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		<title><![CDATA[Latest posts for the thread "[1850] - Space Marine - Can this list take all comers?"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[1850] - Space Marine - Can this list take all comers?"]]></description>
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				<title>[1850] - Space Marine - Can this list take all comers?</title>
				<description><![CDATA[ Can this list reliably take all-comers in an ITC event? What kinds of armies or units am I going to have trouble with?<br /> <br /> All squads are 5 marines unless otherwise noted.<br /> <br /> Chapter Tactics (Star Phantoms) - Option to re-roll 1s on reserve rolls, army-wide twin link for 1 turn for rapid fire, assault, salvo, and heavy weapons.<br /> <br /> <u>Battle Demi-Company</u><br /> Drop Pod - Assault Squad (2 flamers)<br /> Drop Pod - Tactical Squad (1 meltagun, locator beacon)<br /> Drop Pod - Tactical Squad (1 meltagun)<br /> Rhino - Devastator Squad (2 missile launchers w/ flakk)<br /> Rhino - Tactical Squad (1 plasma cannon)<br /> Captain (Terminator Armor, Thunder Hammer, The Shield Eternal)<br /> <br /> <u>Battle Demi-Company</u><br /> Drop Pod - Assault Squad (2 flamers, locator beacon)<br /> Drop Pod - Tactical Squad (1 meltagun)<br /> Drop Pod - Tactical Squad (1 meltagun)<br /> Rhino - Devastator Squad (2 missile launchers w/ flakk)<br /> Rhino - Tactical Squad (1 plasma cannon)<br /> Chaplain (Terminator Armor, Storm Bolter, Crozius Arcanum)<br /> <br /> <u>1st Company Task Force</u><br /> Drop Pod - Sternguard Veteran Squad (1 combi-melta, 4 combi-grav, locator beacon)<br /> Drop Pod - Sternguard Veteran Squad (1 combi-melta, 4 combi-plasma, locator beacon)<br /> Terminator Assault Squad (5 Storm Shield and Thunder Hammer)<br /> <br /> List playstyle: The two sternguard pods always drop first turn and hit whatever I put my preferred enemy bonus on. Depending on the enemy army composition I'll then drop either the two assault squads for templates or two of the meltagun tacticals for anti-armor. Twin-link from chapter tactics happens on turn 1. The terminators, captain, and chaplain are all joined into one squad and deep strike without scatter off of the locator beacons. Rhinos sit back and camp objectives in the backfield or on far corners of the board, remaining pods hit targets of opportunity.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 8 Jul 2016 15:44:48]]> GMT</pubDate>
				<author><![CDATA[ exaltedrage05]]></author>
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				<title>[1850] - Space Marine - Can this list take all comers?</title>
				<description><![CDATA[ Twin-link turn one could be a serious waste of the tactic, especially with heavy weapons. You want to be sure every gun as a good target when you pop that tactic. I would start with combat doctrines turn one and save the <span class="glossaryitem" onmouseover='gp(436);'>CT</span> for turn 2 or 3.<br /> ]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/696034/8767566.page</link>
				<pubDate><![CDATA[Sun, 10 Jul 2016 23:06:05]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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				<title>[1850] - Space Marine - Can this list take all comers?</title>
				<description><![CDATA[ I play ITC events.  That list will have trouble against pupystar and most of the eldar lists I've played against, as well as an all knight army because you need to be so close to do anything. And those armies will exploit that, also Daemons will stomp you too. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Drop the 1st company task force <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, use the points to give combi meltas to your sgts and flakk missiles are a waste give your <span class="glossaryitem" onmouseover='gp(29);'>devs</span> grav instead.  Take razorbacks (which are free base) and take laz plaz if you can, that will do better than your 1st company task force for less points.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Take hunters and stalkers for your anti air support]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/696034/8767932.page</link>
				<pubDate><![CDATA[Mon, 11 Jul 2016 04:26:44]]> GMT</pubDate>
				<author><![CDATA[ Red_Lives]]></author>
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				<title>[1850] - Space Marine - Can this list take all comers?</title>
				<description><![CDATA[ I think its impossible for any list to be a hard counter for all others.<br /> <br /> Rock -&gt; Paper -&gt; Lizard -&gt; Scissors -&gt; Spock.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/696034/8767958.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/696034/8767958.page</link>
				<pubDate><![CDATA[Mon, 11 Jul 2016 04:48:46]]> GMT</pubDate>
				<author><![CDATA[ furryblueelf]]></author>
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				<title>[1850] - Space Marine - Can this list take all comers?</title>
				<description><![CDATA[ What IS this list built to take out best? Y'know how historically, each army prepares to win the previous war? The French building the Maginot line is the best example of this.<br /> <br /> I feel like this list is actually built to take out the best stuff in 5th and 6th edition. Not the Tau, Eldar, 2++ rerolling demons, flyrant, White Scars bikes and battle companies that dominate the current tournament scene.]]></description>
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				<pubDate><![CDATA[Wed, 13 Jul 2016 22:45:57]]> GMT</pubDate>
				<author><![CDATA[ Celerior]]></author>
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