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		<title><![CDATA[Latest posts for the thread "Are there any gaping holes in my (Space Marine) army list?"]]></title>
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				<title>Are there any gaping holes in my (Space Marine) army list?</title>
				<description><![CDATA[ I've asked a couple of similar questions before, but as I'm new to the hobby I'm after as much help as possible to co-ordinate & synergise my Imperial Fists.<br /> <br /> My army list as it stands:<br /> <br /> Terminator Captain (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>)<br /> <br /> x2 Dreadnoughts<br /> <br /> x30 Tactical Marines<br /> <br /> x5 Terminators (w/ lightning claws)<br /> <br /> x5 Terminators (w/ storm bolters & 1 assault cannon)<br /> <br /> x10 Devastators<br /> <br /> x5 Sternguard<br /> <br /> x5 Scouts <br /> <br /> x1 Chaplain<br /> <br /> x3 Rhino<br /> <br /> x1 Drop pod<br /> <br /> My basic tactical plan (please critique) is to stick the three squads of tactical marines in the Rhinos & use them as objective grabbers/ jack of all trades. The scouts will serve a similar purpose but with a homing beacon to call the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> Termies out of deep strike reserve if the going gets tough.<br /> <br /> The Devastators will stay back & saturate any advancing enemy with heavy fire.<br /> <br /> The Terminator Captain will join the assault Termies and, in the company of a dreadnought armed with an assault cannon, aim to give any hoardes hell.<br /> <br /> Sternguard (with combi weapons) w/ Chaplain in the drop pod to wade in and slap enemies around as required.<br /> <br /> Second dreadnought (w/ melta & powerfist/ heavy bolter) to accompany any unit needing support.<br /> <br /> I've made sure, as best I can, to mix up units with anti-infantry & anti-tank weapons choices.<br /> <br /> How would you alter my basic tactics & what would you add to the army list? I was thinking a <span class="glossaryitem" onmouseover='gp(456);'>LS</span> storm to deliver the scouts, and either a vindicator or some <span class="glossaryitem" onmouseover='gp(29);'>dev</span> centurions?<br /> <br /> Thanks.]]></description>
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				<pubDate><![CDATA[Sat, 7 Jan 2017 19:19:31]]> GMT</pubDate>
				<author><![CDATA[ SaltySeaDog]]></author>
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				<title>Are there any gaping holes in my (Space Marine) army list?</title>
				<description><![CDATA[ Maybe swap out the second terminator squad for some <span class="glossaryitem" onmouseover='gp(29);'>dev</span> cents with grav load out or a librarian conclave. You can save more points by shaving the fac squads to min with max weapon load outs. Have you checked out the imperial fist supplement or the gladius detachment? Might be worth considering.<br /> <br /> Full disclosure, don't own any but I have been looking into them for my next army.]]></description>
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				<pubDate><![CDATA[Sat, 7 Jan 2017 21:42:02]]> GMT</pubDate>
				<author><![CDATA[ slip]]></author>
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				<title>Are there any gaping holes in my (Space Marine) army list?</title>
				<description><![CDATA[ needs some anti-air, unless you're taking missile <span class="glossaryitem" onmouseover='gp(29);'>Devs</span> w/ Flakk, which isn't really as good as some dedicated anti-air units like a Hunter or Stalker.<br /> <br /> I personally don't like Grav Centurions, but that's primarily because I play gunline Imperial Fists and their short range isn't all that helpful in that regard. I think they could add some decent anti-heavy infantry/Monstrous Creature firepower.<br /> <br /> Find a means to deliver the assault termies; without some storm shields they'll get shot off the board by dedicated <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 firepower before they can even get close to the enemy, and deep striking them stalls them for one turn while they still get shot at (speaking from personal experience; one of my early games saw my Terminators shot off the board without even so much as killing a single Tau suit). If you have the points, stick them in a Land Raider or Stormraven so they can get some protection before you prepare to charge.<br /> <br /> From there, maybe some Librarians. You won't be able to do it in a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> unless you drop the Captain or the Chaplain, but a Gladius or Sternhammer should give some room for a Conclave.]]></description>
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				<pubDate><![CDATA[Sun, 8 Jan 2017 00:43:34]]> GMT</pubDate>
				<author><![CDATA[ iowaforever]]></author>
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				<title>Are there any gaping holes in my (Space Marine) army list?</title>
				<description><![CDATA[ Marines love Drop Pods, or alternatively a host of free Rhinos.<br /> <br /> Put the Dreads in Pods or cut them.<br /> <br /> Consider a Skyhammer Assault. Minimum of 10 <span class="glossaryitem" onmouseover='gp(29);'>Devs</span> and 10 Assault Marines that can charge out of Deep Strike and have Relentless to shoot their heavy weapons.<br /> <br /> How many points are you currently at?]]></description>
