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		<title><![CDATA[Latest posts for the thread "[2000] - Space Marines"]]></title>
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				<title>[2000] - Space Marines</title>
				<description><![CDATA[ Hello all. I'm new to the forum and the space marine codex. This is my first attempt of making an army list. I'm not overly competitive; I want to make a list that will be fun to play as and against but won't get steamrolled. <br /> <br /> The whole list is running as Imperial Fists in a Sternhammer Strike Force. Let me know what you guys think. Thanks. <br /> <br /> REVISED LIST<br /> <br /> Imperial Fists Sternhammer Strike Force. <br /> <br /> Strike Force Command (Command)<br /> 225 - Captain (warlord) w:/ Chapter Master, Power Fist, artificer armor, The Shield Eternal.<br /> <br /> 145 - (5) Command Squad w:/ The Banner of Staganda, Company Champion, Apothecary<br /> 35 ---Drop Pod<br /> <br /> Battle Demi-Company (Core)<br /> 105 - Chaplain w:/ Jump Pack.<br /> <br /> 160 - (10) Tactical Marines w:/ Combi-melta, meltagun.<br /> 35 --- Drop Pod<br /> <br /> 160 - (10) Tactical Marines w:/ Combi-melta, meltagun.<br /> 35 --- Drop Pod<br /> <br /> 70 - (5) Tactical Marines w:/<br /> 35 ---- Drop Pod<br /> <br /> 45 - Land Speeder<br /> <br /> 230 - (3) Centeuian Devastators w:/ [3] Grav-cannons with grav <span class="glossaryitem" onmouseover='gp(243);'>amps</span>, omniscope.<br /> <br /> 1st Company Task Force (Auxiliary)<br /> 160 - (5) Sternguard Veterans w:/ [5] Combi-meltas.<br /> 35 --- Drop Pod<br /> <br /> 160 - (5) Sternguard Veterans w:/ [5] Combi-meltas.<br /> 35 --- Drop Pod<br /> <br /> 160 - (5) Vanguard Veteran Squad w:/ [5] jump packs, [10] Lightning Claws.<br /> <br /> ------------------<br /> Total 1830<br /> <br /> I'm going for 2k I have alot of points to play around with. I'm not sure if I'm lacking in a particular area and need to add more stuff or alter existing units, specifically the tacs and sternguard. I'm also thinking of dropping the Chapter Master upgrade from my warlord; seems kind of expensive. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 2 Jul 2016 18:12:04]]> GMT</pubDate>
				<author><![CDATA[ TheKneesOfRaj]]></author>
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				<title>[2000] - Space Marines</title>
				<description><![CDATA[ Welcome to Dakka and the Space Marines.<br /> <br /> List looks fluffy and cool, but I suspect it’s going to struggle on the table.<br /> <br /> Captain is not bad.  I might swap out the relic blade for a power fist or thunder hammer.  With the SE you are unlikely to be killed before getting your swings in, so might as well make then S8 AP2.  Without the shield, I could see wanting to get your hits in at I5, but that’s unnecessary <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>. <br /> <br /> Command squad is another OK-ish choice.  <span class="glossaryitem" onmouseover='gp(19);'>CC</span> is not the best option, but they should do OK backing up the captain.<br /> <br /> Grav/<span class="glossaryitem" onmouseover='gp(166);'>Plas</span> pistols are comically overpriced.  Try to avoid them.  A bolt pistol would serve you just fine on the chaplain.<br /> <br /> While I’m a big advocate of including the heavies in 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, they should be the last upgrade added.  These guys are going to be on the move.  Get a normal melta gun and a c-melta on the sarge before picking up the <span class="glossaryitem" onmouseover='gp(330);'>MM</span>.  And ideally, get them all.  You don’t want 9 guys standing idle while the melta gunner takes his shot (with a 1/3 chance to miss).  But when you have multiple guys shooting, the odds of actually popping a tank go up dramatically.<br /> <br /> The 5 man squad in the razor feel like a pure tax unit.  Razors woek if you spam them, but are very fragile.  There are better ways to get lascannons on the table.  I know you need to take 3 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, but if you want a naked 5 man one, you might be better off putting them in a pod.  This will bring you up to an odd number, letting you drop more on turn 1.<br /> <br /> Assault marines could use a pair of flamers, and a power weapon on the sarge.  I’d go with an axe.  