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		<title><![CDATA[Latest posts for the thread "Chapter Tactic Suggestions"]]></title>
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				<title>Chapter Tactic Suggestions</title>
				<description><![CDATA[ Hey all , Me and my fiancée have bought the startings of a space marine army . We would be very grateful if some of you more experienced players could give us some information of what they would recommend as chapter tactics , such as competiveness and how fun they are to use. <br /> <br /> Thanks in advance , <br /> <br /> RenegadeKnight]]></description>
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				<pubDate><![CDATA[Mon, 4 Jan 2016 22:58:26]]> GMT</pubDate>
				<author><![CDATA[ RenegadeKnight]]></author>
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				<title>Chapter Tactic Suggestions</title>
				<description><![CDATA[ well there are a number of them so ill list them all and say what i think on them:<br /> <br /> charadons, brazen minotaurs, raptors: cant say much here however their special <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s are very overcosted compared to todays list of named <span class="glossaryitem" onmouseover='gp(56);'>hq</span>'s. the baddab war books were printed a long time ago and forgeworld drags there feet on updating imperial armour books. but chin up a new release might happen. the charadons are probably the most viable of the three but i dont own the book and havent read through them enough to comment more.<br /> <br /> red scorpions: about to get a rules overhaul in imperial armour 16 in about 2 months time. they look very promising so far.<br /> <br /> ultramarines: sort of the default choice if you will. their a "good" at everything but not excellent at anything army. have a blood oath supplement if you want to expand their rules a bit for larger armies<br /> <br /> salamanders: very close range oriented. their chapter tactics and unique <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> vulkan rely on being in a situation to hand out lots of point blank shooting. excel where melta and flamers and power weapons are good. but otherwise are fairly unremarkable<br /> <br /> black templars: the best at <span class="glossaryitem" onmouseover='gp(19);'>CC</span> of the marines chapter tactics in codex space marines thanks to crusader squads and native access to land raiders on them, they have grimaldus who is just a phenom of a chaplain as well as hellbrecht who is a good alternative to the generic chapter master (not great but good). a lack of scouts is a pain in the groin though as well as a no magic policy. have a unique warlord traits table in white dwarf magazine<br /> <br /> crimson fists: they have sternguard as troops which is great, and they have a strong shooting element as well as being favourable against orks thatnks to preferred enemy. their biggest problem is that they are overall just above average versus anything that isnt an ork. not bad but not special<br /> <br /> iron hands: supplement of clan raukkan is very strong and they are more resilient then any other marine chapter. they are one of the few marine chapters that can still rock heavy assault tactics and expect to do something productive. so probably one of the few forces that can make terminators work.<br /> <br /> white scars: take this army if you want bikes, because its all they seem to think they can do. their competitive, really strong but their army is hopelessly predictable and one dimensional. its the same old song and dance and even with their new kauyan supplemental rules nobody is going to re-invent the wheel with their scars which is a damn shame.<br /> <br /> ravenguard: masters of ambush and infiltration war, they have some great synergy with assault marines, scouts, and vanguard veterans. their a strong army that i feel has gone very neglected and overlooked by the community. they are also in kauyon supplement<br /> <br /> imperial fists: they have the sentinels of terra supplement which is a strong supplement indeed for shooting. the imperial fists biggest flaw is that their army is very polarizing everything about the army says shoot and then their unique <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> dynath lysander is about as unshooty as they get. in fact he doesnt even have a gun at all. thought the smurfs are the default line others are based on, the fists are the most wholesome if a bit polarized on the extreme end of things<br /> <br /> blood angels: master of rapid assault, they get trashed on a lot because they arent absolutely broken but they have one of the best units ofr <span class="glossaryitem" onmouseover='gp(19);'>cc</span> in the sanguinary guard and dante the axe wielding maniac extraordinaire. they have the supplement shield of baal: deathstorm. very built around aerial assault and jump marines. where the ravenguard are more methodically played the angels are all aggression<br /> <br /> space wolves: really strong at wethering a storm, the wolves favour matches where they can back someone into a corner and then <span class="glossaryitem" onmouseover='gp(19);'>cc</span> them down. they have thunderwolf cavalry which compete for one of the best fast attack slot units in the game. they also have some of the best marine planes and base dreadnaughts, even if their ugly as sin. logan grimnar is a close second place to dante for best <span class="glossaryitem" onmouseover='gp(19);'>CC</span> space marine commander<br /> <br /> dark angels: the dark angels army seeks to marry the aspects of marines togeather (terminators, power armours/scouts, and bikes) into a force to tackle any foe. they have one of the best magic users in the marines ezekiel as well as some of the best marine bikes of the marines tying with the white scars for biker quality. they also have one of the best fast attacks in the black knights. the big issue is that dark angels are a very dated army, where other marines have modern toys and weapons lots of the angel hardware is dated. as a result their tactics are really traditional. they have the worst anti-air in the game if you dont reach outside the base codex but one of the best ground attack aircraft. they also have the worst lord of war in the game: azreal<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 4 Jan 2016 23:38:08]]> GMT</pubDate>
