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		<title><![CDATA[Latest posts for the thread "Zero Scatter Deep Strike worth it? (Blood Angels)"]]></title>
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				<title>Zero Scatter Deep Strike worth it? (Blood Angels)</title>
				<description><![CDATA[ Having not played a game in 5+ years, I've got an interest in using the new Blood Angel rules. I'm excited at the prospect of building a large jump pack force and while I know it isn't particularly strong, I wanted to know what people thought about the viability of deep striking Vanguard Veterans for TANKbusting.<br /> <br /> The idea would be to run the Archangels Demi-Company (provide -<span class="glossaryitem" onmouseover='gp(24);'>D6</span> to scatter) + Golden Host (Dante = -<span class="glossaryitem" onmouseover='gp(24);'>D6</span> to scatter) to provide the Vanguard Veterans with zero scatter deep strike. Some squads would be armed with fusion pistols, others with heavy threat killing squads (thuderhammers + Stormshields). I know that's only a 3' range on the melta for <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>, but I figured the zero scatter deep strike would be worth it.<br /> I'd also like (dependant on points) to be running standard assault squads as an auxiliary formation to get 3 melta gun shots (2 on the troopers + a combi on the sergeant) and landspeeders who would scatter <span class="glossaryitem" onmouseover='gp(24);'>D6</span> thanks to Dante<br /> <br /> Or am I better off just arming Sanguinary Guard with some <span class="glossaryitem" onmouseover='gp(105);'>PF</span> and Terminators from the Orbital Intervention Force to assault after deep strike to kill off such threats.<br /> <br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> : DR<br /> <br /> How would you build a predominantly Decent of Angels / Jumppack Blood Angel Army? <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 18 Sep 2016 19:42:02]]> GMT</pubDate>
				<author><![CDATA[ Lurker]]></author>
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				<title>Zero Scatter Deep Strike worth it?</title>
				<description><![CDATA[ It can be there are a couple reason why it would be great.<br /> <br /> 1) <span class="glossaryitem" onmouseover='gp(471);'>DS</span> assault, sense <span class="glossaryitem" onmouseover='gp(10);'>BA</span> and very little other units that can <span class="glossaryitem" onmouseover='gp(471);'>DS</span> and assault at the same time. <span class="glossaryitem" onmouseover='gp(471);'>DS</span> without scatter means you wont mishap and be in range for charging<br /> <br /> 2)  Melta Bombs, this isnt as important, but if you wanted rear armor and not mishap, then it is good.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 18 Sep 2016 20:30:40]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>Zero Scatter Deep Strike worth it? (Blood Angels)</title>
				<description><![CDATA[ All melee attacks automatically hit rear armor. Unless it is a walker.]]></description>
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				<pubDate><![CDATA[Sun, 18 Sep 2016 23:30:20]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Zero Scatter Deep Strike worth it? (Blood Angels)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/702809/8910277.page"><b>Martel732 wrote:</b></a><br/>All melee attacks automatically hit rear armor. Unless it is a walker.</div></blockquote><br /> <br /> Not with Melta guns, "Melta Bomb".<br /> <br /> Hitting hear with a Melta Gun/pistol is still good, then you can Charge the unit that came out.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 18 Sep 2016 23:58:58]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>Zero Scatter Deep Strike worth it? (Blood Angels)</title>
				<description><![CDATA[ With most transports, it doesn't matter which side you shoot with a melta gun. ]]></description>
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				<pubDate><![CDATA[Mon, 19 Sep 2016 00:09:34]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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				<title>Zero Scatter Deep Strike worth it? (Blood Angels)</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/702809/8910320.page"><b>Martel732 wrote:</b></a><br/>With most transports, it doesn't matter which side you shoot with a melta gun. </div></blockquote><br /> <br /> Still easier on AV11 than <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12/13, with <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13 you need a 6+ roll on <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> for pen instead of a 3+, I know it doesnt sound like a lot, but 2-3 Melta guns/pistols if you miss with 1 and make a bad "ish" roll you might not explode it and only take off <span class="glossaryitem" onmouseover='gp(661);'>HP</span>'s. If you are able to get rear it is always better and if the rear is 10 then at least Bolters can hurt it.]]></description>
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				<pubDate><![CDATA[Mon, 19 Sep 2016 05:03:36]]> GMT</pubDate>
				<author><![CDATA[ Amishprn86]]></author>
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				<title>Re:Zero Scatter Deep Strike worth it? (Blood Angels)</title>
				<description><![CDATA[ I really enjoy running jump pack armies, so I like the idea - it may not be the most powerful, but the reliable tactical flexibility is always neat.<br /> <br /> Dropping a bunch of first turn 5-man gunslinger <span class="glossaryitem" onmouseover='gp(671);'>VVs</span> might also be the only decent situation for the odd 'Zealot at half strength' decurion rule too, as they'll definitely take fire and remain a (moderate) threat / annoyance T2.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 19 Sep 2016 11:58:26]]> GMT</pubDate>
				<author><![CDATA[ tkni]]></author>
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