Monster Rain wrote:Deadshot wrote:I really appriciate the advice,but the way I use a unit is in the knowledge that there is iother guys around to take out tanks and MCs.
What would you use other than Long Fangs in a Space Wolves army to shoot at tanks and
MCs?
Yeah that is a good question... I mean sure plasma and melta but you need to shoot at range o_O
Deadshot wrote:I always keep the leader alive till thwe end unless it's more and truly tactically better to have someone else.Fluff reasons.
uhhh... that leader is the least useful of them all. I'd rather lose the ability to split fire than lose a
ML.
Deadshot wrote:In terms of tactical advantage yes.
Split a ten man unit into combat squads,2 AT weapons in 1,2 anti-infantry in the other.The can split fire like LF,but the differences are
1)In order to get a kill point,your opponent must kill all 10,make both squads fall back and end the game or make them end off board.
)They can be deployed in 2 different positions with diiferent fields of vision
3)The sergeant can make 1 guy +1BS instead of shooting.Give him a bolt pistol and PW and he can be a back-up close combat item for facing outflankers and deepstrikers.
The LF are superior in terms of points and can take an extra heavy weapon.

!!! Oh no, a Space Marine Sarge with a power weapon! OH NO GUYS! My outflanking genestealers are coming up against a bunch of space marines, but they have a POWER WEAPON SARGE?!?!? oh,

! Run away! Run awaaaaaayyy!
And yes, superior very much in points and how many missiles i can bring to the table for so few points. I think I might take some Typhoons too to help out with that
hahahahaha Sarge with a powerweapon in a squad of
devs...
totally going to dissuade my outflanking
CC troops, ahhhh thats a good one
Deadshot wrote:Really?Combat Squads are 2 KP?
lol your arguments about combat squading
devs comes across rather poorly when you don't even know that combat squads are worth a
KP each.