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Made in us
Battleship Captain





NYC

strip the plasma pistols (waste of points) and the chimeras for your PCS's (those can go in the vendettas. Easier to get them where you want them to go.

Shotguns aren't very good anymore, you'll get more out of the ability to shoot once at 24" range than the ability to charge. Guard charging is remarkably poor, and I'd avoid it.

Now you have 155 points.

You should then start by picking up a CCS with a lascannon (85 pts left). This CCS will fire the Quad gun at BS4, as well as pumping out bs4 lascannon shots which can actually hurt stuff, and they give an order to each of your 20 man blobs, allowing you to go to ground (getting a 2+ cover save) knowing they'll be able to get back into the fight next turn. Not to mention, then this CCS can be your warlord, sitting safely behind the Aegis while the other hunts elites with plasma.

Give both your leman russes camo nets and park them behind your aegis (that's a 3+ cover save on a tank. Good luck killing it.) (45 pts left.)

Put an astropath in your CCS, so your reserves come in on a 2+ turn 2, almost guaranteeing you full usage of your vendettas (and the fireball squads inside). (15 pts left.)

Put a vox in the backfield Warlord CCS, and in each of the 20 man autocannon blobs. Viola, your orders will now almost always go through, allowing you to reliably count on those 4 autocannon shots each being twin linked against vehicles. Or if a squad has to go to ground after a dangerous round of shooting, you get to be pretty damn sure that your Get Back Up order will go off without a problem. (0 pts left).

And boom, your list is pretty darn optimized for what you want it to do.
Made in us
Battleship Captain





NYC

jdjamesdean@mail.com wrote:
I'd drop the 2 Plasma pistols, drop a chimera off squad of your choosing but I'd pick a PCS.

Add in another Vendetta, if you can free up 30 more points than you can toss on some HB's on your vendettas. It's been gold for me.


Another vendetta is a bit much, and as far as the HB's, YMMV; I find them unimpressive. The problem is, by dropping a PCS, you are losing a scoring unit that is incredible at pushing any backfield squad out of cover or off an objective. (Sometimes both.) Lategame, I always use fireball squads like this to zoom in turn 4, plop down next to a squad and flame them into nothingness, then move onto the objective they used to be on.

Works wonderfully, and counters guard's usual problem with getting to an opponent's backfield (very hard with just foot stuff, some mech, but a complete lack of scoring deep strikers or jump units.)

The fireball squads usually end up not only netting me at least one objective between the two, but as long as they survive, they always pull linebreaker for me. Total gamechanger.
 
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