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				<pubDate><![CDATA[Sun, 8 Jan 2017 02:57:57]]> GMT</pubDate>
				<author><![CDATA[ Elric Greywolf]]></author>
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				<title>Are there any gaping holes in my (Space Marine) army list?</title>
				<description><![CDATA[ As always, having some form of anti-air is always good. Depending on the amount of points you have already invested in your Devastators, you can change them our for either a couple of fliers of your own (Stormtalons/Stormhawks or any of the Forge-World fliers that are permitted in your local meta), or run dedicated anti-air vehicles if you're very sure that your opponents are bringing fliers. <br /> <br /> I would say running fliers of your own is always a better option since they can shoot ground targets, while dedicated Skyfire units can't. ]]></description>
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				<pubDate><![CDATA[Sun, 8 Jan 2017 08:35:28]]> GMT</pubDate>
				<author><![CDATA[ arbiter7x]]></author>
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				<title>Are there any gaping holes in my (Space Marine) army list?</title>
				<description><![CDATA[ Skyhammer assault looks interesting considering <span class="glossaryitem" onmouseover='gp(29);'>Devs</span>.<br /> But Assault Marines are a mediocre <span class="glossaryitem" onmouseover='gp(19);'>cc</span> unit. What should they engage? Guardsmen?]]></description>
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				<pubDate><![CDATA[Sun, 8 Jan 2017 09:17:34]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>Are there any gaping holes in my (Space Marine) army list?</title>
				<description><![CDATA[ It looks like you are one fast pick away from a Gladius w/1st company TF.<br /> <br /> Bikes are probably your strongest option there, but everything has some merit.<br /> <br /> Once you have that slot filled, the next step is to either refine that list, or build more options.<br /> <br /> Branching out should be just looking at the different formations and getting what you need to field them.  More scouts so you can field the 10th co TF.  Or just start another formation from scratch.  Lots of to-taste here.  The <span class="glossaryitem" onmouseover='gp(440);'>LSS</span> for the scouts is a good idea.<br /> <br /> IF Sternguard with bolter drill are very nice.  You want more of them.  And not for the suicide melta, but to bolter things.<br /> <br /> I just packed a 1850/2k list to take down to the <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> tomorrow.  It’s obviously biased by my collection and preferences, but should make for a fun list to play.  Not far off from what you have.  1st company is a bit different. (plus it’s Ultramarines)<br /> <br /> <div style="margin-top:5px; margin-bottom:10px;">
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<br /> +++ New Roster (Warhammer 40,000 7th Edition v2017) (1998pts) +++<br /> Formation: Battle Demi-Company (1205pts)<br /> <br /> Chaplain Cassius<br /> <br /> 5 Man Devestator Squad, 4xLC<br /> <br /> Dreadnought [<span class="glossaryitem" onmouseover='gp(330);'>MM</span>, Powerfist w/<span class="glossaryitem" onmouseover='gp(336);'>HF</span>], Drop Pod [Storm Bolter]<br /> <br /> 2x TML/<span class="glossaryitem" onmouseover='gp(51);'>HB</span> Land Speeder <br /> <br /> 10 Man Tactical Squad [Rhino] <span class="glossaryitem" onmouseover='gp(583);'>GC</span>/G, c-grav<br /> 10 Man Tactical Squad [Rhino] <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/M, c-melta<br /> 10 Man Tactical Squad [Rhino] <span class="glossaryitem" onmouseover='gp(328);'>ML</span>/F, melta bomb<br /> <br /> Formation: 1st Company Task Force (793pts)<br />  9 Man Sterguard Veteran Squad: Drop Pod [Storm Bolter] <span class="glossaryitem" onmouseover='gp(336);'>HF</span>, PFist sarge<br /> 10 Man Sterguard Veteran Squad: Drop Pod [Storm Bolter] 5xC-melta, 2xHF<br /> 5 Man Terminator Squad: AsC, 1xChainfist<br /> <br /> For 1,850, remove melta bomb, dread.  Swap Melta <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad’s rhino for pod.<br /> 
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				<pubDate><![CDATA[Sun, 8 Jan 2017 12:27:54]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Are there any gaping holes in my (Space Marine) army list?</title>
				<description><![CDATA[ Se aware I don´t believe normal scouts can take the locator beacon only the bike scouts. Not 100% sure if the can take teleport homer which maybe what you are thinking. But I don´t think they can.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 10:43:26]]> GMT</pubDate>
				<author><![CDATA[ rawne2510]]></author>
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				<title>Are there any gaping holes in my (Space Marine) army list?</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/713475/9124640.page"><b>rawne2510 wrote:</b></a><br/>Se aware I don´t believe normal scouts can take the locator beacon only the bike scouts. Not 100% sure if the can take teleport homer which maybe what you are thinking. But I don´t think they can.</div></blockquote><br /> <br /> The scout sarge can take a teleport homer, which works for terminators.]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2017 12:37:38]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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