				<author><![CDATA[ ionusx]]></author>
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				<title>Chapter Tactic Suggestions</title>
				<description><![CDATA[ Honestly you may need to refine your play style desire. Thre are chapters that are a lot of fun to play, but not super competitive, Super competitive but not fun to play, a few that are both, and one or two that end up as neither. <br /> <br /> I suggest reading up on the fluff and in the lists forum to get an idea of the flavor and style of lists. <span class="glossaryitem" onmouseover='gp(119);'>SM</span> are always on the of the first to see changes in a new release. Heck in the past 6 months we have gotten 3 new chapter variants for codex chapters and one for the blood angels. <br /> <br /> Once you find a feel that you like you can get much better advice. I personally enjoy playing and winning with basic UM tactics and combined arms. <br /> <br /> Ultimately though, the really strength of a marine army is to paint it in a unique color scheme so you can play any chapter from any codex. ]]></description>
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				<pubDate><![CDATA[Tue, 5 Jan 2016 00:40:55]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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				<title>Re:Chapter Tactic Suggestions</title>
				<description><![CDATA[ We like the fluff and look of the forge world Minotaur chapter but from most of the sources I have found , they are seen as one of the more subpar chapter tactics. We are just looking for something fun to play that won't let us get blown of the board at our local club <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> Thanks for the detailed replies <br /> <br /> Thanks ,<br /> <br /> Renegade Knight]]></description>
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				<pubDate><![CDATA[Tue, 5 Jan 2016 01:14:35]]> GMT</pubDate>
				<author><![CDATA[ RenegadeKnight]]></author>
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				<title>Re:Chapter Tactic Suggestions</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/675331/8358630.page"><b>RenegadeKnight wrote:</b></a><br/>We like the fluff and look of the forge world Minotaur chapter but from most of the sources I have found , they are seen as one of the more subpar chapter tactics. We are just looking for something fun to play that won't let us get blown of the board at our local club <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> <br /> Thanks for the detailed replies <br /> <br /> Thanks ,<br /> <br /> Renegade Knight</div></blockquote><br /> <br /> I would not call them sub-par. It does make the list need to be assault oriented. Minotaurs are pretty solid seige lists, but also make good use of the the tactical and assault doctrines in a Gladius. You just have to build the army around assault/close range tactics. Ivanus Enkomi is very useful in make the army more assaulty. ]]></description>
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				<pubDate><![CDATA[Tue, 5 Jan 2016 01:43:03]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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				<title>Chapter Tactic Suggestions</title>
				<description><![CDATA[ For Minotaurs you basically need to build around the chapter master and his rules. <br /> <br /> I guess the biggest question is what style of army do you want to play? That is more important than anything else because if you don't enjoy the style and models you won't want to stick with it. I recommend making your own army and chapter and hen just choosing which tactics you want to use.]]></description>
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				<pubDate><![CDATA[Tue, 5 Jan 2016 02:56:07]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>Chapter Tactic Suggestions</title>
				<description><![CDATA[ How fun a specific <span class="glossaryitem" onmouseover='gp(436);'>CT</span> is to play... that you will have to experiment with, as what people find fun to play varies a lot from person to person.<br /> <br /> As to what is competitive, well that is a bit easier to answer. It's generally agreed upon that White Scars is the most competitive <span class="glossaryitem" onmouseover='gp(436);'>CT</span>. It works very well for a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> bike list or a Gladius Strike Force. Ultramarines also works well in a Gladius. Ravenguard Talon Strike Force is amazing as well - perhaps not as amazing as 550 pts-worth of free transports, but amazing nonetheless. The rest of the <span class="glossaryitem" onmouseover='gp(436);'>CTs</span> just aren't quite up to par when compared with the above.]]></description>
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				<pubDate><![CDATA[Tue, 5 Jan 2016 03:22:01]]> GMT</pubDate>
				<author><![CDATA[ Deschenus Maximus]]></author>
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				<title>Re:Chapter Tactic Suggestions</title>
				<description><![CDATA[ I'm now thinking of Minotaur chapter tactics with a drop pod battle demi company . What would be some good load-outs for the three compulsory tactical squads ? I have the entirety of a demi company to play with right now .<br /> <br /> Thanks , <br /> <br /> Renegade Knight]]></description>
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				<pubDate><![CDATA[Tue, 5 Jan 2016 11:18:15]]> GMT</pubDate>
				<author><![CDATA[ RenegadeKnight]]></author>
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