Unless he’s getting the evis.  Which can work.  Easier to get challenged out, but more attacks.<br /> <br /> Grav cents are nasty, but short ranged.  But they do project a nice bubble of death within 24”.  Just be careful with them.  I might just run with a 4xLC <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad, but that’s me.  <br /> <br /> How many tactical squads do you want/need?  Because you are putting just shy of a whole companies worth on the table.  And while you will butcher anything that can be killed via the humble bolter, there is a <i>lot</i> of stuff out there that needs more serious firepower to deal with.  If you want to field something like this, take the tacs from the demi-co and stick them in pods.  Use your aux pick for something with teeth.  If you want to keep the drop theme, take the 1st company TF or the other skyhammer, the annihilation force.]]></description>
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				<pubDate><![CDATA[Sat, 2 Jul 2016 18:44:08]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[2000] - Space Marines</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/695479/8752066.page"><b>Nevelon wrote:</b></a><br/>Welcome to Dakka and the Space Marines.<br /> <br /> List looks fluffy and cool, but I suspect it’s going to struggle on the table.<br /> <br /> Captain is not bad.  I might swap out the relic blade for a power fist or thunder hammer.  With the SE you are unlikely to be killed before getting your swings in, so might as well make then S8 AP2.  Without the shield, I could see wanting to get your hits in at I5, but that’s unnecessary <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>. <br /> <br /> Command squad is another OK-ish choice.  <span class="glossaryitem" onmouseover='gp(19);'>CC</span> is not the best option, but they should do OK backing up the captain.<br /> <br /> Grav/<span class="glossaryitem" onmouseover='gp(166);'>Plas</span> pistols are comically overpriced.  Try to avoid them.  A bolt pistol would serve you just fine on the chaplain.<br /> <br /> While I’m a big advocate of including the heavies in 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, they should be the last upgrade added.  These guys are going to be on the move.  Get a normal melta gun and a c-melta on the sarge before picking up the <span class="glossaryitem" onmouseover='gp(330);'>MM</span>.  And ideally, get them all.  You don’t want 9 guys standing idle while the melta gunner takes his shot (with a 1/3 chance to miss).  But when you have multiple guys shooting, the odds of actually popping a tank go up dramatically.<br /> <br /> The 5 man squad in the razor feel like a pure tax unit.  Razors woek if you spam them, but are very fragile.  There are better ways to get lascannons on the table.  I know you need to take 3 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, but if you want a naked 5 man one, you might be better off putting them in a pod.  This will bring you up to an odd number, letting you drop more on turn 1.<br /> <br /> Assault marines could use a pair of flamers, and a power weapon on the sarge.  I’d go with an axe.  Unless he’s getting the evis.  Which can work.  Easier to get challenged out, but more attacks.<br /> <br /> Grav cents are nasty, but short ranged.  But they do project a nice bubble of death within 24”.  Just be careful with them.  I might just run with a 4xLC <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad, but that’s me.  <br /> <br /> How many tactical squads do you want/need?  Because you are putting just shy of a whole companies worth on the table.  And while you will butcher anything that can be killed via the humble bolter, there is a <i>lot</i> of stuff out there that needs more serious firepower to deal with.  If you want to field something like this, take the tacs from the demi-co and stick them in pods.  Use your aux pick for something with teeth.  If you want to keep the drop theme, take the 1st company TF or the other skyhammer, the annihilation force.</div></blockquote><br /> <br /> Hey Nevelon thanks for the input.<br /> <br /> I like the powerfist idea. I was new to all the weapons and that makes sense since I have a 2up/3 up.