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(235)-5 Terminators : Cyclone missile launchers, chain fist
(125)-1 Dreadnought : Missile launcher / Assault cannon
(175)-5 Sternguards : Razorback / Combi-melta x2
(240 )-10 Tacticals : Power sword /combi melta /melta bomb /
melta gun / missile launcher / drop pod
(80 )-5 Scouts : Bolter pistol / melta bomb
(140 )-10 Scouts : Bolter guns
(240 )-10 Scout bikers : Locator beacon / melta bomb
(50 )-Land speeder storm : heavy bolter
(90 )-Land speeder : Typhoon
Got 75 point which i don't know what to do with. Either add equipment or vehicle option to already existing entries. Or add some more bodies on the field. I'd like peoples take on that.
The focus of this list is infiltration and speed:
Kantor will probably join in with the drop pod tactical when fighting range armies. Scouts will move in and rapid fire. What isn't dead will be finished of by my dreadnought, terminators and land speeder typhoon providing extra fire power where needed. Scout bikers will move in close combat to cause line of sight issues or take down strategic units.
Against melee oriented lists, ill try and use combat squading and/or ATSKNF to stall any advance. Picking off units with a more combined method of range attacks, and dices god willing: An orbital strike. Terminators & sternguards will be used to deter or finish off any unit that gets too close.
With 6 missile launcher shot (And one assault cannon) i can pick out armor 12 and lower rather easily. Anything 13 and above will get 4 melta shot , though 3 of them are one shot only (I'm considering adding a multi-melta to something to compensate this). High armor vehicles will also be the target of a few close combat option: Chain fist, melta bomb. The key idea is to get behind to the lower armor value of course. With multiple outflanking option, i can still play defensively till the moment is right.
-Up to 6 scoring units.
-Kill points 10
Last edited by seismic; September 15th, 2009 at 00:46.
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