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				<title>[1000-2000] - Ultramarines - Multiple Lists</title>
				<description><![CDATA[ I will go back to my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> to play one of these lists very soon. What do y'all think? This is from the 7th edition Space Marine codex<br /> <br /> List 1<br /> <blockquote class="uncited"><div>1193<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Chief Librarian Tigurius 165 (warlord)<br /> Powers: Haemorrhage, Purge Soul, Molten Beam<br /> <br /> Troops<br /> Tactical Squad 145<br /> Flamer <br /> <br /> Scout Squad 84<br /> 4 Sniper Rifles <br /> Missile Launcher with Flakk Missiles <br /> <br /> Elites<br /> 7 Sternguard Veterans 184<br /> Flamer <br /> Missile Launcher with Flakk Missiles <br /> <br /> Dreadnought 100<br /> <br /> 6 Terminators 210<br /> <br /> Formations<br /> Reclusiam Command Squad 305<br /> Chaplain with Jump Pack <br /> Command squad with Company standard, company champion, apothecary, flamer<br /> Razorback with storm bolter <br /> </div></blockquote><br /> <br /> List 2<br /> <blockquote class="uncited"><div>1453<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Chief Librarian Tigurius 165 (warlord)<br /> Powers: Haemorrhage, Purge Soul, Molten Beam<br /> <br /> Librarian 90<br /> Mastery Level 2 <br /> Powers: Psychic Maelstrom, Crush<br /> <br /> Troops<br /> Tactical Squad Alpha 165<br /> Missile Launcher with Flakk Missiles <br /> <br /> Tactical Squad Beta (5-man) 85<br /> Plasma Gun <br /> <br /> Scout Squad 84<br /> 4 sniper rifles <br /> Missile Launcher with Flakk Missiles <br /> <br /> Elites<br /> 7 Sternguard Veterans 184<br /> Missile Launcher with Flakk Missiles <br /> Flamer <br /> <br /> Dreadnought 100<br /> <br /> 6 Terminators 210<br /> <br /> Fast Attack<br /> 1 Land Speeder Tornado 65<br /> Assault Cannon <br /> <br /> Formations<br /> Reclusiam Command Squad 305<br /> Chaplain with Jump Pack <br /> Command squad with Company standard, company champion, apothecary, flamer <br /> Razorback with storm bolter </div></blockquote><br /> <br /> List 3<br /> <blockquote class="uncited"><div>1668<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Chief Librarian Tigurius 165 (warlord)<br /> Powers: Haemorrhage, Purge Soul, Molten Beam<br /> <br /> Librarian 90<br /> Mastery Level 2<br /> Powers: Psychic Maelstrom, Crush<br /> <br /> Troops<br /> Tactical Squad Alpha 165<br /> Missile Launcher with Flakk Missiles <br /> <br /> Tactical Squad Beta (5-man) 85<br /> Plasma Gun <br /> <br /> Scout Squad 84<br /> 4 sniper rifles <br /> Missile Launcher with Flakk Missiles <br /> Elites<br /> 7 Sternguard Veterans 184<br /> Missile Launcher with Flakk Missiles <br /> Flamer <br /> <br /> Dreadnought 100<br /> <br /> 6 Terminators 210<br /> <br /> Fast Attack<br /> 1 Land Speeder Tornado 65<br /> Assault Cannon <br /> <br /> 1 Land Speeder Typhoon 70<br /> Typhoon Missile Launchers <br /> <br /> Heavy Support<br /> Devastator Squad 145<br /> 2 Plasma Cannons<br /> Lascannon <br /> Heavy Bolter<br /> Sergeant with plasma pistol<br /> <br /> Formations<br /> Reclusiam Command Squad 305<br /> Chaplain with Jump Pack <br /> Command squad with Company standard, company champion, apothecary, flamer <br /> Razorback with storm bolter </div></blockquote><br /> <br /> Thoughts on these lists? <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 9 Jul 2016 20:40:07]]> GMT</pubDate>
				<author><![CDATA[ KaptinBadrukk]]></author>
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				<title>[1000-2000] - Ultramarines - Multiple Lists</title>
				<description><![CDATA[ They seem a bit unfocused.<br /> <br /> You play where you can choose powers?  Generally those are rolled before the game.<br /> <br /> Flack missiles are overpriced for what they do.  If you feel the need for <span class="glossaryitem" onmouseover='gp(805);'>AA</span> fire and they are your only option, concentrate them into a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad, rather then spread out over your army.  The last thing you want is one guy in the squad doing all the work while his brothers sit and watch.<br /> <br /> Full 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads should probably take the special first, rather then the heavy.  They tend to work alongside massed bolter fire better.  Plus they want to be moving forward, rather then sitting back shooting.<br /> <br /> Scout squad is mostly OK.  I’d drop the flack and take camo cloaks.<br /> <br /> <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> the only weapon worth taking the special ammo away from the sternguard for the the heavy flamer.<br /> <br /> Make sure every gun in a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad has a similar target and range.  Mixing <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> and <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> never ends well.  