<br /> <br /> I'm taking the command squad for almost completely fluff reasons (the conversions will look sick i think) but I figured with them all having <span class="glossaryitem" onmouseover='gp(596);'>CB</span> weapons and Feel no pain and Counterattack they'd be an alright choice anyways. <br /> <br /> The only reason why i'm taking the grav-pistol is because the Chaplain model I'm using is equipped with an infernal pistol (Blood Angel Jump Pack Chaplain). I'd prefer to take a bolt pistol but I felt somewhat obligated to take something so the model is less confusing. I haven't played with enough people to know if they would be ok with that.   <br /> <br /> I like your weapon reasoning for the tacs. The only reason I was going for <span class="glossaryitem" onmouseover='gp(330);'>MM</span> over the other options is firepoints in a Rhino. If I remove the drop force and put the Demi company in pods, I'll follow your advice if points allow. <br /> <br /> Overall I was thinking that I may have gone overboard with the number of <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads. I was torn between running them in steel boxes or dropping them. I suppose for the first iteration I should go with one or these tactics. I'll post a revised list soon if you're wanting to take a look. ]]></description>
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				<pubDate><![CDATA[Sat, 2 Jul 2016 19:51:10]]> GMT</pubDate>
				<author><![CDATA[ TheKneesOfRaj]]></author>
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				<title>[2000] - Space Marines</title>
				<description><![CDATA[ From a mechanics standpoint, shooting command squads work a lot better then <span class="glossaryitem" onmouseover='gp(19);'>CC</span> ones.  That can be said about most things in the game though.  Also, bikes are very good, and a bargain for command squads and <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> for what they do.<br /> <br /> That said, the shelf deployment for <a href="http://www.dakkadakka.com/gallery/810191-Command%20squad.html" target="_new" rel="nofollow">my command squad</a> is a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> one on foot, because it’s iconic and looks cool.<br /> <br /> I’d say most people would be OK with it, but everyone is different.  The important thing is that you pay the points for what you take.  Odd looking pistols is an easy thing to deal with, especially when it’s just a guy with his default wargear.  My personal rule of thumb is that I like to keep the odd things I need to remember about your army to 3 or less things.  More then that I spend too much time asking questions to double check what’s what.<br /> <br /> One thing to keep in mind, particularly with drop pods, if to have a squad geared up for a certain role.  <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta has a good chance vs. tanks, and can always bolter foot troops.  <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> pair well with flamers and plasma, to work on killing different troops.  Grav is expensive, but works well vs. the kind of things that are otherwise hard to kill.<br /> <br /> I almost never put more then 30 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines on the table.  And it’s not for lack of miniatures.  They do a decent job vs. other equivalent troops and hold objectives reasonably well.  But there is limit to how much of that is needed.  Both rhinos and drop pods work.  There are pros and cons to both.  You can even mix them up; hybrid drop lists can get decent results.  It’s all about what style of army you want to play.]]></description>
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				<pubDate><![CDATA[Sat, 2 Jul 2016 20:10:06]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[2000] - Space Marines</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/695479/8752161.page"><b>Nevelon wrote:</b></a><br/>From a mechanics standpoint, shooting command squads work a lot better then <span class="glossaryitem" onmouseover='gp(19);'>CC</span> ones.  That can be said about most things in the game though.  Also, bikes are very good, and a bargain for command squads and <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> for what they do.<br /> <br /> That said, the shelf deployment for <a href="http://www.dakkadakka.com/gallery/810191-Command%20squad.html" target="_new" rel="nofollow">my command squad</a> is a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> one on foot, because it’s iconic and looks cool.