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Made in us
Regular Dakkanaut




Chappy w/jp, bp, frags

Tacs x8 w/las, plas, fist

Tacs x8 w/las, plas, fist

Tacs x6 w/las, plas, vet

Tacs x6 w/las, plas, vet

Tacs x6 w/las, plas, vet

Scouts x8 w/missile, fist

Assualt x8 w/2x pp, fist

Assualt x8 w/2x pp, fist

Tornado

Baal w/HBs, EA

Baal w/HBs, EA

Anni w/HBs, EA

 

DC is about 10 members on average, with 2-3 fists.

 

One alternative would be to change the second assualt squad to another Tornado, and make the last three Tac squads the same as the first two.  This makes the list more defensive, I think.

Another would be to change the second assualt squad to another Tornado, and change the two Baals to Devs x6 w/3x missile, and the pred to Dev x8 w/4x HB.  This makes the list more static, but adds a bit more anti-tank and gives the DC 2ish more members w/power fists.

  Which would be better, do you think?

   
Made in us
Troubled By Non-Compliant Worlds






why the fists in shooty tacticals if you just want the dc drop the fist the leadership of 9 is fine

with the scouts what is there purpose if going for dc add two more and make two squads or drop a couple and give sniper rifles, a ml with ba scouts just seems pointless w/o anyhting else

still the list is boring, as it just attempts to get dc, and assault cannons

   
Made in us
Regular Dakkanaut




Fists in tacs are so that they can charge effectively. I don't really think they all need it, but I like to have some countercharge ability. Generally I'll take the vets from the fistless squads, and leave the fisted vets.

I've maxed out on troops, so I couldn't take another scout squad even if I wanted to. The scout squad will try to get in close for the charge. The ML is there for that first-turn threat to side armor of enemy vehicles. It woks maybe 20-25% of games, but in those games will be more than worth its cost.
   
 
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