Also, plasma pistols, while cool looking, are not really worth the points.  And that’s in places where they would see more use then a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad.<br /> <br /> The chaplain must join the command squad and can’t leave it.  Giving him a jump packs means they can’t embark into the razor.<br /> <br /> Are the terminators just naked <span class="glossaryitem" onmouseover='gp(213);'>SB</span>/powerfist ones?<br /> <br /> Your point values are also unusual numbers.  <br /> <br /> Do you have any more transports?  Or just the one razor?  Your dread wants a pod, and your tacs could use rides as well.<br /> <br /> Just trying to use models you have listed, here is a ~1,000 point list.<br /> <br /> Tigurius<br /> 5 naked sternguard, razorback<br /> <br /> 5 scouts, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, snipers, cloaks<br /> 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span>, <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/plasma, plasma pistol sarge<br /> 5 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span>, <span class="glossaryitem" onmouseover='gp(80);'>LC</span><br /> <br /> <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/<span class="glossaryitem" onmouseover='gp(5);'>AC</span> speeder<br /> <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/TML speeder<br /> <br /> 5 man <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad, 4xML w/flack<br /> <br /> The dread realy wants to have a pod, but could run up the table if needed.  Go venerable in that case.<br /> The second librarian could take divination and hang with the <span class="glossaryitem" onmouseover='gp(29);'>devs</span>.<br /> <br /> Adding them and stretching some gear options might get you to a 1,250 list.  I feel that going higher then that you are adding a lot of bodies that are mostly going to be there to soak wounds.  If you have more stuff in your collection, that might help.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 9 Jul 2016 21:29:26]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>[1000-2000] - Ultramarines - Multiple Lists</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/696126/8765935.page"><b>Nevelon wrote:</b></a><br/>They seem a bit unfocused.<br /> <br /> You play where you can choose powers?  Generally those are rolled before the game.<br /> <br /> Flack missiles are overpriced for what they do.  If you feel the need for <span class="glossaryitem" onmouseover='gp(805);'>AA</span> fire and they are your only option, concentrate them into a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad, rather then spread out over your army.  The last thing you want is one guy in the squad doing all the work while his brothers sit and watch.<br /> <br /> Full 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads should probably take the special first, rather then the heavy.  They tend to work alongside massed bolter fire better.  Plus they want to be moving forward, rather then sitting back shooting.<br /> <br /> Scout squad is mostly OK.  I’d drop the flack and take camo cloaks.<br /> <br /> <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> the only weapon worth taking the special ammo away from the sternguard for the the heavy flamer.<br /> <br /> Make sure every gun in a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad has a similar target and range.  Mixing <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> and <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> never ends well.  Also, plasma pistols, while cool looking, are not really worth the points.  And that’s in places where they would see more use then a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad.<br /> <br /> The chaplain must join the command squad and can’t leave it.  Giving him a jump packs means they can’t embark into the razor.<br /> <br /> Are the terminators just naked <span class="glossaryitem" onmouseover='gp(213);'>SB</span>/powerfist ones?<br /> <br /> Your point values are also unusual numbers.  <br /> <br /> Do you have any more transports?  Or just the one razor?  Your dread wants a pod, and your tacs could use rides as well.<br /> <br /> Just trying to use models you have listed, here is a ~1,000 point list.<br /> <br /> Tigurius<br /> 5 naked sternguard, razorback<br /> <br /> 5 scouts, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, snipers, cloaks<br /> 10 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span>, <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/plasma, plasma pistol sarge<br /> 5 man <span class="glossaryitem" onmouseover='gp(167);'>tac</span>, <span class="glossaryitem" onmouseover='gp(80);'>LC</span><br /> <br /> <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/<span class="glossaryitem" onmouseover='gp(5);'>AC</span> speeder<br /> <span class="glossaryitem" onmouseover='gp(51);'>HB</span>/TML speeder<br /> <br /> 5 man <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad, 4xML w/flack<br /> <br /> The dread realy wants to have a pod, but could run up the table if needed.  