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				<title>Space marine bikes + Command squad build questions as a close combat unit</title>
				<description><![CDATA[ Here is the scenario (basically the ONLY units I have to work with).<br /> <br /> Im trying to balance my army out for well rounded, but competitive fun.  (don't mistake competitive for tournament competitive <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">)<br /> <br /> My army at present has a good range of guns and gun types. (Centurion devastators with Grav-cannons for instance, devastator squads with las cannons, lots of bolters, etc). My point being, Im satisfied with the "shooting gallery."<br /> <br /> Outside of the few tactical sergeants that have a sword, I have no real H2H, <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, Rapid assault units.<br /> <br /> Attached below Is my thoughts on making  2 units I guess that do just that, and pretty much only that.<br /> <br /> By power weapons I mean swords.<br /> <br /> --<br /> On the command bike squad that should give me the ability to (on one turn).<br /> <br /> Move 12"<br /> Shoot Bolters from bikes in shooting phase (relentless), remember the emphasis on these units is NOT shooting.<br /> <br /> Assault ~12" or something.<br /> on command, bikes get 2 attacks + 1 for dual weapons + 1 for charging, 4 attacks per bike, 20 total. (hammer of wrath adds + 5 more total?)<br /> --<br /> On captains bike, same as above, except thunder hammer, 3 attacks base + 1 for the charge.<br /> <br /> Thoughts, advice, or alternate load outs for those units?<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 27 Feb 2017 06:15:38]]> GMT</pubDate>
				<author><![CDATA[ JeffariusHillarious]]></author>
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				<title>Space marine bikes + Command squad build questions as a close combat unit</title>
				<description><![CDATA[ How many points to you want to sink into them?  Chapter Tactics?<br /> <br /> I’m going to toss out the required “If you want to be competitive, forgo the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and just load up on grav guns”  You want a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit though, so lets work with that.<br /> <br /> First, drop the stormbolter from your captain.  it’s not worth the points on a foot captain, and the times it’s better then the <span class="glossaryitem" onmouseover='gp(126);'>TL</span>’d bolters on the relentless bike are miniscule.  That said, I’ve paid 5 points for looks before, so if you wan’t to keep it, why not.  <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> is a solid pick.  Powerfist is not bad if you want to shave 5 points.  If you have more points to dump in, the Shield Eternal gives some nice perks for a heft pricetag.<br /> <br /> The command squads needs the apothecary.  With T5, you should be getting that <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> against most everything, and it adds a critical layer of survivability to the squad.<br /> <br /> If you are building a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> command squad, the champion is also very good.  For the price of a power sword, you get an extra point of <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and a 6++ plus the sword.  It’s free upgrades, why not take them?<br /> <br /> Power swords are a niche weapon.  They kill <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.  That’s a pretty big niche, but you might want to consider what kind of things worry you that need this sort of troubleshooter unit.<br /> <br /> As long as the captain is tanking, you can probably forgo the storm shields on the squad, but after a certain amount of points get sunk into a unit, you might want to go all-in for a little more durability.  At least on one or two guys.]]></description>
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				<pubDate><![CDATA[Mon, 27 Feb 2017 13:42:03]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Space marine bikes + Command squad build questions as a close combat unit</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee0635b5b042371c386598202afc5e11.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/719238/9223879.page"><b>Nevelon wrote:</b></a><br/>How many points to you want to sink into them?  Chapter Tactics?<br /> <br /> I’m going to toss out the required “If you want to be competitive, forgo the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and just load up on grav guns”  You want a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> unit though, so lets work with that.<br /> <br /> First, drop the stormbolter from your captain.  it’s not worth the points on a foot captain, and the times it’s better then the <span class="glossaryitem" onmouseover='gp(126);'>TL</span>’d bolters on the relentless bike are miniscule.  That said, I’ve paid 5 points for looks before, so if you wan’t to keep it, why not.  <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> is a solid pick.  Powerfist is not bad if you want to shave 5 points.  If you have more points to dump in, the Shield Eternal gives some nice perks for a heft pricetag.<br /> <br /> The command squads needs the apothecary.  With T5, you should be getting that <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> against most everything, and it adds a critical layer of survivability to the squad.<br /> <br /> If you are building a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> command squad, the champion is also very good.  For the price of a power sword, you get an extra point of <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and a 6++ plus the sword.  It’s free upgrades, why not take them?<br /> <br /> Power swords are a niche weapon.  They kill <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>.  That’s a pretty big niche, but you might want to consider what kind of things worry you that need this sort of troubleshooter unit.<br /> <br /> As long as the captain is tanking, you can probably forgo the storm shields on the squad, but after a certain amount of points get sunk into a unit, you might want to go all-in for a little more durability.  At least on one or two guys.</div></blockquote><br /> <br /> <br /> <br /> <br /> Thank you for skipping the obligatory "grav guns, grav guns, everything with grav guns" and the "buy this unit instead" <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> since I've already taken care of grav weapons in other units, and cant purchase more units. what i listed is pretty much ALL i have to work with.<br /> <br /> Im leaning very heavily towards iron hands, or imperial fists, probably iron hands, though.<br /> <br /> I guess the closest to a "specific" target I have, would be counter assault units, with some ability to tie up units in case I cant get my centurion grav squads to the target after deep strike.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 27 Feb 2017 19:08:27]]> GMT</pubDate>
				<author><![CDATA[ JeffariusHillarious]]></author>
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				<title>Space marine bikes + Command squad build questions as a close combat unit</title>
				<description><![CDATA[ The think about your target thing was really a dig at the power swords.  I like them, they have a job; and that job is killing <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> with no invuln save.  Against everything else, you are better served with an axe or a maul.  So when you look at the battle field, and deciding what demands the attention of your captain and crew, is it going to be a basic <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>?  Probably not.  Odds are you are going to have bigger fish to fry.  So gear to kill those threats.]]></description>
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				<pubDate><![CDATA[Tue, 28 Feb 2017 12:48:57]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Space marine bikes + Command squad build questions as a close combat unit</title>
				<description><![CDATA[ Definitely recommend Iron Hands Command Squad on Bikes. The +1 to your <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is fantastic. Even better in a Fist of Medusa attachment (which would usually give you an additional +1 <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>) occasionally I like to run with special weapons (yes, including fluffy Grav :|) but I have more fun charging in and smashing stuff.<br /> <br /> I like to run mine with <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapons unless I'm facing a star that has better <span class="glossaryitem" onmouseover='gp(19);'>CC</span> than me (Typically a Wolf-star) <br /> 2 Veterans with Power Claws <br /> 2 Veterans with Power Fist & Storm Shields<br /> Apparently the Apothecary can no longer take upgrades but that is OK. <br /> <br /> I recently added <span class="glossaryitem" onmouseover='gp(171);'>St</span>. Celestine to my collection but have yet to play a game with her. Being able to allow the squad to H&R as well as gain Zealot or Furious Charge/Counter Attack for a turn is great. That and she's an additional tank for the unit. Overall fantastic addition. I try to tone this unit down in friendly games (for example changing <span class="glossaryitem" onmouseover='gp(436);'>CTs</span> or running a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> instead)]]></description>
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				<pubDate><![CDATA[Tue, 28 Feb 2017 14:16:05]]> GMT</pubDate>
				<author><![CDATA[ digital-animal]]></author>
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