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		<title><![CDATA[Latest posts for the thread "Wargear options for Eradicator squad"]]></title>
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				<title>Wargear options for Eradicator squad</title>
				<description><![CDATA[ With the drop of the new codex I was forced to remake most of my marines list and I have decided to add a unit of Eradicators. However I am having trouble deciding what wargear options to take for them. I have 135 points to work with and have two options:<br /> <br /> 1. I can put Heavy Melta rifles on all three<br /> <br /> 2. Put Melta rifles on two and a Multi-Melta on the third, This will also leave me with enough points to put a grenade launcher on a unit of Intercessors.<br /> <br /> The main advantage of 1 is the damage output which my list needs for heavier targets. The main disadvantage is that they are all heavy so no shooting if they advance and -1 to hit if they move, though in turn 2 & 3 this will be mitigated since my chapter are Ultramarines successors.<br /> <br /> The main advantage of 2 is greater mobility and more attacks as the muti is two shots plus the better Intercessors. The cost is less damage output.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Sun, 18 Oct 2020 04:36:45]]> GMT</pubDate>
				<author><![CDATA[ KingGarland]]></author>
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				<title>Re:Wargear options for Eradicator squad</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>... neither. eradicators are plenty strong, and having the option to advance and still put the hurt on something is, <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> worth it. ]]></description>
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				<pubDate><![CDATA[Sun, 18 Oct 2020 05:14:23]]> GMT</pubDate>
				<author><![CDATA[ BrianDavion]]></author>
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				<title>Re:Wargear options for Eradicator squad</title>
				<description><![CDATA[ BrianDavion makes a good point. I'm not sure where turns 2 and 3 come into it, because even the base melta-rifle already has -4AP... making sure the Eradicators actually hit is going to be a lot more useful than whether the unit on the receiving end gets a 6+ save or not.<br /> That said, the multi-melta still seems worth it for the sake of the extra shot, two shots at 4+ is still usually better than one at 3+.<br /> <br /> ...just realised, I mis-clicked on the poll - go ahead and take the one result off for heavy meltas and add that to the multi-melta results instead.   <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sun, 18 Oct 2020 11:29:44]]> GMT</pubDate>
				<author><![CDATA[ Super Ready]]></author>
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				<title>Re:Wargear options for Eradicator squad</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9f5be6da584f0fba7cb0e7a82f664cf8.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/793081/10959076.page"><b>Super Ready wrote:</b></a><br/>BrianDavion makes a good point. I'm not sure where turns 2 and 3 come into it, because even the base melta-rifle already has -4AP... making sure the Eradicators actually hit is going to be a lot more useful than whether the unit on the receiving end gets a 6+ save or not.<br /> That said, the multi-melta still seems worth it for the sake of the extra shot, two shots at 4+ is still usually better than one at 3+.<br /> <br /> ...just realised, I mis-clicked on the poll - go ahead and take the one result off for heavy meltas and add that to the multi-melta results instead.   <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> </div></blockquote><br /> <br /> Turn 2 and 3 he'll be in Tactical Doctrine, and UM can count as stationary if they didn't advance while in <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> through a strat. <br /> <br /> Goonhammer mathhammered the Heavy vs the Normal, and the Heavy supposedly outdamages enough to be worth the points cost + moving, but they didn't figure out 0 damage from advancing. <br /> <br /> I've already decided I think I prefer being to advance.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> If you really want to overkill, take the heavies, don't advance and use the All Three Doctrines at once Strat to give them Stationary and -1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>.]]></description>
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				<pubDate><![CDATA[Sun, 18 Oct 2020 11:42:20]]> GMT</pubDate>
				<author><![CDATA[ Breton]]></author>
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				<title>Wargear options for Eradicator squad</title>
				<description><![CDATA[ Definitely want the Multi for the extra shot/s I think. Heavy vs Normal for the other two is the question I think. I’m leaning towards Heavy since I’ve already got the Heavy Multi in there. ]]></description>
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				<pubDate><![CDATA[Sun, 18 Oct 2020 11:46:25]]> GMT</pubDate>
				<author><![CDATA[ AduroT]]></author>
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				<title>Wargear options for Eradicator squad</title>
				<description><![CDATA[ I’ll likely build mine all as regular Melta Rifle for mobility. ]]></description>
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				<pubDate><![CDATA[Sun, 18 Oct 2020 12:11:58]]> GMT</pubDate>
				<author><![CDATA[ JohnnyHell]]></author>
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				<title>Wargear options for Eradicator squad</title>
				<description><![CDATA[ Run a six man unit with two Multi Meltas. Combat Squad and put both Multi Meltas into the same unit. Three rifles run forward, two Multi’s hang back. ]]></description>
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				<pubDate><![CDATA[Sun, 18 Oct 2020 12:39:48]]> GMT</pubDate>
				<author><![CDATA[ AduroT]]></author>
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				<title>Wargear options for Eradicator squad</title>
				<description><![CDATA[ My first thought on this unit was it was pretty close to overkill vs. most things with just the basic rifle, and you want to be moving, so why bother with the <span class="glossaryitem" onmouseover='gp(330);'>MM</span>?<br /> <br /> But that’s in a vaccum where you are not taking losses.  Turn two, you are now midfield and don;t need to move, and might have lost one or two of the guys in the squad.  Now that Multi-Melta gets to Multi-doubletap and still mangle a/o kill something, even if he’s the last man standing.<br /> <br /> Seems like it might be worth the points investment.]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2020 11:29:57]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Wargear options for Eradicator squad</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/dbec6fbbfea3621541b4300756693720.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/793081/10959917.page"><b>Nevelon wrote:</b></a><br/>My first thought on this unit was it was pretty close to overkill vs. most things with just the basic rifle, and you want to be moving, so why bother with the <span class="glossaryitem" onmouseover='gp(330);'>MM</span>?<br /> <br /> But that’s in a vaccum where you are not taking losses.  Turn two, you are now midfield and don;t need to move, and might have lost one or two of the guys in the squad.  Now that Multi-Melta gets to Multi-doubletap and still mangle a/o kill something, even if he’s the last man standing.<br /> <br /> Seems like it might be worth the points investment.</div></blockquote><br /> <br /> 6 shots rerolling 1's to hit doesn't kill leman russ in average though. Even with full rerolls to hit you average 9 damage. So if you want to make sure you kill T8 3+ W12 model the extra damage has point.]]></description>
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				<pubDate><![CDATA[Mon, 19 Oct 2020 11:37:50]]> GMT</pubDate>
				<author><![CDATA[ tneva82]]></author>
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