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  1. #1
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    i 'm playing thousand sons with ahriman, and eldar with asurmen in 1000 pts (see also "Urgent! help needed!" under the armies bit for more info. Anyhoo, nuff rambling, what do you think of this list?

    aun'shi

    3 xv8 all with burst cannons, plasma rifles and multitrackers
    teamleader also has HW controller and two gun drones

    11 fire warriors, 3 carbines, devilfish

    6 fire warriors

    6 fire warriors

    12 kroot

    2 normal broadsides, 1 target lock, 1 with controller and two gun drones

    hammerhead with ion cannon,2 burst cannons, and target lock

    TOTAL=1002

    this battle is pretty soon, so all help and opinions are greatly appreciated!

    UPDATE:the battle is sunday&#33; PLEASE give me your advice&#33; <_<

    ARRRGGGHHHHHHHHHHH&#33;&#33;&#33;&#33;&#33; Please give me your advice, I &#39;m running out of time... <breaks down and cries>

    Apathy is the greatest enemy of all.

    =0_o=

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  3. #2
    Professional Lurker sithjack's Avatar
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    looks good to me however all i know about tau is shhot alot then shoot again
    Veni Vidi Variant
    I came, I saw, I got a different type of Leman Russ.

    The spikey ones go faster.

    98% of the teen population has smoked weed, the other 2% went straight to crack.

    Saga of the Ages. Click it.

    Rules for grenades are on page 72 of the rulebook.

  4. #3
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    welp, I had some thoughts but it&#39;s probably too late now.

    Why go with the plasma rifle as your second weapon on the XV8s? I feel like the plasma rifle/burst cannon are interchangeable, but the missile pods should be the standard second weapon. The missile pods have alot more power at range, 2 shots at 36" instead of 1 at 24", and that makes your suits alot more versatile. If you&#39;re worried about stuff with armor saves then you should just drop the burst cannon in favor of the plasma I think.

    I&#39;d also go for more carbines in the devilfish FW squad. When troops disembark they count as moving I think, so only 1 shot at 12" for the rifles, versus the 18" pinning shot for the carbines. And, on top of that, that squad is the ideal for moving in close and pinning the enemy because of its transport option, but you limit your chances of pinning alot by only including 3 carbines. I guess it&#39;s a calculated gamble on your part, but I&#39;d go with more carbines just to be safe.

    anyway, I&#39;m sure you&#39;ve already played by now, or you&#39;re in the process. Hope you served the greater good well.

  5. #4
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    thanks for the help, but it&#39;s a too late now, and I will post the report sometime
    Apathy is the greatest enemy of all.

    =0_o=

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