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Old April 11th, 2006, 18:24   #8 (permalink)
Chaosbrynn
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Quote:
Originally Posted by nalrush
Thanks for the inputs! As I've said, I don't know what to do with the Scouts, so I've just put in something that would assault, like the rest of my army. If anyone has any suggestions on what holes they may fill that the assault marines can't cover, that would be much appreciated!
Concentrating on only one aspect is definately a weakness. You can be primarilly assault but it would be foolish not to include some long range ability.

Quote:
Originally Posted by nalrush
I had hoped that I would not need shooters to take care of tanks, but it appears that is inevitable.
Its not inevitable. Its just smart. You can try and use fists and melta bombs solely, but youll have much more success with shooting.

Quote:
Originally Posted by nalrush
Finally, what should I equip the chaplain with? I suppose he must have a jump pack, but what else?
Chaplain: Crozius, Rosarius, Bolt Pistol, Frag Grenades, Jump pack. - 122/137 depending on wounds.

You can also go with terminator honours for the extra attack if you wish.

I wouldnt put a powerfist or plasma pistol on him in such a small game. He likely wont need it, it costs quite a few points, and in the case of the plasma pistol, can get your 100+ point model killed.
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Efficiency VS Point Cost VS Ease Of Use - Your best bets:

1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant

2) 8 man Devastator squad - 4 missile launchers

3) Land Speeder Tornado - HB + AC
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