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		<title><![CDATA[Latest posts for the thread "[2000] - Space Marines - Tempest Legion"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[2000] - Space Marines - Tempest Legion"]]></description>
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				<title>[2000] - Space Marines - Tempest Legion</title>
				<description><![CDATA[ Hi all,<br /> <br /> Here is what I have come up with for a Space Marine force Vs Imperial Guard. Based on the advice given and many thanks to those who gave me such fine ideas, especially the Skyhammer... Basically the Skyhammer will fall at the beginning of the game with a jump pack Chaplain accompanying an assault squad. Troops choices embarked in transports can take objectives whilst the Ironclad Dread runs forward in support. Finally the Assault Terminators will deep strike with the Terminator Librarian where required. Read on and please tell me of any optimalisation or improvement I can make or any weakness I have opened myself up to.<br /> <br /> TEMPEST LEGION – Combined Arms Detachment (2000)<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> •	Chaplain 			<br /> -	Jump Pack <br /> -	Melta Bombs <br /> <br /> •	Librarian 		<br /> -	Terminator Armour <br /> -	Storm Bolter <br /> -	Mastery Level 2 <br /> <br /> TROOPS<br /> •	Tactical Squad <br /> -	Flamer <br /> 	Veteran Segeant <br /> -	Chainsword & Bolt Pistol<br /> •	Rhino							<br /> -	Extra Armour <br /> <br /> •	Tactical Squad 			<br /> -	Flamer <br /> 	Veteran Sergeant <br /> -	Power Fist <br /> -	Plasma Pistol<br /> •	Rhino								<br /> -	Extra Armour <br /> <br /> •	Tactical Squad 	<br /> -	Meltagun <br /> 	Veteran Sergeant <br /> -	Power Fist <br /> -	Plasma Pistol <br /> •	Razorback								<br /> <br /> ELITES<br /> <br /> •	ronclad 		<br /> -	Chainfist with Meltagun<br /> -	Heavy Flamer <br /> -	2x Hunter Killer Missiles <br /> -	Ironclad Assault Launchers <br /> <br /> •	Terminator Assault Squad<br /> -	One Additional Terminator <br /> -	Thunder Hammer & Storm Shield x3 <br /> <br /> SKYHAMMER ANNIHILATION FORCE<br /> <br /> •	Assault Squad 		<br /> -	Five Additional Marines <br /> -	2x Flamer <br /> 	Veteran Sergeant <br /> -	Lightning Claw <br /> -	Plasma Pistol <br /> -	Melta Bombs <br /> <br /> •	Assault Squad 	<br /> -	Five Additional Marines <br /> -	2x Plasma Pistols <br /> 	Veteran Sergeant <br /> -	Power Fist <br /> -	Plasma Pistol <br /> <br /> •	Devastator Squad 		<br /> -	Missile Launcher <br /> -	Flakk Missiles <br /> -	Plasma Cannon <br /> -	Lascannon <br /> -	Heavy Bolter <br /> 	Sergeant <br /> -	Storm Bolter<br /> -	Chainsword <br /> •	Drop Pod								<br /> -	Deathwind Launcher <br /> <br /> <br /> •	Devastator Squad			<br /> -	2x Missile Launchers <br /> -	Lascannon<br /> -	Plasma Cannon <br /> 	Sergeant <br /> -	Boltgun <br /> •	Drop Pod								<br /> -	Deathwind Launcher <br /> <br /> Thanks for reading <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 16 Sep 2016 13:31:19]]> GMT</pubDate>
				<author><![CDATA[ DrewTempest]]></author>
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				<title>[2000] - Space Marines - Tempest Legion</title>
				<description><![CDATA[ A few points to make here, but overall nice start!<br /> <br /> First of all, don't post point limits of all the "stuff" (it's against policy) and also just cut the "free stuff" you get like sgt, boltguns, etc. It clutters the list.<br /> <br /> You can't really attach "stuff" to the Skyhammer and use it the way you think... it's sort of a murky area, but <span class="glossaryitem" onmouseover='gp(50);'>GW</span> tried to clear that up with their in-draft <span class="glossaryitem" onmouseover='gp(36);'>FAQs</span> (from their Facebook page).. so once those are out officially it will help. I mean, yeah, it would be cool to attach 5 chapter master smash facers to a 5 man assault squad and charge erverything turn 1... but it doesn't work like that<br /> <br /> That being said, there are still lots of good ways to use the skyhammer. I suggest either having it be your full-force instrument of death, or have it just be supplementary. In the event that it will be your hammer, go fully decked out, both in bodies and weapons <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. If it's just a tax to help "pin stuff", or get <span class="glossaryitem" onmouseover='gp(29);'>devs</span> on the field early, lighten up on its contents.<br /> <br /> In your case, It looks like you're sorta "half-in" on it. That being said, some things to consider if you are using it as your primary force:<br /> <br /> - The <span class="glossaryitem" onmouseover='gp(29);'>devs</span> should have the same heavy weapon and a dedicated purpose. Grav to kill anything, multimeltas to kill vehicles on the cheap, or heavy bolters if this force is to shred infantry. I recommend the Cherub since its cheap, especially if taking <span class="glossaryitem" onmouseover='gp(330);'>MM</span> or Grav, where each shot can make o break you. I also wouldn't waste points on the sgt, but rather use his signum for BS5 on someone, unless you're going to get twin-linked on the drop thanks to a set of Chapter Tactics (star phantoms or ultramarines).<br /> <br /> - The <span class="glossaryitem" onmouseover='gp(29);'>devs</span> should be 10 man, combat squadding on the drop so that you can use 5 bolters to pin a different target than the heavy weapons.<br /> <br /> - As for the assault squads, I actually find they do best against weak transports... I would recommend taking a full 10 man unit, and combat squadding, with 2 eviscerators and a melta bomb in one squad, and the other 5 members just fighting weak infantry that pop out, or tying stuff up. I use this in my list and it works extremely well against battle company, etc.<br /> <br /> - Finally, don't forget that you can use this formation on turn 2 as well, which (depending on your local meta) may be the better option. Whichever you choose, make sure the <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> you're taking supports this... you don't want half the army in turn 1 getting no where, then turn 2 feeding the skyhammer to your opponent... either put all your eggs in one basket turn 1 or build the <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> to survive tili turn 2 then counter-punch.<br /> <br /> <br /> As for the <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>... I'd make some basic cleanup adjustments besides the aforementioned point... tactical sgts usually don't last long enough to swing that really expensive vet <span class="glossaryitem" onmouseover='gp(105);'>pf</span>... so I like to recommend <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads just using all bolters and shooting from hatches on rhinos (with a special weapon or heavy weapon)... I think razorbacks are a trap (can elaborate more if you'd like but that's a whole different topic <span class="glossaryitem" onmouseover='gp(84);'>lol</span>) and I think if you're investing in the terminators (which is fine) possibly put the libby and chaplain in term. armor too and join them. I'd try to get a locator beacon on some pods though so they can deepstrike reliably... hopefully them and the skyhammer on turn 2 could work out for you?<br /> <br /> Hope that helps!]]></description>
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				<pubDate><![CDATA[Fri, 16 Sep 2016 15:05:24]]> GMT</pubDate>
				<author><![CDATA[ xTHExCLINCHERx]]></author>
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