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Thread: Small Army

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    Senior Member Gimmers's Avatar
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    Small Army

    How do you think a DH force with 2 LR and one LRC filled with oure GK's will do the Lr's should lay down cover fire right...you think its a good plan?


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    Senior Member Phoenix Guard 1988's Avatar
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    That list could do well, as long as the enemy doesn't have a whole lot of Lascannons or such. You would also be severely out numbered as the most guys you could have is 28.
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    Senior Member Gimmers's Avatar
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    The way I fugured is ill have 30GK and a GM and 4 termies
    I like this list alot cause I get to use a LR and a LRC effectivly to the MAX!

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    Formerly BrotherAzriel Horus Lupercal's Avatar
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    against my IG force...kiss your a## good bye. against my SMs....good bye,against my DH....good be! not a god idea to me m8, infantry are the way forward!
    PROUD TO BE IN THE BRITISH ARMY.
    ~~ Surrender and serve me in life, or die and slave for me in death~~

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    though the crusaders can hold upto fifteen greyknights, you can only have squads of up to ten, so really are limited to 25 if you are filling up crusaders with PAGK and Radiers with Termies. Though a squad of fifteen Greyknights would be a sight to see in combat, it just can't be done.

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    Quote Originally Posted by Gimmers
    How do you think a DH force with 2 LR and one LRC filled with oure GK's will do the Lr's should lay down cover fire right...you think its a good plan?
    Spending over 700 points on three models that may very well go poof on turn one is tough call. On the other hand, if all three make it to the front lines intact the enemy is in a world of hurt.

    How about a single LRC loaded with a unit of GK with a teleport homer and smoke launchers? Change your 2 GK squads to teleport squads (free) and bring a unit of termies.

    Turn 1 - Race the LRC forward max distance and blow smoke (only glancing hits)
    Turn 2 - Move forward. If at least one of your teleport squads or termies are available deploy the GK squad. Then either DS to the homer or try their luck somewhere else.
    Turn 3 - Any remaining DS troops that come into play this turn can DS to the homer or try their luck somewhere else.

    This saves you almost 500 points so it's like getting the termies for free.
    I do not criticize. I do not offend. All I offer is my opinion which means only as much as you make it.

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    For just about 2000 points you can purchase 2 LR, 1 LRC, 2 10-man GK squads, and an 8-GKT HQ+retinue.

    Not a lot of troops, but fully mobile (GKT in LRC, GK in the LRs). I don't know how well this will work. I'm tempted to try it, but would need to purchase/build 2 more LRs (1 LR and 1 LRC actually)

    Probably, you might be better off dropping the LRC for a 9-man FA GK squad. Throw a tp homer on each of the transported Troop justicars. Then you've got 2 transported squads and 2 DS squads (GKT and FA). Still pretty mobile, and the LRs will draw fire, as well as giving some anti-tank oomph.

    The problem with using HS as transports, however, is scenarios that don't allow HS to deploy before Troops.

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