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		<title><![CDATA[Latest posts for the thread "Fist of Medusa Shenanigans"]]></title>
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				<title>Fist of Medusa Shenanigans</title>
				<description><![CDATA[ Playing around with the Fist of Medusa decurion-thing, and I noticed that if set-up a certain way, you never have to take a single Tactical marine in a list. Now, My questiona are A) Is it Legal and B) Level of effectiveness.<br /> I figured the conclave, split up, would spread the +1 <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> bonus of the Decurion around, Sternguard are awesome anyway, Vanguards to counter-assault/fast Objective taking, and the vehicles provide support.<br /> <br /> I'm toying with:<br /> <br /> Core:<br /> 1 Techmarine<br /> 2 <span class="glossaryitem" onmouseover='gp(477);'>WW</span><br /> 1 Pred (<span class="glossaryitem" onmouseover='gp(5);'>AC</span>/<span class="glossaryitem" onmouseover='gp(80);'>LC</span>)<br /> <br /> Aux:<br /> 1st Company<br /> Sternguard x3<br /> <br /> 1st Company<br /> Sternguard x2<br /> Vanguard Vets x2<br /> <br /> Honoured Ancient:<br /> Dreadnought x2 (Rifleman)<br /> <br /> Command:<br /> Libby Conclave<br /> 5x ML1 Libbys<br /> <br /> I'm curious to hear input, because I've seen the damage a single squad of Sternguard can do, but unleashing 5 squads seems like ridiculous overkill, and possibly not legal (But I'm still not 100% with formation/decurion rules, <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> is still my true force org love <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">)]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2016 13:34:22]]> GMT</pubDate>
				<author><![CDATA[ Izural]]></author>
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				<title>Fist of Medusa Shenanigans</title>
				<description><![CDATA[ It's possible (At least to my knowledge) and not at all a bad idea. You're basically taking a Deathwatch army, really, but with Iron Hands chapter tactics.<br /> Compared to Deathwatch, your Sternguard are getting 5+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>, but losing access to re-rolls on 1s against certain unit types. (I think re-rolls to wound, but it could be to-hit. Not sure without looking it up.) You also get different formation bonuses, of course, but that's more of a wash depending on the formations you like to take. <br /> <br /> The one thing you're losing out on is access to Shotguns, of course. Deathwatch get Deathwatch Shotguns on top of their Boltguns, giving a free S3 template that they can use for Overwatch, and a couple S4 Assault options if you want an emergency charge. In a mirror match, Deathwatch Veterans are probably a bit better than Sternguard, but it's close. (Also, <span class="glossaryitem" onmouseover='gp(412);'>DW</span> veterans can take special weapons, not just combi-weapons, and of course they can bring Frag Cannons.) <br /> <br /> It's probably not the most competitive <span class="glossaryitem" onmouseover='gp(3);'>40k</span> army possible, but it is pretty good, and if you prefer durability over a slight versatility boost, it's not a bad idea.]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2016 18:19:50]]> GMT</pubDate>
				<author><![CDATA[ Waaaghpower]]></author>
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				<title>Fist of Medusa Shenanigans</title>
				<description><![CDATA[ Ah cool. The only real downside I can think of taking only Sternguard, is that its 110 points for 5 guys as opposed to the tactical 70; making them ridiculously more valuable and any loss will really hurt.<br /> <br /> The main issue is, <span class="glossaryitem" onmouseover='gp(462);'>ofc</span>, the extreme lack of mobility of that list, even with Rhinos everywhere. I love Speeders and Stormtalons, but the formations that take them force a tax of some kind (Unless theres a Speeder + Stormtalon formation i've missed?)<br /> <br /> Edit: Sternguard can take 2 Special weapons <span class="glossaryitem" onmouseover='gp(17);'>btw</span>, so I'm only losing out on <span class="glossaryitem" onmouseover='gp(412);'>DW</span> exclusives]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2016 18:53:48]]> GMT</pubDate>
				<author><![CDATA[ Izural]]></author>
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				<title>Fist of Medusa Shenanigans</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/01d25cf7f0420802be5d7f7f452650cc.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/709335/9042063.page"><b>Izural wrote:</b></a><br/>Ah cool. The only real downside I can think of taking only Sternguard, is that its 110 points for 5 guys as opposed to the tactical 70; making them ridiculously more valuable and any loss will really hurt.<br /> <br /> The main issue is, <span class="glossaryitem" onmouseover='gp(462);'>ofc</span>, the extreme lack of mobility of that list, even with Rhinos everywhere. I love Speeders and Stormtalons, but the formations that take them force a tax of some kind (Unless theres a Speeder + Stormtalon formation i've missed?)<br /> <br /> Edit: Sternguard can take 2 Special weapons <span class="glossaryitem" onmouseover='gp(17);'>btw</span>, so I'm only losing out on <span class="glossaryitem" onmouseover='gp(412);'>DW</span> exclusives</div></blockquote><br /> <span class="glossaryitem" onmouseover='gp(412);'>DW</span> can take effectively infinite Special Weapons. Up to 10, in a 10 man squad.<br /> Have you considered Drop Pods? If you have enough of them, a early-game drop pod assault with a ton of Sternguard can be pretty devestating.]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2016 19:03:38]]> GMT</pubDate>