Go venerable in that case.<br /> The second librarian could take divination and hang with the <span class="glossaryitem" onmouseover='gp(29);'>devs</span>.<br /> <br /> Adding them and stretching some gear options might get you to a 1,250 list.  I feel that going higher then that you are adding a lot of bodies that are mostly going to be there to soak wounds.  If you have more stuff in your collection, that might help.<br /> </div></blockquote><br /> I'm using what I have, and don't want to proxy.<br /> <br /> I was unaware you were to roll for powers at the beginning of the game<br /> <br /> My scouts have camo cloaks modelled onto them, so I'll update that.<br /> <br /> What makes Flakk missiles overpriced for what they do?<br /> <br /> I don't have a sternguard with a heavy flamer<br /> <br /> Why does mixing <span class="glossaryitem" onmouseover='gp(51);'>HB</span> and <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> never end well?<br /> <br /> I'll remove the jump pack from the Chaplain.<br /> <br /> The terminators came with the <span class="glossaryitem" onmouseover='gp(505);'>AOBR</span> set, so yes, they are naked <span class="glossaryitem" onmouseover='gp(213);'>SB</span>\powerfist termies<br /> <br /> I used a calculator<br /> <br /> I just have the one razorback. No other transports. <br /> <br /> I guess I should completely rewrite my lists. <br /> <br /> Thanks for your help. <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 9 Jul 2016 21:51:12]]> GMT</pubDate>
				<author><![CDATA[ KaptinBadrukk]]></author>
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				<title>[1000-2000] - Ultramarines - Multiple Lists</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/014f2e67922cdd32e0bc2cd7bcefc96c.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/696126/8765972.page"><b>KaptinBadrukk wrote:</b></a><br/>I was unaware you were to roll for powers at the beginning of the game</div></blockquote>Some psykers do come with pre-generated powers (Grey Knights mostly I think), but everyone else rolls before the game. One of the main benefits of Tiggy is that he gets to re-roll when generating powers, making it much more likely to get what you want.<blockquote><div><img src="https://www.dakkadakka.com/s/i/a/014f2e67922cdd32e0bc2cd7bcefc96c.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/696126/8765972.page"><b>KaptinBadrukk wrote:</b></a><br/>What makes Flakk missiles overpriced for what they do?</div></blockquote>Let's take the most vulnerable of flyers - AV10 all round with 3HP's as an example.<br /> Firing all three of the Flakk missiles in your army at it, on average 2 will hit. Now on average (S7 vs AV10), one and a bit of those will cause damage, but because they get no bonus to the vehicle damage table you need a 6 followed by a 1 or 2 to cause the flyer to crash and burn. So you've probably caused one or two hull points damage to it, so to kill it you'll need to spend <i>another</i> turn shooting it. In those two turns, the rest of your Sternguard, Tacticals and Scouts will be standing around twiddling their thumbs, or making one-in-thirty-six pot-shots at the flyer, instead of doing something useful.<br /> And then remember the flyer can Jink for a 4+ save...<br /> Even in an ideal world they're lackluster at the job they are designed for, and expensive to boot.<blockquote><div><img src="https://www.dakkadakka.com/s/i/a/014f2e67922cdd32e0bc2cd7bcefc96c.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/696126/8765972.page"><b>KaptinBadrukk wrote:</b></a><br/>Why does mixing <span class="glossaryitem" onmouseover='gp(51);'>HB</span> and <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> never end well?</div></blockquote>A unit can only (except in a few circumstances) fire at a single target. This means that if firing at light infantry (the heavy bolter's preferred target) the expensive lascannon is killing a 10 point model. If firing at a vehicle or big mostrous creature (the lascannon's preferred target) the heavy bolter won't be able to scratch it.<br /> <br /> It's all about making the most of your firepower, and not wasting points on upgrades that never get used.<blockquote><div><img src="https://www.dakkadakka.com/s/i/a/014f2e67922cdd32e0bc2cd7bcefc96c.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/696126/8765972.page"><b>KaptinBadrukk wrote:</b></a><br/>The terminators came with the <span class="glossaryitem" onmouseover='gp(505);'>AOBR</span> set, so yes, they are naked <span class="glossaryitem" onmouseover='gp(213);'>SB</span>\powerfist termies</div></blockquote>Ask around your local group - there's bound to be a space marine player that can give you a spare terminator heavy weapon.]]></description>
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				<pubDate><![CDATA[Sat, 9 Jul 2016 22:41:13]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
			</item>
