18 Oct 2014 12:08:06]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>[2000] - Raptors, Salamaders and Guard - With lots of infiltrate</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/efaf10763e6d1c97c8b2ae5cf4b1ccc8.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/619419/7288968.page"><b>phoenix darkus wrote:</b></a><br/>You can't put the non <span class="glossaryitem" onmouseover='gp(119);'>SM</span> models in a pod.  You'd have to take <span class="glossaryitem" onmouseover='gp(124);'>SW</span> as allies and get one of their individual pods that can be purchased as a <span class="glossaryitem" onmouseover='gp(35);'>FA</span> slot.<br /> <br /> Also re-read the rules for <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> joining/leaving squads as I don't think your Priest/Inquisition can join another unit on the same turn they deep-strike.<br /> <br /> As mentioned, Harath Shen 4+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> might be a bit wasted in the T3 blob.  You might want to look into Azrael for a straight 4++.<br /> <br /> Good luck!  Looks like a sneaky list otherwise.</div></blockquote><br /> <br /> I've double checked with this and you can attach <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> in 7th to squads inside <span class="glossaryitem" onmouseover='gp(458);'>DTs</span> during deployment. Also <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> only need to move out of 2" coherency in their movement phase of a unit they are in and to within 2" of another unit to declare they are joining it, so they would be able to join another squad via drop pod (but not via any other deepstriking means due to the fact they wouldn't be able get out of coherency in movement).<br /> <br /> Also the 4+ is in conjunction with the cover save - Azraels would be instead of it. So the 4+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> and 4+ minimum cover makes them twice as survivable as an azrael blob (against anything st5 or lower). With the 2+ cover this becomes insanely better.]]></description>
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				<pubDate><![CDATA[Sat, 18 Oct 2014 17:08:32]]> GMT</pubDate>
				<author><![CDATA[ Poly Ranger]]></author>
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