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		<title><![CDATA[Latest posts for the thread "[2000] - Space Marine Imperial Fist"]]></title>
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				<title>[2000] - Space Marine Imperial Fist</title>
				<description><![CDATA[ It's kinda small troop wise and foot model wise in general....but it's more of a fun list. I love all the models, that's why I choose them. What do you guys think? <br /> <br /> Chapter Master<br /> Terminator Armor, Digital Weapons, Power Weapon, Shield Eternal<br /> <br /> Stormraven<br /> Multi Melta, Assault Cannon, Hurricane Bolters, extra armor<br /> <br /> Stormtalons x2<br /> Typhoon Missile Launchers, Assault Cannons <br /> <br /> Techmarine<br /> Servitor x3<br /> <br /> Scout Squad <br /> X10 scouts, sniper rifles, camo cloaks, missile launcher<br /> <br /> Knight Paladin<br /> <br /> Terminators<br /> X10, typhoon missile launchers x2<br /> <br /> Devestators<br /> X10, missile launcher x4, skyfire missiles, vet Sgt, auspex <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 01:14:04]]> GMT</pubDate>
				<author><![CDATA[ usmcmidn]]></author>
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				<title>[2000] - Space Marine Imperial Fist</title>
				<description><![CDATA[ It looks to be unbound.  Might be an issue depending on who you play, but is an easy fix (split the scouts into 2x5 man squads)<br /> <br /> What power weapon for the <span class="glossaryitem" onmouseover='gp(746);'>CM</span>?  If you are using the SE, you might be better off with a lightning claw or just going big for a thunderhammer or power fist.<br /> <br /> You could split the flyers off into a stormwing formation if you wanted.  Not a huge advantage, but an option.  Not sure  if the <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> are going to be worth the points.  The raven is already pricy.  I like skyhammers on talons, but there are some compelling arguments for the TML.<br /> <br /> What’s the plan for the techmarine?  In the SR to keep it in the air?  It’s a little fragile for that.  Follow the Knight to repair it?  He’s not going to be able to keep up.  I’d say replace the servitors with a bike and harness, and follow the knight.  But you said a lot of your army selection was based on models, so that’s probably not helpful.  If you want to field the tech on foot, you might want to drop the servitors and just stick him in the <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad (with a c-beamer if you can)  He can tank some fire with his 2+ and fortify their cover.<br /> <br /> Scouts are fun for backfield campers.  My only suggestion is as I noted above, go to 2x5 so you have the troop picks for a bound list.<br /> <br /> Giant stompy robots.  No real problems with them.<br /> <br /> 10 terminators is a lot.  What’s the plan?  Combat squad?  Deep strike?  If you plan on DSing them, I’d get some support into your list.  They are going to have a massive footprint.  So some beacons/homers are going to be needed.  Footslogging they are going to draw all the AP2 firepower on the table.  Might be worth tossing a few chainfists in there.<br /> <br /> Sarges can’t take auspexes.  And with all the flyers in your list, do you need the flack missiles?  The use of the 5 extra bodies is debatable.  I’d personally swap them out for <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>.<br /> <br /> Overall you list lacks mobile scoring units.  I’d probably cut half the terminators, the 5 bolter <span class="glossaryitem" onmouseover='gp(29);'>devs</span>, and one of the flyers.  Use those points to put more boots on the ground.  Either scouts (in storms) or tacticals.  Give them teleport homers to help bring down the terminators.]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 13:46:51]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[2000] - Space Marine Imperial Fist</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/7b5399245875a7de8dfd63fbbd340085.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/689734/8632202.page"><b>Nevelon wrote:</b></a><br/>It looks to be unbound.  Might be an issue depending on who you play, but is an easy fix (split the scouts into 2x5 man squads)<br /> <br /> What power weapon for the <span class="glossaryitem" onmouseover='gp(746);'>CM</span>?  If you are using the SE, you might be better off with a lightning claw or just going big for a thunderhammer or power fist.<br /> <br /> You could split the flyers off into a stormwing formation if you wanted.  Not a huge advantage, but an option.  Not sure  if the <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> are going to be worth the points.  The raven is already pricy.  I like skyhammers on talons, but there are some compelling arguments for the TML.<br /> <br /> What’s the plan for the techmarine?  In the SR to keep it in the air?  It’s a little fragile for that.  Follow the Knight to repair it?  He’s not going to be able to keep up.  I’d say replace the servitors with a bike and harness, and follow the knight.  But you said a lot of your army selection was based on models, so that’s probably not helpful.  