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| | #21 (permalink) |
| Member Join Date: May 2007 Location: Dallas, Texas Age: 22
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Rep Power: 33 ![]() ![]() ![]() | Now I have something for you to think about. If you drop Marbo, that gives you an even 200 points. With that, you could get a second infantry platoon equipped like your first, except with lascannons. Or exactly like the first and have 20 points to spare. The question is would you rather have Marbo or another infantry platoon, or maybe something else entirely. You have a lot of options with 200 points
__________________ I WANNA GET STUCK IN WIT DA BOYZ Last edited by slobulous; November 6th, 2009 at 09:21. |
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| | #22 (permalink) |
| Yarrick Junior Join Date: Sep 2009 Location: UK Age: 15
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This is the part where it gets tricky. You've got a very strong list Canew, we're just picking at it now. @Slobulous Sacrilage! How could you even contemplate getting rid of Marbo? That guy is immense! Slobulous does have a point though. This is where you have a choice to make. Personally, looking at what Slobulous said, I'd agree to get rid of the Astropath. So presuming Slobuous has done his math right you've got 135 points to work with. I'm thinking another hellhound here, to make a squadron of two. This gives you more anti-horde, as well some moderate anti-light-vehicle firepower. If you do choose to get rid of Marbo *shudders*, you will have a lot of options. I'm looking at another platoon here, for the sheer sake of getting more bodies on the table.
__________________ The Imperial Guard. The Conqueror, the Unstoppable, the Hammer of the Emperor, The Nameless heros who live and die so that the Imperium might endure. |
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| | #23 (permalink) |
| Drill Sergeant Join Date: Dec 2008 Location: In the Loft
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That list is looking mighty ship shaped. 92pts is a weird number to play with though. -Well you've got ==ME==s advice for the Inquisitor and mystics. I've never used them nor needed them but gaming groups are different and i don't play many daemons. So i can't really give advice on them. However if you take them give the INQ a Psycannon or something. Otherwise if your opponents don't have deep strikers he's useless. -I don't think you need that astropath. Marbo coming on earlier is a curse and a blessing sometimes. In my games i find i want him on later rather than sooner especially against all these Mech armies now kicking around. The Scout sentinels are an oddity. The only real use is to outflank and take out behicles side/rear armour but when they come on in turn 2 or 3 thats a bit too late. Keep them on the board and kill transports from turn 1. That frees you up 30pts from the Astropath. So.... 123pts. If you sqadroned the Hell Hounds you could grab another unit of Sentinels with Autocannons. Or....You could grab 2 more Infantry units for your Platoon. |
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| | #24 (permalink) |
| Go Team Venture! ![]() Join Date: Dec 2003 Location: Rochester, NY Age: 21
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An Astro isn't just for Rambo and Chicken legs, it allows you to hold your army in reserve if need be with a greater degree of reliability. Flexibility is key for him.
__________________ Check out ==My== new blog: www.bnhblog.blogspot.com |
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| | #25 (permalink) |
| Drill Sergeant Join Date: Dec 2008 Location: In the Loft
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Ah true I hadn't thought of that. Reserves are dodgy though so i generally don't use them. Having your army or decent parts of your force not on the table for one or even two turns can be hurtful. I can see the logic behind it but some duff roles can leave you reeling. My Drop pod marines have lost games just by certain units deciding they'd rather be down the pub than participating in the game. |
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| | #26 (permalink) |
| Go Team Venture! ![]() Join Date: Dec 2003 Location: Rochester, NY Age: 21
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It can be a risk, but a 3+ to come in turn 2 with a 2+ afterwards is pretty reliable. The whole point of reserving would be to prevent yourself from getting hit hard early. If your opponent is going first and he has an army that can punch you in the jaw turn 1 and call it a day, holding your units in reserves will allow you to not only live past turn 1, but also get the drop on his units. Armies like Darkwynn's Leafblower, Drop Pods, Deep Striking armies like Daemons, Air Cav, and the like are heavily reliant on getting the drop on you early and hurting you enough that you can't bounce back. If you go into reserves, you can take away their biggest advantage and steal it for yourself. It's not something you can or should always do, but having the option to do so and do it better than most other armies is worth the 30 points.
__________________ Check out ==My== new blog: www.bnhblog.blogspot.com |
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| | #27 (permalink) | |
| Member Join Date: May 2007 Location: Dallas, Texas Age: 22
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__________________ I WANNA GET STUCK IN WIT DA BOYZ Last edited by slobulous; November 6th, 2009 at 21:56. | |
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| | #28 (permalink) |
| Senior Member Join Date: Aug 2009 Location: England
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where is the guys long range firepower? vendettas are perfect for this roll.
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| | #29 (permalink) |
| Drill Sergeant Join Date: Dec 2008 Location: In the Loft
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Rep Power: 70 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ==ME== Don't get me wrong I do agree with you and i do see the tactics and logic behind it. It's just something i don't employ myself for the reasons I said before. NOVA: I think somewhere Canew said he didn;t want Air Cav, which is why no one has suggested it. |
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| | #30 (permalink) |
| LO's Resident Time Lord ![]() ![]() ![]() Join Date: Mar 2006 Location: New England, USA Age: 36
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Rep Power: 97 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | This. Yes, I know the whole IG community loves these things, but they cost more than a land raider and I'm broke as it is, plus they just don't fit the vision of what I want my army to be. Originally, I wanted it to be pure tanks rolling across the desert floor, and it's only after listening to this fine advice that I've grudgingly agreed to go with an infantry platoon as well.
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