<br /> <br /> I’d say most people would be OK with it, but everyone is different.  The important thing is that you pay the points for what you take.  Odd looking pistols is an easy thing to deal with, especially when it’s just a guy with his default wargear.  My personal rule of thumb is that I like to keep the odd things I need to remember about your army to 3 or less things.  More then that I spend too much time asking questions to double check what’s what.<br /> <br /> One thing to keep in mind, particularly with drop pods, if to have a squad geared up for a certain role.  <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta has a good chance vs. tanks, and can always bolter foot troops.  <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> pair well with flamers and plasma, to work on killing different troops.  Grav is expensive, but works well vs. the kind of things that are otherwise hard to kill.<br /> <br /> I almost never put more then 30 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> marines on the table.  And it’s not for lack of miniatures.  They do a decent job vs. other equivalent troops and hold objectives reasonably well.  But there is limit to how much of that is needed.  Both rhinos and drop pods work.  There are pros and cons to both.  You can even mix them up; hybrid drop lists can get decent results.  It’s all about what style of army you want to play.</div></blockquote><br /> <br /> I made several tweaks. Let me know what you think if you can. <br /> <br /> I hear you for the command squad. I'm going to stick with this general set up (one foot in a drop pod) but I'm willing to add some special weapons or close combat weapons to increase their usefulness. <br /> <br /> I'm taking a bolt pistol and I'll just let them know at the start of the game. <br /> <br /> I've made both of my 10 man tacs are anti-vehicle. Do you think I should go with one anti infantry loadout? Same goes for the sternguards I added.  <br /> <br /> For this list I'm going almost all drop pod. I might do an all Rhino list (forget the formation name) in the future but the dropping list will be different than anything I've done before and hopefully really fun. <br /> <br /> Imperial Fists Sternhammer Strike Force revised<br /> <br /> Strike Force Command (Command)<br /> 225 - Captain (warlord) w:/ Chapter Master, Power Fist, artificer armor, The Shield Eternal.<br /> <br /> 145 - (5) Command Squad w:/ The Banner of Staganda, Company Champion, Apothecary<br /> 35 ---Drop Pod<br /> <br /> Battle Demi-Company (Core)<br /> 105 - Chaplain w:/ Jump Pack.<br /> <br /> 160 - (10) Tactical Marines w:/ Combi-melta, meltagun.<br /> 35 --- Drop Pod<br /> <br /> 160 - (10) Tactical Marines w:/ Combi-melta, meltagun.<br /> 35 --- Drop Pod<br /> <br /> 70 - (5) Tactical Marines w:/<br /> 35 ---- Drop Pod<br /> <br /> 45 - Land Speeder<br /> <br /> 230 - (3) Centeuian Devastators w:/ [3] Grav-cannons with grav <span class="glossaryitem" onmouseover='gp(243);'>amps</span>, omniscope.<br /> <br /> 1st Company Task Force (Auxiliary)<br /> 160 - (5) Sternguard Veterans w:/ [5] Combi-meltas.<br /> 35 --- Drop Pod<br /> <br /> 160 - (5) Sternguard Veterans w:/ [5] Combi-meltas.<br /> 35 --- Drop Pod<br /> <br /> 160 - (5) Vanguard Veteran Squad w:/ [5] jump packs, [10] Lightning Claws.<br /> <br /> ------------------<br /> Total 1830<br /> <br /> Since I'm going for 2k I have alot of points to play around with. I'm not sure if I'm lacking in a particular area and need to add more stuff or alter existing units, specifically the tacs and sternguard. I'm also thinking of dropping the Chapter Master upgrade from my warlord; seems kind of expensive. ]]></description>
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				<pubDate><![CDATA[Sat, 2 Jul 2016 21:08:56]]> GMT</pubDate>
				<author><![CDATA[ TheKneesOfRaj]]></author>
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				<title>[2000] - Space Marines</title>
