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		<title><![CDATA[Latest posts for the thread "[1250] - Flesh Tearers"]]></title>
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				<title>[1250] - Flesh Tearers</title>
				<description><![CDATA[ So I am thinking of starting up a Flesh Tearers force, very fluff based (semi-competitive) due to me reading their new battle novel <i>Flesh Tearers</i> by Andy Smillie. If you haven't read it I am about 100 pages from the end and it's fantastic. Anywho the list will be very assault themed and up-in-your-face quick like. Here it is:<br /> <br /> Flesh Tearers Strike force (just cuz)<br /> <br /> Libby - lvl2, hand flamer, melta bomb, angels wing, shield of cretacia (can I take 2 relics?)<br /> Command squad - novitiate, champ, vet - shield/hammer, shield/claw, shield/axe (the hammer will be an evicerator)<br /> 5 Death Company - jump packs, 2x hand flamers, infernus pistol, power weapon, hammer<br /> 10 Tactical Squad - heavy flamer, flamer, srg - combi-flamer, vet, melta bomb, power weapon -- drop pod<br /> 10 Assault Squad - 2 melta guns srg - vet, hammer -- drop pod<br /> 10 Assault Squad - 2 melta guns srg - vet, hammer -- drop pod<br /> <br /> So with jump packs and pods I can null deploy if I wish, which is interesting, but probably not the best choice. 2 jump units and 3 units that can be split into 6 if the mission needs it is certainly nice for objective-based games. I am thinking the hand flamers on the death company need to go w/s3 and maybe switch one assault squad to double flamer for crowd control? Yes shield of Cretacia is there because I am running Flesh Tearers, it's not the best relic for sure, but it sounds cool and is fluffy.<br /> <br /> What do y'all think?]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2016 19:29:24]]> GMT</pubDate>
				<author><![CDATA[ Castellan Alaric]]></author>
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				<title>Re:[1250] - Flesh Tearers</title>
				<description><![CDATA[ No one can give me any advice as to the list idea? I can't imagine it's that good.]]></description>
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				<pubDate><![CDATA[Thu, 19 May 2016 14:19:23]]> GMT</pubDate>
				<author><![CDATA[ Castellan Alaric]]></author>
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				<title>[1250] - Flesh Tearers</title>
				<description><![CDATA[ it's going to struggle as its a melee army, and bringing a knife to a gun fight is always going to hurt. <br /> <br /> You can't take 2 relics according to the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>, but currently you can (going on information based on the admech war convocation, so feel free to ignore this if wrong)/ The codex should say (and usually does) this model can take up to one relic from the armory of fleshtearing etc.<br /> <br /> Back to the list, a nifty trick with fleshtears is that since they have a huge number of drop pods (6 from fast attack, each troops choice can get one, etc, you can most likely get a few empty ones, so your drop pod assault can include either your entire army, or a bunch of empty pods which they have to shoot up and do no real damage to your army. <br /> <br /> You're ultimately taking one of the weaker factions in the game, so you're going to be up against it. I would consider going for smaller squads, more things that are harder to kill. Assault squads on foot, a wraithknight will laugh at this, as will an imperial knight, so if there's a risk you're up against those, cry, a lot.<br /> <br /> Minor change option:<br /> You'll want to combat squad the 10 man guys, so my vote would be to drop a relic and some of the pricier and more pointless upgrades, add in some empty pods and decide on a game by game basis what to split up and what not. giving you the flexibility to delay your army arriving (if you're massively outgunned and dont want to be around for many turns), or alpha strike them. <br /> <br /> However a major change, and this is going all out lulz, and grabbing everything you can from the Blood angel codex, and supplements<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, Librarian Dreadnought (upgraded to <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2) in a pod (lucius or otherwise).<br /> <br /> Elites: Death Company dreadnought, wiht heavy flamer and melta gun (can also swap for  a furioso if you like the frag cannon, i dont mind either way). in a pod - lucius pods are 15 points more than a usual pod, but have shrouded (and give the dreadnought shrouded) on the turn they arrive. potentially a 3+ cover save. also read up about them, they're interesting and will confound many opponents.<br /> <br /> Troops<br /> Raphen's death co jump packs and thunder hammers as standard<br /> Cassor the damned - another dread, another lucius pod.<br /> <br /> thats 1005  points. <br /> <br /> You can then pad it out as best you see fit. I would look at scout squads with land speeder storms, cheap, cheerful and good obsec and mobility, could also consider another kitted out death co, a bike squad, a devastator squad, a techmarine on a bike, a couple of baal predators, terminators, In which case, switch the librarian dreadnaught to a librarian terminator, a few whirlwinds,<br /> <br /> all up to you. <br /> <br /> oh yea it needs a fast attack choice. scout bikes are amusing as they have the cluster mines upgrade which makes their cover dangerous terrain. <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 19 May 2016 15:41:25]]> GMT</pubDate>
				<author><![CDATA[ Trazer985]]></author>
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				<title>Re:[1250] - Flesh Tearers</title>
				<description><![CDATA[ Wow man thanks for the reply. I am trying to keep this kinda fluffy, but I don't think the land speeder storm squads would be a bad call. Maybe <span class="glossaryitem" onmouseover='gp(260);'>bp</span>/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> loadout for flesh tear-ing? haha They won't kill much but it'll make me smile <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> <br /> <br /> My problem with all the pods, both empty and full, is buying/building/painting them. I really don't want 6 pods at 1250 if I'm honest, though I completely agree with your premise for including them. <br /> <br /> <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> for maelstrom type games I think is achievable with combat-squadding. They have furious charge, but you're right assault marines basically just slap-fight everything the charge, especially with only 5 of them. I could see dropping 1 assault squad for more death company? Would you suggests pods for them or jump packs? My buddy likes to throw his in a storm raven - which is also very fluffy for Flesh Tearers. I am very much into the GAME of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> but don't rue the thought of painting like 6 drop pods, a raven and some dreads. But more space marines wouldn't be too bad. I'm thinking like 50-60 TOTAL infantry models plus vehicles. Probably 20-30 assault marines, 10 death company, 10 scouts and characters. Probably the badass new <span class="glossaryitem" onmouseover='gp(10);'>BA</span> chaplain model, a libby, a sang priest and a captain character to go with some dreads.<br /> <br /> Really good tactical advice man - I'm hoping my opponents will abide by the 'don't be a dick' rule, but I guess we'll just have to see <span class="glossaryitem" onmouseover='gp(84);'>lol</span> Thanks again boss ~]]></description>
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				<pubDate><![CDATA[Thu, 19 May 2016 18:47:15]]> GMT</pubDate>
				<author><![CDATA[ Castellan Alaric]]></author>
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