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Made in us
Monstrous Master Moulder




Sacramento, CA

PraetorDave wrote:The other one are sniper drone teams. They are relatively cheap, and you can take 3 individual teams in a single HS slot. Plus they can move and shoot, and you get a markerlight in there. The only problem is thats one less heavy support slot you have to fill with railheads. In this case I would say no to the sniper drones.

Also, you are correct in the pulse carbines on Firewarriors. While in this one instance it might be slightly beneficial to have some, Pulse rifles are still good here, and really aren't hurting you.
Sniper drone teams can't move and shoot. The unit type is infantry and that includes the drones. Considering what the unit does they've pretty much failed if a foot guard army ever gets close enough to make them move anyway.

To answer the previous question on multiple pinning weapons, it's one pinning check per firing unit no matter how many weapons they use. See GW's main rulebook FAQ.

A word of warning, if you make pinning a centerpiece of your tactics you should make it a priority to assassinate the company commander. "Get Back In The Fight" makes a mockery of all your hard work.

Agitator noster fulminis percussus est 
   
Made in us
Frenzied Juggernaut





The Emperor's Forge Mitten, Earth

I play guard and if there is one thing I hate most it is XV-88s, burst cannons, and the air-burst fragmentation projector (which eats guard alive in cover or not). Not sure if the XV-88s get the sub-munition though that the hammer heads get, but they are rail cannons so I'd assume they do. Either way right there you have both a pretty potent anti-tank as well as anti-infantry if they do have the sub-munition. And with a full squad of 3, that's 3 TL sub-munitions, which I think is a lot better than 3 hammer heads (that is assuming I am correct in thinking they have the sub-munition). But I wouldn't waste your heavy slots on snipers if that is the case. Go XV-88s and/or Hammerheads.

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Made in us
Monstrous Master Moulder




Sacramento, CA

Broadsides don't have access to submunitions. That's for Hammerhead railguns only. They are still pretty deadly against tanks and if they run out of such targets there's still the smart missile system.

Agitator noster fulminis percussus est 
   
 
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