				<description><![CDATA[ Looks pretty good!<br /> <br /> Keep the <span class="glossaryitem" onmouseover='gp(746);'>CM</span> upgrade.  While expensive, it offers a lot.  And with the SE, every wound is going to have to be pried off him the hard way, and he puts up a solid fight.  Also, for the points you are spending for a guy on foot, you might want to look into Lysander.<br /> <br /> As an alternative to the command squad, you might want to take honor guard.  No <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>, but free 2+ and power weapons for everyone.  They lack the options of the command squad, but it’s not like you are using most of them.<br /> <br /> Tacs are fine.  The 5 man squad could use some help.  In general, you want an odd number of pods.  You drop half first turn, round up.  So that 6th pod doesn’t do much for you.<br /> <br /> The speeder is a pure tax.  Lone <span class="glossaryitem" onmouseover='gp(51);'>HB</span> on a fragile platform.  Doesn’t even have chapter tactics.  If you just want something to fill the slot, an attack bike would be better.  Other options would be to give it some relevant guns.  I’m a big fan of the TML/<span class="glossaryitem" onmouseover='gp(51);'>HB</span> speeder, and run a squadron of two frequently.  <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> and <span class="glossaryitem" onmouseover='gp(336);'>HFs</span> can also work.  In a drop pod list, an assault squad with 2xFlamers is a good call.  It’s a dedicated anti-infantry unit good for burning light troops out of cover.<br /> <br /> With you going with drop pods, I’m even less fond of the cents.  They will be your only thing on the table turn one.  If you go second, they are going to be staring down the entirety of your opponent’s army.  And you can’t really hide them in the back of your deployment zone; they need to be front and center with their short range.  You could buy them a pod if you added a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> to your list, but there is a lot of overhead there.  For the theme of your list, I’d replace them with a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad in a pod.  <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> or <span class="glossaryitem" onmouseover='gp(583);'>GCs</span> probably for guns.<br /> <br /> I’m not a fan of combi loaded sternguard, but they can get the job done.  Personally, I like full 10 man squads with a pair of <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>.  If you can get these guys up to 10 man squads, you can combat squad out of the pod, giving you 3 units (2x5, plus the pod) getting the 1st co TF bonus.<br /> <br /> I like to have <span class="glossaryitem" onmouseover='gp(671);'>VVs</span> a little more flexible.  All <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> is fine for blending <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.  And boy will they, especially with the chaplain there.  But they will struggle against other targets.  It might be worth tossing some axes in there, or a hidden power fist.  Some <span class="glossaryitem" onmouseover='gp(221);'>SSs</span> would not be out of line either.]]></description>
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				<pubDate><![CDATA[Sun, 3 Jul 2016 11:26:43]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
			</item>
			<item>
				<title>[2000] - Space Marines</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/695479/8752977.page"><b>Nevelon wrote:</b></a><br/>Looks pretty good!<br /> <br /> Keep the <span class="glossaryitem" onmouseover='gp(746);'>CM</span> upgrade.  While expensive, it offers a lot.  And with the SE, every wound is going to have to be pried off him the hard way, and he puts up a solid fight.  Also, for the points you are spending for a guy on foot, you might want to look into Lysander.<br /> <br /> As an alternative to the command squad, you might want to take honor guard.  No <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>, but free 2+ and power weapons for everyone.  They lack the options of the command squad, but it’s not like you are using most of them.<br /> <br /> Tacs are fine.  The 5 man squad could use some help.  In general, you want an odd number of pods.  You drop half first turn, round up.  So that 6th pod doesn’t do much for you.<br /> <br /> The speeder is a pure tax.  Lone <span class="glossaryitem" onmouseover='gp(51);'>HB</span> on a fragile platform.  Doesn’t even have chapter tactics.  If you just want something to fill the slot, an attack bike would be better.  