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		<title><![CDATA[Latest posts for the thread "[1000] - Astra Militarum - Tallarn Desert Raiders"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "[1000] - Astra Militarum - Tallarn Desert Raiders"]]></description>
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				<title>[1000] - Astra Militarum - Tallarn Desert Raiders</title>
				<description><![CDATA[ Hello everyone!  I'm returning to the hobby after a long dark age, and I've decided to put together the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> army I always wanted back in 3rd edition - Tallarn. I just had boring plastic Catachans instead <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0">  <br /> <br /> I've bought, cleaned and rebased a couple of small collections from ebay, and cobbled it into this list. I've decided to go pure infantry for this stage - if I wanted a bigger army in the future, that's when to bring in the armor - but for now I'm concentrating on metal 90's sculpts. I love it!<br /> <br /> I've converted some of the extra special weapons I wanted like flamers... <br /> Do I have too many special weapons in total though? I've run out of lasgun guys, but have a few special/heavies left, and I do want to use as many of the models I have as possible!<br /> What should I do with the remaining points? Krak grenades, meltabombs, power weapons, camo gear? More pyskers, Inquisitors?<br /> <br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - 245 pts</b><br /> Company Commander - Carapace armor, Boltgun<br /> Company Command Squad - 2 Plasma guns<br /> Ministorum Priest<br /> Primaris Psyker - <span class="glossaryitem" onmouseover='gp(328);'>ML</span> 2<br /> Ordo Xenos Inquisitor - Psychotroke grenades, 3 Servo skulls<br /> <br /> <b>TR - 330 pts</b><br /> Platoon Command Squad - Boltgun, Autocannon, 2 Sniper rifles<br /> Infantry Squad - Autocannon, Grenade launcher<br /> Infantry Squad - Autocannon, Grenade launcher<br /> Infantry Squad - Autocannon, Grenade launcher<br /> Heavy Weapons Squad - 3 Missile launcher<br /> <br /> <b>TR - 256 pts</b><br /> Platoon Command Squad - 4 Meltaguns, Bolt pistol<br /> Infantry Squad - Flamer<br /> Infantry Squad - Flamer<br /> Special Weapon Squad - Flamer, 2 Demolition charges<br /> <br /> <b>TR - 121 pts</b><br /> Veterans - 3 Plasma guns, Boltgun, Grenadiers<br /> <br /> spare - 48 pts<br /> <br /> <br /> Thanks<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 11 Nov 2016 09:58:59]]> GMT</pubDate>
				<author><![CDATA[ AutocannonSidearm]]></author>
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				<title>[1000] - Astra Militarum - Tallarn Desert Raiders</title>
				<description><![CDATA[ Looks like a decent list to me.. missing a bit of armour but at this level you have tools to deal with armour.. <br /> <br /> The one thing you could do is switch the grenades on the Inquisitor to Rad grenades for -1 toughness to enemies ]]></description>
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				<pubDate><![CDATA[Fri, 11 Nov 2016 13:40:42]]> GMT</pubDate>
				<author><![CDATA[ SuperBerzerker12]]></author>
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				<title>[1000] - Astra Militarum - Tallarn Desert Raiders</title>
				<description><![CDATA[ Yeah, I'm hoping that by avoiding armour completely I deny any anti-tank weapons my opponent might have. Lascannons etc. will have to shoot at T3 guard, who are preferably in cover, and all expendable anyway.<br /> <br /> Bath salt (psychotroke) grenades sounded hilarious, but rad grenades do seem ripe for combo-abuse too. Mixes nicely with priest re-rolls and maybe a power weapon or two?<br /> <br /> [insane idea] Also, it looks like rad grenades stack if the ][s are not in the same unit, so you could hide multiples in a blob, have them leave the unit in the movement phase and all charge the same target. Use enough ][s to reduce the target to zero toughness (and therefore zero models) before combat even starts. I'm filing that away for larger games under "death star stain removal"]]></description>
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				<pubDate><![CDATA[Fri, 11 Nov 2016 16:44:27]]> GMT</pubDate>
				<author><![CDATA[ AutocannonSidearm]]></author>
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