				<author><![CDATA[ Waaaghpower]]></author>
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				<title>Fist of Medusa Shenanigans</title>
				<description><![CDATA[ Personally, I feel the Stormlance is the best all-around core for them due to the combo of <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> fire-and-move/embark Tacticals combined with <span class="glossaryitem" onmouseover='gp(681);'>IWND</span>/<span class="glossaryitem" onmouseover='gp(470);'>POTMS</span> fire-and-move Lasplas Razorbacks alongside a 3+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> Bike Command Squad. <br /> <br /> Plus you also have access to weird shenanigans like Stalkers with <span class="glossaryitem" onmouseover='gp(470);'>POTMS</span>, durable Scouts (cheaper Necron Warriors for many purposes) with <span class="glossaryitem" onmouseover='gp(470);'>POTMS</span> Storm Speeders, etc. ]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2016 19:13:54]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Fist of Medusa Shenanigans</title>
				<description><![CDATA[ I've thought about pods, but mobility and protection after a drop concerns me, that, and everyone uses pods, I want to do something different (at least by post-<span class="glossaryitem" onmouseover='gp(262);'>DP</span> standards) by taking rhinos for maximum manoeuvrability and protection.<br /> <br /> I may have to <span class="glossaryitem" onmouseover='gp(262);'>DP</span> a Dread though to keep my opponent honest in deployment if they see a sea of rhinos<br /> <br /> Edit: I love Stormlance. But it has 2 fatal flaws for me. 1) Forcing me to take a Captain or Chaplain and 2) Devastators. I loath them so.]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2016 19:19:30]]> GMT</pubDate>
				<author><![CDATA[ Izural]]></author>
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				<title>Fist of Medusa Shenanigans</title>
				<description><![CDATA[ What's wrong with taking either <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>?<br /> <br /> And worst comes to worst, you can always do like Steve Sisk and just run one Grav Cannon and an Armorium Cherub for the Revestator team, like a pseudo-Tactical Squad that can get <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5 on its big gun.]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2016 19:28:22]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Fist of Medusa Shenanigans</title>
				<description><![CDATA[ I feel that taking a captain mandates that I make him useful in some way (EG: Give him a <span class="glossaryitem" onmouseover='gp(457);'>JP</span>, <span class="glossaryitem" onmouseover='gp(224);'>TH</span>, <span class="glossaryitem" onmouseover='gp(221);'>SS</span>), inflating his cost; and Chaplains are almost useless <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. Both are 65 pts I could have spent on a Libby or Techmarine.<br /> <br /> I've heard about the single Grav-Cherub squad -  does that combo work out of a rhino hatch or is it just back-field only?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2016 19:40:18]]> GMT</pubDate>
				<author><![CDATA[ Izural]]></author>
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				<title>Fist of Medusa Shenanigans</title>
				<description><![CDATA[ It works outside a hatch. Since you're getting move-shoot-move though, you can still use it with a Razorback with the upside that the unit is deadlier when <span class="glossaryitem" onmouseover='gp(27);'>de</span>-meched. <br /> <br /> Both the captain and chaplain are 90 base due to the 4++. The main thing you want is the Bike. The <span class="glossaryitem" onmouseover='gp(457);'>JP</span> isn't worth it, plus with the new <span class="glossaryitem" onmouseover='gp(36);'>faq</span>, auras don't extend from inside vehicles so you want a durable <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to provide <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>/<span class="glossaryitem" onmouseover='gp(470);'>POTMS</span>.]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2016 20:28:55]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Fist of Medusa Shenanigans</title>
				<description><![CDATA[ Whelp, I'll certainly give it a good try to see how it goes, I do like the mobility the formation gives so it may just be my thing.<br /> <br /> Although, that's alot of transports I need to buy &gt;.&lt;]]></description>
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				<pubDate><![CDATA[Sat, 26 Nov 2016 20:36:41]]> GMT</pubDate>
				<author><![CDATA[ Izural]]></author>
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