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				<title>[1000-2000] - Ultramarines - Multiple Lists</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/be32665e1a11a8635dd59b2258434452.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/696126/8766050.page"><b>Quanar wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/014f2e67922cdd32e0bc2cd7bcefc96c.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/696126/8765972.page"><b>KaptinBadrukk wrote:</b></a><br/>I was unaware you were to roll for powers at the beginning of the game</div></blockquote>Some psykers do come with pre-generated powers (Grey Knights mostly I think), but everyone else rolls before the game. One of the main benefits of Tiggy is that he gets to re-roll when generating powers, making it much more likely to get what you want.<blockquote><div><img src="https://www.dakkadakka.com/s/i/a/014f2e67922cdd32e0bc2cd7bcefc96c.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/696126/8765972.page"><b>KaptinBadrukk wrote:</b></a><br/>What makes Flakk missiles overpriced for what they do?</div></blockquote>Let's take the most vulnerable of flyers - AV10 all round with 3HP's as an example.<br /> Firing all three of the Flakk missiles in your army at it, on average 2 will hit. Now on average (S7 vs AV10), one and a bit of those will cause damage, but because they get no bonus to the vehicle damage table you need a 6 followed by a 1 or 2 to cause the flyer to crash and burn. So you've probably caused one or two hull points damage to it, so to kill it you'll need to spend <i>another</i> turn shooting it. In those two turns, the rest of your Sternguard, Tacticals and Scouts will be standing around twiddling their thumbs, or making one-in-thirty-six pot-shots at the flyer, instead of doing something useful.<br /> And then remember the flyer can Jink for a 4+ save...<br /> Even in an ideal world they're lackluster at the job they are designed for, and expensive to boot.<blockquote><div><img src="https://www.dakkadakka.com/s/i/a/014f2e67922cdd32e0bc2cd7bcefc96c.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/696126/8765972.page"><b>KaptinBadrukk wrote:</b></a><br/>Why does mixing <span class="glossaryitem" onmouseover='gp(51);'>HB</span> and <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> never end well?</div></blockquote>A unit can only (except in a few circumstances) fire at a single target. This means that if firing at light infantry (the heavy bolter's preferred target) the expensive lascannon is killing a 10 point model. If firing at a vehicle or big mostrous creature (the lascannon's preferred target) the heavy bolter won't be able to scratch it.<br /> <br /> It's all about making the most of your firepower, and not wasting points on upgrades that never get used.<blockquote><div><img src="https://www.dakkadakka.com/s/i/a/014f2e67922cdd32e0bc2cd7bcefc96c.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/696126/8765972.page"><b>KaptinBadrukk wrote:</b></a><br/>The terminators came with the <span class="glossaryitem" onmouseover='gp(505);'>AOBR</span> set, so yes, they are naked <span class="glossaryitem" onmouseover='gp(213);'>SB</span>\powerfist termies</div></blockquote>Ask around your local group - there's bound to be a space marine player that can give you a spare terminator heavy weapon.</div></blockquote><br /> <br /> Thanks for your help too. ]]></description>
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				<pubDate><![CDATA[Sat, 9 Jul 2016 22:46:44]]> GMT</pubDate>
				<author><![CDATA[ KaptinBadrukk]]></author>
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				<title>[1000-2000] - Ultramarines - Multiple Lists</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/014f2e67922cdd32e0bc2cd7bcefc96c.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/696126/8765972.page"><b>KaptinBadrukk wrote:</b></a><br/><br /> I'm using what I have, and don't want to proxy.<br /> <br /> I was unaware you were to roll for powers at the beginning of the game<br /> <br /> My scouts have camo cloaks modelled onto them, so I'll update that.<br /> <br /> What makes Flakk missiles overpriced for what they do?<br /> <br /> I don't have a sternguard with a heavy flamer<br /> <br /> Why does mixing <span class="glossaryitem" onmouseover='gp(51);'>HB</span> and <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> never end well?<br /> <br /> I'll remove the jump pack from the Chaplain.<br /> <br /> The terminators came with the <span class="glossaryitem" onmouseover='gp(505);'>AOBR</span> set, so yes, they are naked <span class="glossaryitem" onmouseover='gp(213);'>SB</span>\powerfist termies<br /> <br /> I used a calculator<br /> <br /> I just have the one razorback. No other transports. <br /> <br /> I guess I should completely rewrite my lists. <br /> <br /> Thanks for your help. <br /> </div></blockquote><br /> <br /> I think it was 5th were we just got to pick our powers.  Those were good times to be a Librarian.  