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| | #11 (permalink) |
| LO Zealot ![]() Join Date: Nov 2005 Location: Waterloo, Ont. Age: 37
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Rep Power: 56 ![]() ![]() ![]() ![]() ![]() | Plus I tend to take a lot of AP4 weapons, heavy bolters and autocannons, and even in cover, scouts don't last long.
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| | #12 (permalink) |
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I have a squad of 6 sniper scouts and find that they work very well for me vs. nids. I deploy then near cover then infiltrate into it and then after that it's all shooting at whatever units I feel need to take a beating. Usually I'll start out sniping an HQ unit, or a closer CC unit that I feel is too close to some of my non-cc troops. If they pin, it'll take the wind out of them for a turn, so that I can get a cc squad over there and wipe them out, or just concentrate more fire on them.
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| | #13 (permalink) |
| Son of LO ![]() Join Date: Oct 2004 Location: England. Age: 21
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If Tyranids are in synapse range you arent pinning them. Plus Gaunts are going to second turn charge you.
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| | #14 (permalink) |
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This was back in the day before the new nid dex... Not sure about their rules, but when I played, the gaunts took more than 2 turns to get to me. Oh and as to the synapse thing, the nid player I was playing was a noob so he placed his HQ in the back of the field, so his gaunts and um... other cc units were out of synapse when he tried to cc attack my guys. Whatever, this tactic works on IG and other such massed unit armies.
Last edited by gamesondemand; November 28th, 2005 at 03:26. |
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