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| | #1 (permalink) |
| Member Join Date: Mar 2004
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Rep Power: 70 ![]() | Troops- Infantry Platoon- Command Squad- JO w/ boltgun 4 guardsmen, 2 grenade launchers. Infantry Squad- Vet. Srg w/ boltgun Grenade launcher, missile launcher. Infantry Squad- Vet. Srg w/ boltgun Grenade launcher, missile launcher. Armoured Fist Squad- Vet. Srg w/ boltgun Grenade launcher, missile launcher. Chimera w/ multi-laser and heavy bolter. Fast Attack- Sentinel Squadron- 2 Sentinels, 2 multi-lasers. Total - 502 points. I would split the 2 sentinels into 2 squadrons. I was thinking of swapping the grenade launchers for plasma guns and the missile launchers for heavy bolters, and then giving the sentinels autocannons. Thoughts? |
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| | #2 (permalink) |
| Interweb Assassin Join Date: Feb 2006 Location: Swansea, and Blackpool, UK Age: 21
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First up, combat patrol is up to 400 points and no more. I beleive that the changes you suggested at the bootom of your post would fix all of this armies problems in a jiffy. The list should be easy enough to expand, add a tank or two along with a HQ section and possibly another platoon and there you have it!
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| | #3 (permalink) |
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I know that the normal limit is 400, but we sometimes play 500 for more versatile lists. To play 400 points, I'd probably just drop the 2 sentinels, bringing me down to 403 points. For expansion from the 400, I think i'll add an hq, a leman russ, and a pair of sentinels, or maybe a hellhound. This would bring my total up to around 750 points. Btw, do I put a heavy weapon and a special weapon with the hq's, or just 2 special weapons? Last edited by biker sergeant; June 10th, 2006 at 20:02. |
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| | #4 (permalink) |
| Interweb Assassin Join Date: Feb 2006 Location: Swansea, and Blackpool, UK Age: 21
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Command squads tend to depend massively on the player and the style of army, in one of my lists i give them 4 special waepons, in others just the one heavy wep. I suppose it depends on what you want them to do...... In most armies, i would recomend1 heavy wep, any more and the small unit becomes a very tempting target. I generally go for heavy over special as they dont intend (on the whole) to move allot, as they are primarily there to extend the leadership bubble. If you take a close assault army (not neccesarily combat, but best within 12"), then either drop troops and four special weps, or light infantry and the same (possibly with camo), four plasma/melta can really cause some pain, if you dont want to use doctrines then give them a chimera, but they need some way to get to the enemy with this config. Currently, i give mine 1 heavy and 2 special (2 plasma and a missile launcher) in a fire support role. I find that most people overlook them and shoot at my line squads first while these guys dish out the pain..... Hope that helped!!
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Thanks for all the comments. Ok, I am switching all the missile launchers and grenade launchers for heavy bolters and plasma guns. In order to have a heavy bolter and plasma gun on the command section, I will have to drop the veteran sergeant on the armoured fist squad. The plan for combat patrol will basically be for the platoon and hq to form a solid firebase whilst the armoured fist squad takes objectives, reinforces weak points in my line, etc. When i expand, I think I'll add a Russ or two to reinforce the firebase, maybe a hellhound because they are so damn cool, and a pair for lascannon sentinels for tank hunting. Obviously, I'll add a cheap HQ, and perhaps another platoon (although I want to focus on armour). Last edited by biker sergeant; June 12th, 2006 at 16:30. |
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| | #6 (permalink) | ||
| Senior Member Join Date: Jul 2005
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Well at this level you have 1 officer - so Iron Discipline would be useful and drop all the veteran sergeants - nodody is likely to be that far from him - maybe an exception for the AF squad. Missile Launchers and Autocannons are quite useful in CP as they can hit most of the armour you're likely to see. Plasma Guns - I have reservations about weapons that can blow up my my own troops at this level because what is an acceptable accident in 1500+ could really bite when you've only 500 to play with I think. Here would be my version of your list. Infantry Platoon Command Squad JO w/ Boltgun, Iron Discipline, Missile Launcher 62pts Infantry Squad Grenade launcher, Autocannon. 83pts Infantry Squad Grenade launcher, Autocannon. 83pts Armoured Fist Squad Vet. Sgt. Boltgun, Grenade launcher, Heavy Bolter 86pts Chimera w/ multi-laser and heavy bolter. 85pts Total 399pts Then add Fast Attack 2 x Cadian Sentinels, Autocannon 100pts Total 499pts Just one suggestion anyway. (What autocannon fixation????) .
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