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		![[Post New]](/s/i/i.gif)  2015/08/17 23:04:05
	  
	    Subject: [2000] - AM - Foot vets 
	
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                            Camouflaged Zero
	 
 
 
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									Never run them like it so want to give it a shot.
  
  CAD 1, 1245
  HQ - Yarrick
  
  Troops - Platoon
  PCS w/ 2 flamers
  IG w/ commissar, vox, flamer, Lascannon
  IG w/ flamer, Lascannon
  IG w/ flamer, Lascannon
  IG w/ flamer, Lascannon
  
  - Vets w/ grenadiers, krak, 3 meltas, shotguns
  - Vets w/ grenadiers, 3 PGs
  
  FA - Armoured sentinel w/ HF
  
  HS - LR demo w/ dozer, camo
  - LR exterminator w/ HB sponsons
  - Wyvern
  
  ADL
  
  CAD 2, 755
  HQ - CCS w/ vox, flamer, mortar
  
  Troops
  - Vets w/ grenadiers, 3 PGs
  - Vets w/ grenadiers, 3 PGs
  
  FA - armoured sentinel w/ HF
  
  HS - LR demo w/ dozer, camo
  - LR exterminator w/ HB sponsons
  - Wyvern
  
  General idea is blob hangs back with exterminators, Wyvern and CCS. Vets squads, demos and PCS move up (Yarrick in melta squad).
  Was (still am kinda) tossing between Yarrick and another CCS. For similar cost could get a CCS with Kurovs aquilla, where PE on plasma vets would be nice. But I find CCSs such a bullet magnet and Yarrick would be more durable, also stops the vets squads from breaking.
  I've done a similar arrangement but with a big blob moving up instead of vets. Orders work better on the blob and you can attach just 1 priest for awesomeness, but there's some limitations with movement, objectives and their damage output isn't great. Plus there's been a few times where the whole blobs been effectively KO'd in a turn. Was hoping to mitigate this soemwhat with an almost msu approach.
  
							 
							
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 If your attack is going too well, you have walked into an ambush
 
 The easy way is always mined
 
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		![[Post New]](/s/i/i.gif)  2015/08/17 23:55:42
	  
	    Subject: [2000] - AM - Foot vets 
	
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                            Assault Kommando
	 
 
 
	
	
	 
	
 
	 Flint, Mi
	 
		
 
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									I like the list.  Not that it needs any changing in my opinion, but why the armored sentinels? I think the points would be better served elsewhere. like an ADL and quad gun for your CCS or upgrading to Creed for more order saturation.  Or even switching the tanks to be double demo and double exterminators and adding in a tank commander on the exterminators.  Just some thoughts. 
							 
							
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		![[Post New]](/s/i/i.gif)  2015/08/18 01:14:13
	  
	    Subject: [2000] - AM - Foot vets 
	
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                            Camouflaged Zero
	 
 
 
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									I've had reasonable success with HF sents in the past, and the times when they've flopped its never really bothered as they're quite cheap. I run them as a cc screen around the units and for just generally getting in the way.  The people I verse tend to like meleeing guardsmen which doesn't work out well when they make it.
  
  Quad guns are rather pricey, but thinking of fortifications I could get a vengence battery for about the cost if the 2 sentinels iirc. Or drop them and the adl to take 2 bastions and put 2 squads of 20 in each. May have to think on that
							 
							
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 If your attack is going too well, you have walked into an ambush
 
 The easy way is always mined
 
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		![[Post New]](/s/i/i.gif)  2015/08/18 01:26:25
	  
	    Subject: [2000] - AM - Foot vets 
	
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                            Assault Kommando
	 
 
 
	
	
	 
	
 
	 Flint, Mi
	 
		
 
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									Heavy flamers are always good, and template weapons on low BS sentinels are a good idea, I have just never had success with sentinels. I wish i did because I do like them. 
  
  Im assuming you are taking Yarrick in the primary detachment to make him the warlord?
							 
							
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		![[Post New]](/s/i/i.gif)  2015/08/18 02:25:08
	  
	    Subject: [2000] - AM - Foot vets 
	
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                            Camouflaged Zero
	 
 
 
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									Yes, that'd be the case. Morale checks to shooting casualties seemed like an issue with the vets so having his disciplinarian trait should prevent that (withing range of). I don't really want to be doing nothing but get back the fight with my orders     
 
 Other than  HF armoured sentinels the only other ones I field are scout sentinels with hunter killers. Outflank them and then go for tank sides. They tend to do a couple of hullpoints for a trio of them and ~135 pts. It does of course depend on what your targets are.
							  
							
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								 This message was edited 2 times. Last update was at 2015/08/18 02:26:11 
							
 If your attack is going too well, you have walked into an ambush
 
 The easy way is always mined
 
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		![[Post New]](/s/i/i.gif)  2015/08/18 13:57:44
	  
	    Subject: [2000] - AM - Foot vets 
	
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                            Assault Kommando
	 
 
 
	
	
	 
	
 
	 Flint, Mi
	 
		
 
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									If youre going to be going to ground and spamming back in the fight, I would consider trading grenadiers for forward sentries on your vets, the gets hot may hurt your plasma vets more. a catch 22, because ignore cover is going to present more of a problem if you are relying 100% on it. 
							 
							
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