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[2000] - gaurd and admech - 1500Repair Soup  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut





So...
Gunnery experts and Self repair custom tanks! So many tanks!
Lord Commisar Yarrik. BECAUSE. 105
2 tank commanders (tank ace master mechanic, tank ace master mechanic) 470
.. Both have a demolisher cannon, 2 plasma cannon, and a lascannon
squad of 3 leman russ tanks
.. each has a demolisher cannon and 3 heavy flamer 585
3 x 5 man scions squad with 2 hotshotvolleyguns per squad. Cause why not.
astropath with +1 to save
astropath with -1 to be hit
squad of 3 wyverns (405) (This was not in the original 1500 point version)

Detachment 2
Admech
Stygies patrol "mr fixit"
engenseer with extra warlord trait (necromechanic)
engenseer without warlord trait
5 rangers.
5 rangers (this was not in the original 1500 point version)
5 rangers (this was not in the original 1500 point version)
I think that's a smackdown inspiring 205points.

Now, this base gives you (albeit at -3 cp for the admech) the ability to repair each tank 1 wound internally for free, with 3 repairs of d3+1, d3+1, and d3 from the admech contingent as well, AND a repair strat for 1 repair thrown in in a pinch. The two tank commanders are, of course, tanking away with -1 damage from incoming damage sources, and potentially, you could be -1 to hit and +1 to save while repairing one of those tanks an AVERAGE 8 wounds a turn. This is (I believe) frankly the level of cheese people expect of iron hands!

While short ranged, the massed flames of 9 heavy flamers are nothing to sneeze at, especially when you walk through all those demolishers to get to them.

This message was edited 3 times. Last update was at 2020/10/02 15:04:28


Guard gaurd gAAAARDity Gaurd gaurd.  
   
 
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