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		<title><![CDATA[Latest posts for the thread "Snipers in Renegades & Heretics"]]></title>
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				<title>Snipers in Renegades &amp; Heretics</title>
				<description><![CDATA[ Now that R&H can take cheap snipers in the form of Marauders, what is the real-terms value of them on the table? Sniper rifles are really just bolters with a 16.5% chance to cause a mortal wound. What would be the critical mass for this weapon, to be able to realistically threaten characters? With only 2 weapons per squad multiple Marauder units would have to be fielded but how many before they start to become effective and not just a long-shot chance at plinking off a wound every other turn?]]></description>
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				<pubDate><![CDATA[Fri, 23 Jun 2017 18:58:49]]> GMT</pubDate>
				<author><![CDATA[ Demantiae]]></author>
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				<title>Snipers in Renegades &amp; Heretics</title>
				<description><![CDATA[ If they're proper snipers, they can target characters that are hiding behind units (normally, you can only target characters if they're the closest unit or something to that effect; snipers can always target them).]]></description>
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				<pubDate><![CDATA[Fri, 23 Jun 2017 19:00:14]]> GMT</pubDate>
				<author><![CDATA[ Melissia]]></author>
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				<title>Snipers in Renegades &amp; Heretics</title>
				<description><![CDATA[ I'm not that impressed. You can only take 2 snipers and every time you take a casualty there is a 1/6 chance of wiping the squad. The stalkers rule is nice I guess. I would rather make Marauders into sacrificial meat shields, using brutes to tank wounds and with a 4+ save. As the casualty amount doesn't really affect them they are suited to dying and shotguns make them good at close up work.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jun 2017 19:10:10]]> GMT</pubDate>
				<author><![CDATA[ Trickstick]]></author>
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				<title>Snipers in Renegades &amp; Heretics</title>
				<description><![CDATA[ "The" point of snipers appears to simply be picking out opposing characters.  That'll mean they vary immensely in usefulness depending on who your opponent runs.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jun 2017 19:23:22]]> GMT</pubDate>
				<author><![CDATA[ Elbows]]></author>
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				<title>Snipers in Renegades &amp; Heretics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9f39b7beeabc67999ed8fcd8303512fe.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730074/9449131.page"><b>Trickstick wrote:</b></a><br/>I'm not that impressed. You can only take 2 snipers and every time you take a casualty there is a 1/6 chance of wiping the squad. The stalkers rule is nice I guess. I would rather make Marauders into sacrificial meat shields, using brutes to tank wounds and with a 4+ save. As the casualty amount doesn't really affect them they are suited to dying and shotguns make them good at close up work.</div></blockquote><br /> <br /> Speaking of the Stalker rule, the +1 for being in cover, think that means they are +2 to their armor for being in cover? Basically this unit would be like marine snipers in that sense, but the -1 to hit them is pretty solid. I agree that they seem more suited for up close and personal work. They are pretty much exactly the same as they were in 7th, but just a little cheaper. They also changed brutes from T4 to T3 to avoid mixed toughness. I've been wanting to convert a squad of these guys to function like a renegade inquisition, or rag tag A-Team of outcasts. In the moral rule was too gakky. Now you can at least re-roll that one, or take an enforcer with them. <br /> <br /> 2 snipers is pretty bleh though.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jun 2017 19:33:53]]> GMT</pubDate>
				<author><![CDATA[ gwarsh41]]></author>
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				<title>Snipers in Renegades &amp; Heretics</title>
				<description><![CDATA[ Well you <i>can</i> take marauders as meat shields and close range killers but that's not what I'm asking :-) I want them as snipers for my Alpha Legion force. But at two weapons per squad how many will I need?  My current thoughts are to field 2 squads in a Valkyrie and drop them somewhere nice to snipe from. With -1 to hit and a 3+ save in cover they're gonna be a pain to remove, and that 1/6 chance to completely flee isn't worth worrying about at all. If they get shot they'll likely take more than 1 casualty anyway, not likely that they take only 1 casualty and then you roll a 1. And if you do, well that's why you took 3 detachments and loaded up on command points right? 1/6 is easily mitigated by a re-roll.<br /> <br /> So would 4 sniper rifles really be bothering characters? Or would I need 4 squads for 8 guns? I like the idea of using Marauders as spec-<span class="glossaryitem" onmouseover='gp(280);'>op</span> sniper teams. They're as close as I can get to chaos scouts.<br /> <br /> 4 squads of sniper Marauders are coming in at only a little more than a single Heavy Bolter/Autocannon even split Havoc squad. That havoc squad can pump out tons of shots and threaten many things, would 8 sniper rifles bring to the table that amount of value? ]]></description>
