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  1. #1
    Member simonilicious's Avatar
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    1750p All comers list.

    Im trying to collect towards a static (no changes to list, ever :c) all comers list for friendly games as well as tourneys. basically its an effort to be finished with this army, so i could start up another ;>. and at the moment im about 10 pts shy on 1750p. I could use some help with how you guys think this would perform. and also maybe a suggestion of what to add to get a 2000pts list? im thinking maybe a land raider mainly to use as a fire magnet. and because its a smooth and simple skip to 2000pts ;> i'd of course have to change my trait and make the dev's elite for it to be legal but thats another story.




    Traits
    See, But Don't Be Seen
    Disadvantages
    Death Before Dishonour

    HQ:
    Reclusiarch - 122p
    BP, Crozius Arcanum, Rosarius
    Terminator Honours
    Jump Pack
    Frag Grenades

    ELITES:
    10 man Veteran Squad - 230p
    BP&CCW, Meltagun, Frag Grenades
    Infilitrate
    Veteran Sergeant: BP&Power Fist

    Venerable Dreadnought - 173p
    DCCW, Heavy Flamer, Assault Cannon
    Extra Armour
    Smoke Launchers
    Drop Pod

    Dreadnought - 140 Pts
    ML/TLLC
    Extra Armour

    TROOPS:
    10 man Tactical Squad - 180p
    Veteran Sergeant: BP&Power Fist

    8man Tactical Squad - 130p
    Plasma Gun

    8man Scout Squad - 119p
    BP&CCW
    2x Sniper Rifle
    Heavy Bolter

    FAST ATTACK:
    5man Assault Squad - 140p
    1x Plasma Pistol
    Veteran Sergeant: BP&Power Weapon

    Land Speeder - 65p
    Multi-Melta

    HEAVY SUPPORT:
    8man Devastator Squad - 224p
    4x Missile Launcher
    Infilitrate

    Whirlwind - 85

    Vindicator - 133p
    Extra Armour
    Smoke Launchers

    Model Count: 56
    Total Points Cost: 1741

    as always i'd really appreciate any comments what so ever, so just let it flow :>


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  3. #2
    Senior Member vulcan raven's Avatar
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    my only idea is to get more snipers in that scout squad that is if they're there to shoot, maybe drop a man or two out of it for them, drop the ccw and bp for bolters, those shots would go somewhere further than nothing.

    maybe if you want to drop a man from the 10 man tact squad to fit a fist in the other tact squad.

    maybe squeeze a deathwind launcher onto the drop pod (pie plates scare people if for nothing else)
    Ok fellows we have a difficult task, so we have to be more deadly than everyday.
    Make mistakes and confuse the enemy - The Doctor
    Tactics are nice but it is violence that wins the day.

  4. #3
    Member simonilicious's Avatar
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    yeah the scout squad is unoptimized, i often get input about that ;>

    they usually move around and spend one or two turns standing still, their main job is to take down infantry with the snipers and HB and then either get stuck in CC or even smack the back of a tank (its incredible what you can do with a few str4 attacks ;>

    People often tend to ignore them since theyre considered not a threat, and even more so when theyre not optimized for a single role, with not very much firepower or CC punch. I'd love to have another sniper (preferably the old crouching metal one >< ) but I'm all out of sniper models ;>

    concerning the other squads i like to have clear roles, the scouts are basically the only one not optimized for a single role. CC and midrange rapidfire goodness for the big tac squad and longrange/midrange rapidfire goodness for the other, which wouldnt have much use for a PF.

    i have considered the DW before but with the range its nigh useless and overpriced :c

    anyway, i really appreciate the input vulcan, thanks :>

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