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Ultramarines vs White Scars

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Marc
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PostSubject: Re: Ultramarines vs White Scars   Wed Apr 09, 2008 5:29 pm

Matt wrote:
I keep wanting to include whirlwinds.


They are a steal at 85pt a pop.

My little 130pt Flamer squad would be dropped.
Downgrade the Tornados ..... voila ..... 170pts



Would look a bit something like this then :

Khubilai [Samael] Jetbike

Bikes [6] MG [2] Attack Bike [MM] Sgt [PF]
Bikes [6] MG [2] Attack Bike [MM] Sgt [PF]
Bikes [6] MG [2] Attack Bike [MM] Sgt [PF] Apoth


Assault Marines [10] Sgt [PF]

Land Speeder [MM, TYPH]
Land Speeder [MM, TYPH]

Whirlwind
Whirlwind
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Matt
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PostSubject: Re: Ultramarines vs White Scars   Wed Apr 09, 2008 5:33 pm

I think AssCannons would be better than typhoons on the speeders.
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Marc
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PostSubject: Re: Ultramarines vs White Scars   Wed Apr 09, 2008 5:38 pm

Indeed, but 70pts is almost our Whirlwind.

The Typhoons could be HvyFlamers or simply save the 20pts.

In the end I'm swapping 3 Bikes for 2 Tanks. Or even...

Khubilai [Samael] Jetbike

Bikes [6] MG [2] Attack Bike [MM] Sgt [PF]
Bikes [6] MG [2] Attack Bike [MM] Sgt [PF]
Bikes [6] MG [2] Attack Bike [MM] Sgt [PF] Apoth


Assault Marines [10] Sgt [PF]

Land Speeder [MM]

Whirlwind
Whirlwind
Whirlwind

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JMarv
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PostSubject: Re: Ultramarines vs White Scars   Wed Apr 09, 2008 6:03 pm

I think the three whirlwinds is too many. Not too many boards are going to have enough terrain to hide all three of them and then they will start going down.

I'm interested to see how my slow sloggy wolves would do against either of your lists.

Maybe I'll have to bite the bullet and put together the 13th Company bike list I wrote up.
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Steve
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PostSubject: Re: Ultramarines vs White Scars   Wed Apr 09, 2008 6:03 pm

The 2 things that draw me away form whirlwinds are this. One is escalation, the earliest they can shoot is turn 3, more likely turn 4. Two is you need terrain to hide 2 or even 3 whirlwinds. Unless you play the magic cylinder theory for LOS, thats not going to be easy (I can never fully hide 2 rhinos in my deployment zone).
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JMarv
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PostSubject: Re: Ultramarines vs White Scars   Wed Apr 09, 2008 6:10 pm

Yeah, and magic cylinder area terrain is rumored to be going away in 5th ed. with a 5+ cover save taking it's place, so very few boards will have large chunks of wysiwyg terrain.

(Except for Greg, who has that massive rock as part of his terrain collection. I love when we place terrain by alternating cause I always grab that sucker and stick it in the middle somewhere)
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Marc
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PostSubject: Re: Ultramarines vs White Scars   Wed Apr 09, 2008 6:27 pm

Well 3 Whirlwinds is a bit extreme but just 1 wont bother folks.

Its kinda like Rhinos Wink

JMarv wrote:
I'm interested to see how my slow sloggy wolves would do against either of your lists.


We do need a game in John..

Steve wrote:
One is escalation


Is this not gone in 5th?
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Steve
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PostSubject: Re: Ultramarines vs White Scars   Wed Apr 09, 2008 6:52 pm

They are changing it too Dawn of War rules, is the rumor. Its 1 HQ and your 2 compulsory troops start on the table. At least those are the rumors I have heard. If they don't have some type of reserve options for armies it will seriously change how people have to construct armies.
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Marc
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PostSubject: Re: Ultramarines vs White Scars   Wed Apr 09, 2008 11:56 pm

You're right. I remember reading that blurb.
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