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BUGSY 1979

PostPosted: Tue Oct 27, 2009 12:59 pm


The sarge? Imho i would save him till last. Buy say, an assault squad and a devastator squad for you army, then you will have bitz for your squad.
PostPosted: Wed Oct 28, 2009 3:37 am


hmm...

you best bet is NOT to go buying extra boxes you don't want.

i use http://www.bitzbox.co.uk for my spares

see if you can find any power weapons or heavy bolters on there.

also, the missile launcher is best for camping squads. as it can fire almost anywhere (regardless of line of sight) and uses a template, so if you hit, your pretty much guaranteed to kill SOMETHING, and you get one in the Tactical Squad box.

Darkweaver66

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Asmondai
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PostPosted: Wed Oct 28, 2009 8:40 am


Silver803
Could someone let me know what weapons are recommended for a ten man tactical squad of space marines? For now i made a marine with a bolt gun and im about to make my sargeant with the chain sword and a bolt pistol... what would you recommend?


Depends on your dice-luck on certain weapons,
but definetly have both Plasma pistol and power weapon or -fist for sarge.
Power weapon is pretty must if you need to cut down peeps in CC and run the over and having a extra AP2 pistol is pretty handy for sure kills.

Heavy Bolter and Plasma gun is a ok combo,
if combat squading you get a solid support unit for advancing unit,
while having a strong killer weapon for anything that tries to slow them down.
Or plasma cannons, that works well too. smile

That´s more of a theme depandent then anything else,
I leave anti-tank work for Dev squads and tanks since they´ll have
more firepower for that work.


fire - link

also, the missile launcher is best for camping squads. as it can fire almost anywhere (regardless of line of sight)


Wait, are you referring missile launchers as IN-DIRECT/QUESS weapon?
PostPosted: Wed Oct 28, 2009 8:53 am


I think he's confusing mortars with missile launchers.

Hoxtalicious

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Darkweaver66

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PostPosted: Wed Oct 28, 2009 1:01 pm


Lt. Brookman
I think he's confusing mortars with missile launchers.


... stupid guard codex... i keep getting things mixed up now, since im playing an artillery based IG army... my apologies (even so, missile launchers are template weapons, so i would still take them over heavy Bolters in 80% of my units)
PostPosted: Wed Oct 28, 2009 4:26 pm


yes but then, in my opinion, there is nothing better than S7 AP2 assult2 balls of molten death liquidizing your enemy...except when theres A14...







MUST...DESTROY...ALL...A14...  

B00M_H34DSH07


Van Evok

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PostPosted: Thu Oct 29, 2009 1:07 pm


melta is your best friend then razz
PostPosted: Thu Oct 29, 2009 3:13 pm


And power-fist, and a thunder hammer and a chainfist. 3nodding

......it´s funny to remember how a squad of sister repentiace´s couldn´t
destroy my land raider. xD

Asmondai
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Van Evok

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PostPosted: Fri Oct 30, 2009 10:47 am


chainfist is only reliable hth against av14, unless you are real monster razz
PostPosted: Fri Oct 30, 2009 12:48 pm


Vindicare Turbo penetrator.

BUGSY 1979


-xAngel of Redemptionx-

PostPosted: Fri Oct 30, 2009 3:38 pm


just bought the assault on black reach set, so my chapter is coming together nicely now
PostPosted: Fri Oct 30, 2009 4:33 pm


AOBR Is pretty awesome for a starter set. you might want to convert some of your guys, like I did.

BUGSY 1979


-xAngel of Redemptionx-

PostPosted: Fri Oct 30, 2009 6:01 pm


BugsyXoX
AOBR Is pretty awesome for a starter set. you might want to convert some of your guys, like I did.

yeah probably will, already got ideas for my chapter master
PostPosted: Sat Oct 31, 2009 3:07 pm


sweet

you can do some real good and simple conversions of black reach  

B00M_H34DSH07


BUGSY 1979

PostPosted: Sat Oct 31, 2009 4:46 pm


i will get my aobr conversions from de loft and take pics and post.
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