Other options would be to give it some relevant guns.  I’m a big fan of the TML/<span class="glossaryitem" onmouseover='gp(51);'>HB</span> speeder, and run a squadron of two frequently.  <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> and <span class="glossaryitem" onmouseover='gp(336);'>HFs</span> can also work.  In a drop pod list, an assault squad with 2xFlamers is a good call.  It’s a dedicated anti-infantry unit good for burning light troops out of cover.<br /> <br /> With you going with drop pods, I’m even less fond of the cents.  They will be your only thing on the table turn one.  If you go second, they are going to be staring down the entirety of your opponent’s army.  And you can’t really hide them in the back of your deployment zone; they need to be front and center with their short range.  You could buy them a pod if you added a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> to your list, but there is a lot of overhead there.  For the theme of your list, I’d replace them with a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad in a pod.  <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> or <span class="glossaryitem" onmouseover='gp(583);'>GCs</span> probably for guns.<br /> <br /> I’m not a fan of combi loaded sternguard, but they can get the job done.  Personally, I like full 10 man squads with a pair of <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>.  If you can get these guys up to 10 man squads, you can combat squad out of the pod, giving you 3 units (2x5, plus the pod) getting the 1st co TF bonus.<br /> <br /> I like to have <span class="glossaryitem" onmouseover='gp(671);'>VVs</span> a little more flexible.  All <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> is fine for blending <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.  And boy will they, especially with the chaplain there.  But they will struggle against other targets.  It might be worth tossing some axes in there, or a hidden power fist.  Some <span class="glossaryitem" onmouseover='gp(221);'>SSs</span> would not be out of line either.</div></blockquote><br /> <br /> Hey Nevelon thanks again for your input. I've followed some of your suggestions and moved some things around. I got an odd number of pods now (7) and everything will be in reserves except the attack bike that I need to take. The only issue is that I'm 20 points over and I'm not sure where to pull stuff. <br /> <br /> I really like the combat squad-sternguard-1st TF idea. Hopefully I can pull it off with the other unit by deep striking my Vanguard close enough to the other unit of 5. I think the list has turned out nicely and should be alot of fun with some competitiveness and a healthy amount of <span class="glossaryitem" onmouseover='gp(190);'>RNG</span> to spice things up every game. Let me know if you have any final thoughts.  <br /> <br /> Imperial Fists Sternhammer Strike Force revised <br /> <br /> Strike Force Command (Command) <br /> 225 - Captain (warlord) w:/ Chapter Master, Power Fist, artificer armor, The Shield Eternal. <br /> <br /> 170 - (5) Command Squad w:/ The Banner of Staganda, Company Champion, Apothecary, meltagun, power weapon.<br /> 35 ---Drop Pod <br /> <br /> Battle Demi-Company (Core) <br /> 105 - Chaplain w:/ Jump Pack. <br /> <br /> 160 - (10) Tactical Marines w:/ Combi-melta, meltagun. <br /> 35 --- Drop Pod <br /> <br /> 160 - (10) Tactical Marines w:/ Combi-melta, meltagun. <br /> 35 --- Drop Pod <br /> <br /> 80 - (5) Tactical Marines w:/ Meltagun. <br /> 35 ---- Drop Pod <br /> <br /> 40 - (1) Attack Bike Squad <br /> <br /> 210 - (5) Devastator Squad w:/ [4] Grav Cannon with Grav <span class="glossaryitem" onmouseover='gp(243);'>amp</span>.<br /> 35 --- Drop Pod  <br /> <br /> 1st Company Task Force (Auxiliary) <br /> 290 - (10) Sternguard Veterans w:/ [5] Combi-meltas, [2] heavy flamers.  <br /> 35 --- Drop Pod <br /> <br /> 160 - (5) Sternguard Veterans w:/ [5] Combi-meltas. <br /> 35 --- Drop Pod <br /> <br /> 175 - (5) Vanguard Veteran Squad w:/ [5] jump packs, [8] Lightning Claws, Storm shield, power fist.<br /> <br /> ------------------ <br /> Total: 2020<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 3 Jul 2016 17:44:16]]> GMT</pubDate>
				<author><![CDATA[ TheKneesOfRaj]]></author>
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