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Made in ca
Lone Wolf Sentinel Pilot





Edmonton, AB

First off, NEVER squadron up your planes. It just doesn't work. They get so vulnerable being set up that way. Three is definitely the way to go.

Next up, what is inside: These are generally suicide units, and I think that troops are too valuable (and less effective) to use this way. Company Commanders can do Bring it Down orders that are extremely effective.

So, what we have so far:

CCS w/ 3x Melta, Heavy Flamer 100
CCS w/ 3x Melta, Heavy Flamer 100
PCS w/ 3x Melta, Heavy Flamer 80
(Remainder of Platoon to be filled later)

3x Vendetta (w/ HB Sponsons) 420

Total: 700

Now, we need to look at some anti-troop, and some non-suicide scoring units. At this point, I'll leave you to it a little, but I think you need some squads in chimeras. Autocannons will give you some more transport popping. Nice additions with points leftover are AC Heavy Weapons Squads.

Infantry Squad w/ AC, Chimera 115
Infantry Squad w/ AC, Chimera 115

And we need some vets, or another platoon. I'll leave that up to you. In addition, I highly suggest you add in a DH elite Inquisitor who's only job is to carry a Tarot (35 pts total) and gives you a better chance to go first.

Anti-Horde: If you are slamming open all those transports. You want two things: Templates and Templates. Manticores are very nice against 4+ saves, and a Medusa takes care of the rest. You should have points for 2 of one and 1 of the other, and still be able to shoehorn in a vet squad of some type (plasmas?).

Anyway, play around with these elements, but just keep one thing in mind: You are paying a huge premium for those planes, so everything else has to be pretty lean (no Creed, upgrades have to have a clear purpose, etc). These constraints ease up a little as you get higher in points.
Made in ca
Lone Wolf Sentinel Pilot





Edmonton, AB

The PCS might bet better kitted out with 4x Flamer. Squads disappear under that (remember that you measure every one simultaneously for number of hits).
 
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