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		<title><![CDATA[Latest posts for the thread "[1850] - Iron Hands - F.O.M. Plasma Spam"]]></title>
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				<title>[1850] - Iron Hands - F.O.M. Plasma Spam</title>
				<description><![CDATA[ <br /> Command 1:<br /> Terminator Captain<br /> - Cati Armor<br /> - Combi Plasma<br /> - Storm Shield<br /> <br /> Command Squad <br /> - Plasma Gun 4x<br /> - Apothicary<br /> - Rhino<br /> <br /> <br /> <br /> Command 2:<br /> Venerable Dreadnought<br /> - Plasma Cannon<br /> <br /> Command Squad <br /> - Plasma Gun 4x<br /> - Apothicary<br /> - Rhino<br /> <br /> <br /> <br /> Battle Demi Compay:<br /> Terminator Captain<br /> - Cati Armor<br /> - Combi Plasma<br /> - Gorgan's Chain<br /> <br /> Command Squad <br /> - Plasma Gun 4x<br /> - Apothicary<br /> - Rhino<br /> <br /> Tactical Squad - 3x<br /> - Combi Plasma<br /> - Plasma Gun<br /> <br /> Land Speeder<br /> <br /> Devastators<br /> - Combi Plasma<br /> - Plasma Cannon 4x<br /> - Drop Pod<br /> <br /> Techmarine<br /> - Servo Harness<br /> - Tempered Helm<br /> - Combi Plasma<br /> <br /> Techmarine<br /> - Combi Plasma<br /> <br /> Honored Ancients:<br /> Dreadnought<br /> <br /> +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++<br /> <br /> The name of the game is Soak, Drop and Re roll. Cap #1 gets put with the devastators and Drop pods in on turn 1. <br /> Each Command squad gets a Rhino and Techmarine. The techmarine is there to provide extra shots, <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> buff, and a <br /> 2+ save (doubt I'll ever use them to repair vehicles.) <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squads are mostly to distract and reinforce, while Cap #2 <br /> arrives by deep strike to reinforce where needed.<br /> <br /> You may notice a great deal of plasma. The Temp helm allows a squad to re roll 1's in shooting, as does the #6 W.L. <br /> trait on the <span class="glossaryitem" onmouseover='gp(445);'>IH</span> chart. I'll also be using my <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> doctrine to allow the max number of gets hot re rolls. Between <br /> thees, armor and a board wide 5+ <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> (2+ or 3+ for most) I doubt I'll loose anything significant to Gets hot.<br /> <br /> This is primarily anti <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/<span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and anti alpha-pods as those groups dominate the meta where I game (out of 50 or <br /> so players we only have 2 guard, 5 eldar, 4 tau and one lonely 'Nid player.)<br /> <br /> Thoughts?<br /> * I realize mixing Grav would be better for several of thees groups, but I'm an old player and don't have much grav to pass around.]]></description>
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				<pubDate><![CDATA[Mon, 9 May 2016 15:57:28]]> GMT</pubDate>
				<author><![CDATA[ MattKing]]></author>
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				<title>[1850] - Iron Hands - F.O.M. Plasma Spam</title>
				<description><![CDATA[ I mean, <span class="glossaryitem" onmouseover='gp(445);'>IH</span> with <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> will naturally do better with plamsa weapons simply bc of that save. Its viable, but personally i would trim down your tech marine to bare bones. Take servitors if you must. Upgrade your dread to plasma cannon if you wanna actually have a theme, and go all pods or all rhinos. You have awesome mobility bc everything has <span class="glossaryitem" onmouseover='gp(470);'>POTMS</span> now. So take a razorback with plasmagun and las cannon. You can fire one at regular <span class="glossaryitem" onmouseover='gp(14);'>BS</span> after 12' move and then snap the other! Plus more plasma duh]]></description>
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				<pubDate><![CDATA[Mon, 9 May 2016 21:04:46]]> GMT</pubDate>
				<author><![CDATA[ xSoulgrinderx]]></author>
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