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				<pubDate><![CDATA[Fri, 23 Jun 2017 20:23:10]]> GMT</pubDate>
				<author><![CDATA[ Demantiae]]></author>
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				<title>Snipers in Renegades &amp; Heretics</title>
				<description><![CDATA[ It depends on what you're facing, Nids, probably not as most of their charters are to big to hide.<br /> <br /> Necrons and Guard, definitely as the buffs some of there characters give would make them a primary target before you open up with other units.<br /> <br /> A full conscript squad isn't going anywhere with a commissar behind it, but take him out and they run in drovers.<br /> <br /> Personally, I'm running with a full scout sniper squad (combat squad split) to give me the table coverage.  If you want 1 turn kills then you probably need the 4 units but if your happy to plug away then 1-2 units should be fine.  Who knows, they might pop a hive tyrant with the odd mortal wound. ]]></description>
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				<pubDate><![CDATA[Fri, 23 Jun 2017 20:39:50]]> GMT</pubDate>
				<author><![CDATA[ ScarVet101]]></author>
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				<title>Snipers in Renegades &amp; Heretics</title>
				<description><![CDATA[ A unit of 5 with 2 snipers isn't horribly bad I guess. 34 pts makes them spamable, although they are behind the 5 ratlings you would get for 35 pts. They are far more durable than the ratlings though, with t3 and the -1 to hit from being stalkers. So they are not really the best snipers but you could probably manage something with them.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jun 2017 20:41:22]]> GMT</pubDate>
				<author><![CDATA[ Trickstick]]></author>
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				<title>Snipers in Renegades &amp; Heretics</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9f39b7beeabc67999ed8fcd8303512fe.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/730074/9449332.page"><b>Trickstick wrote:</b></a><br/>A unit of 5 with 2 snipers isn't horribly bad I guess. 34 pts makes them spamable, although they are behind the 5 ratlings you would get for 35 pts. They are far more durable than the ratlings though, with t3 and the -1 to hit from being stalkers. So they are not really the best snipers but you could probably manage something with them.</div></blockquote><br /> <br /> Didn't realize they were that cheap, that gives you 5 units (10 rifles) for the about same price as a 10 man camo scout unit and you can cover a lot more of the board.  If you've got the slots I'd probably take at least 3 units and add a few units that my opponent couldn't afford to ignore early on.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jun 2017 20:59:12]]> GMT</pubDate>
				<author><![CDATA[ ScarVet101]]></author>
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				<title>Snipers in Renegades &amp; Heretics</title>
				<description><![CDATA[ So my plan is to build a R&H force to go with my Alpha Legion, all spec-ops type stuff except for cultists which will be my bubble-wrap mandatory troop choices. For many game I'll be rockin a Land Raider Achilles, a beast you just can't ignore (though you can barely kill it either...). Big stuff doesn't concern me as between the metric-ton of mortal wounds that thing throws out, and the multi-melta's, and my preds I got the big stuff covered and I have the priority targets already.<br /> <br /> I'm looking at Marauder snipers backed up by Disciples to fill out my model mass and give me cheaper elite shooting (BS3+ all around and lots of plasma). But it's been a long time since I played, back then snipers were good. I know they got crap in 7th but I don't know just how good they are in 8th yet.<br /> <br /> With 36" range on these sniper rifles is that enough to deploy them in cover game start or should I be considering airdropping them via Valkyries onto the board? I'm interested to try the gamble and have the birds blaze across the table and chuck out a couple sniper teams into choice terrain, suffering the risk of death and -1 to hit the turn they drop. My own Hydra Drop Troops! I like the idea of this but I'm approaching this practically, if they can serve by deploying them right away I'll look at putting the Valkyrie points elsewhere.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jun 2017 23:51:47]]> GMT</pubDate>
				<author><![CDATA[ Demantiae]]></author>
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