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Made in tr
Regular Dakkanaut




Combat Group 1 Orders: 9

Fusiliers » FUSILER SWC:0.0 Cost:10
Fusiliers » FUSILER SWC:0.0 Cost:10
Fusiliers » FUSILER SWC:0.0 Cost:10
AKALIS, Sikh Commando » Akal Commando SWC:0.0 Cost:22
Orc » Lieutenant SWC:0.0 Cost:40
Father-Knight » FATHER-KNIGHT (Forward Observer) SWC:0.0 Cost:46
Svalarheima Nisses » NISSE HMG SWC:1.5 Cost:34
Svalarheima Nisses » NISSE Muiltisniper SWC:1.5 Cost:34
Dragoes » DRAGAO SWC:2.5 Cost:94

Total SWC: 5.5 Total Points: 300

Any thoughts would be helpful! Thanks!

This message was edited 2 times. Last update was at 2015/03/10 02:17:27


 
   
Made in ie
Sniping Hexa




Dublin

8 orders at the start of the game at 300 pts is definitely not enough
I would drop the Nisse HMG, give it to the ORC (or a Spitfire to the FK)
Then add 2 guys in any combination to reach 10 guys total (Auxilia, Fusilier, Bagh Mari, Magister are all solid)

I suppose you don't really care about specialist

 
   
Made in us
Gore-Soaked Lunatic Witchhunter







If you're planning on playing a scenario I see one specialist, you might want to adjust that count upwards. One guy who can grab objectives is going to be an immediate target.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in ie
Sniping Hexa




Dublin

Let's rephrase that ...
"If you're going to play scenarios from the rulebook / ITS missions ...."
Otherwise, systems like YAMS and 20x20 don't require specialists (even if they help)

 
   
 
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