Tig has some special rules that help him get what he needs, but it’s still not 100%.<br /> <br /> There are a number of problems with flack missiles.  One is the price.  15 points for the <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, and then another 10 for the flack.  That’s 25 points!  And that’s not counting the marine carrying it, or the squad he is with.  If you stick one in a 5 man squad, you end up paying ~100 points for a single S7 shot.  When you consider we have dedicated <span class="glossaryitem" onmouseover='gp(805);'>AA</span> tanks that cost less then that, or our own flyers for a bit more, you start to see the problem.  The other main issue is the fact that they are S7, AP4.  So you shoot at a flyer, and assuming you hit (1/3 miss) you then roll to pen.  Against the light stuff, you glance on a 3, and pen on a 4+.  That gets worse vs. the tougher flyers.  So the odds of getting any relevant damage done with a single shot are low.  And you are wasting the rest of the squad while you take your hail mary shot at the flyer.  Against <span class="glossaryitem" onmouseover='gp(630);'>FMCs</span>, S7 is not that good at wounding, and they might get an armor/other save.<br /> <br /> This is why I advocate taking them in a <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squad if you want to take them.  You don’t have the issue with the rest of the squad fiddling their thumbs, because they are all shooting.  And 4 shots is far more likely to generate a kill then 1.<br /> <br /> Different people do different things with sternguard.  I’m a big fan of <span class="glossaryitem" onmouseover='gp(336);'>HFs</span>.  Normally you don’t see them with anything but combis.  <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>.<br /> <br /> Mixing guns is a matter of efficiency.  You want a squad to be good at it’s job.  It’s OK to diversify a little, to make them more flexible.  But you should still make sure everyone can do the same thing.  If they can’t, make sure the one who can have enough tools to be successful.  <span class="glossaryitem" onmouseover='gp(51);'>HBs</span> and <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> (almost) never want to shoot at the same thing.  The <span class="glossaryitem" onmouseover='gp(51);'>HB</span> is there to mulch light troops in the open, and the <span class="glossaryitem" onmouseover='gp(80);'>LC</span> is for popping tanks.  If you shoot at a tank, the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> is just going to bounce.  If you are trying to thin out a horde, the <span class="glossaryitem" onmouseover='gp(80);'>LC</span> might pop one ork out of the mob.  Range is another issue.  While <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> and <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> want to be shooting at the same thing, they do it at different ranges.  <span class="glossaryitem" onmouseover='gp(328);'>MLs</span> mix well with other guns.  They are the ultimate jack-of-all-trades weapon.<br /> <br /> On a related note, tactical squads have the same sort of issues with their special/heavy weapons.  But this is also compounded by their bolters.  Generally you want to be shooting at troop-like things, and the weapon options will make them better vs. certain types.  But the full melta (<span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta sarge) is an exception.  While they can bolter down troops, they are also kitted out for popping tanks.   It’s OK for them to waste a turn of bolter fire, because when they do go for an armored target, they are tossing enough shots into make it worth the time.  It would not be worth it for 9 guys to sit idle while one brother takes a pot shot.  <br /> <br /> I like <span class="glossaryitem" onmouseover='gp(457);'>JP</span> chaplains, but they really need a jump squad to go with.  My main chaplain is magnetized to run both with and without one.<br /> <br /> I like terminators, but they need a little something to help.  I like a 5 man unit with an assault cannon and a chain fist.  5 stormbolters is not ver impressive, and it can be hard to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> to use the fists.  <br /> <br /> I don’t know how it is at your <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>, but most of the ones around here build lists to specific points.  Normally multiples of 250, with 1,850 being the odd duck.  So seeing lists at “off” points is a little unusual.<br /> <br /> I strongly recommend transports for marines.  Most games involve getting to objectives.  Even if you are just playing to kill, they help get your guys into optimal firing range safer, rather then getting shot up on the way there.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/696126/8766058.page</link>
				<pubDate><![CDATA[Sat, 9 Jul 2016 22:47:40]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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