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Seeker Squads


Max Power

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Hey guys,

 

Working through making my list, I keep coming back to Seeker Squads. I'm a huge fan of Sternguard in 40k, so that would explain why I'm dwelling on them. Has anyone had any experience using them?

 

Thanks!

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  • 2 months later...

I use a ten man seeker squad with 8 combi plasmas and 2 combi meltas transported by a dreadclaw (Sons of Horus seeker squads can take dreadclaws as dedicated transports).

 

That's 16 str 7 shots and 2 str 8, hitting on 2s with rerolls to hit - ouch!

 

The dreadclaw is ideal to make sure they reach their target.

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I use a ten man seeker squad with 8 combi plasmas and 2 combi meltas transported by a dreadclaw (Sons of Horus seeker squads can take dreadclaws as dedicated transports).

That's 16 str 7 shots and 2 str 8, hitting on 2s with rerolls to hit - ouch!

The dreadclaw is ideal to make sure they reach their target.

At the same time though, that is monstrously expensive. 435 points, which loses a huge portion of it's punch after the first shots are fired, and only gets the bonuses against a specific target. And is only as durable as ten normal marines (who only cost 100 points in 30k; less than a quarter the price!). Could work, but is very risky, and with this kind of price tag is only viable in huge games. 3000+, I'd say.

Then again, 16 plasma shots re-rolling 'to hits' and 'to wounds'...nuke.gif

Personally, everytime I see them, I see "twenty blasts per shooting phase"

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