If you want to field the tech on foot, you might want to drop the servitors and just stick him in the <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad (with a c-beamer if you can)  He can tank some fire with his 2+ and fortify their cover.<br /> <br /> Scouts are fun for backfield campers.  My only suggestion is as I noted above, go to 2x5 so you have the troop picks for a bound list.<br /> <br /> Giant stompy robots.  No real problems with them.<br /> <br /> 10 terminators is a lot.  What’s the plan?  Combat squad?  Deep strike?  If you plan on DSing them, I’d get some support into your list.  They are going to have a massive footprint.  So some beacons/homers are going to be needed.  Footslogging they are going to draw all the AP2 firepower on the table.  Might be worth tossing a few chainfists in there.<br /> <br /> Sarges can’t take auspexes.  And with all the flyers in your list, do you need the flack missiles?  The use of the 5 extra bodies is debatable.  I’d personally swap them out for <span class="glossaryitem" onmouseover='gp(80);'>LCs</span>.<br /> <br /> Overall you list lacks mobile scoring units.  I’d probably cut half the terminators, the 5 bolter <span class="glossaryitem" onmouseover='gp(29);'>devs</span>, and one of the flyers.  Use those points to put more boots on the ground.  Either scouts (in storms) or tacticals.  Give them teleport homers to help bring down the terminators.</div></blockquote><br /> <br /> <br /> I thought for a bound list you can field any units? Am I reading that rule wrong?<br /> <br /> And yeh the flyers are in formation with the tec marine and servitors.<br /> <br /> As for the auspex I thought the vet sgt could grab it... I'll have to look in my codex again. <br /> <br /> Thanks for the input!!! Again it's just a fun list not to be overly competitive or anything. I'm good with just having fun, I love the looks for the models. I have to re-look up the whole unbound thing though, I thought I could legally field this under the bound rule.]]></description>
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				<pubDate><![CDATA[Wed, 4 May 2016 21:24:28]]> GMT</pubDate>
				<author><![CDATA[ usmcmidn]]></author>
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				<title>[2000] - Space Marine Imperial Fist</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/689734/8633304.page"><b>usmcmidn wrote:</b></a><br/><br /> I thought for a bound list you can field any units? Am I reading that rule wrong?<br /> <br /> And yeh the flyers are in formation with the tec marine and servitors.<br /> <br /> As for the auspex I thought the vet sgt could grab it... I'll have to look in my codex again. <br /> <br /> Thanks for the input!!! Again it's just a fun list not to be overly competitive or anything. I'm good with just having fun, I love the looks for the models. I have to re-look up the whole unbound thing though, I thought I could legally field this under the bound rule.</div></blockquote><br /> <br /> For a list to be bound, everyone needs to be in some sort of structure.  This can be a formation or a detachment.  And all the mandatory slots must be filled.  You can take as many of them as you want, from different factions.  But everything needs a place.]]></description>
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				<pubDate><![CDATA[Thu, 5 May 2016 13:07:44]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[2000] - Space Marine Imperial Fist</title>
				<description><![CDATA[ I meant unbound*** can I field this unbound? ]]></description>
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				<pubDate><![CDATA[Thu, 5 May 2016 22:00:06]]> GMT</pubDate>
				<author><![CDATA[ usmcmidn]]></author>
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				<title>[2000] - Space Marine Imperial Fist</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/689734/8635940.page"><b>usmcmidn wrote:</b></a><br/>I meant unbound*** can I field this unbound? </div></blockquote><br /> <br /> Sure.  It's not like you are going unbound to field some horrid abomination of a list.  In my experience most people prefer bound armies, but if it's OK with your opponents, it's technically legal.<br /> <br /> <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>.  Keeping it bound just prevents arguments.]]></description>
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				<pubDate><![CDATA[Fri, 6 May 2016 02:46:31]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[2000] - Space Marine Imperial Fist</title>
				<description><![CDATA[ But if you split that squad of scouts into two squads of five they get objective secured and you could reroll your warlord trait.  While it's not a massive boost, that minor change could be a huge benefit for your army (i.e. stealth/move through cover ruins, reroll seize the intiative, etc)]]></description>
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				<pubDate><![CDATA[Fri, 6 May 2016 20:32:13]]> GMT</pubDate>
				<author><![CDATA[ DirtyDeeds]]></author>
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