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![[Post New]](/s/i/i.gif) 2015/06/14 09:59:30
Subject: [1750] - IRON HAND+WHITE SCARS - Competitive and mobile
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Fresh-Faced New User
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CAPTER IRON HAND
QG
Capter master bike shield Thunder hammer 195
Capter master bike shield power fist 190
ELITE
Command squad bike 5 gravgun apotecary 215 (fnp 4+ on Iron hand models)
Command squad bike 5 gravgun apotecary 215
TROOPS
Bike squad 3 marine 2meltagun 1combimelta 93
Bike squad 3 marine 2meltagun 1combimelta 93
FAST ATTACK
Land spedder typhoon 70
Land spedder typhoon 70
HEAVY
Devastator 4 grav cannon + drop pod cherubin 250
LIBRARIUS CONCLAVE (White Scars) for hit and run in command squad and Devastator squad
Librarian 2liv bike combigrav 120 (whit command squad 1)
Librarian 2liv bike 110 (whit command squad 2)
Librarian 2liv terminator whit shield 125 (whit devastatori on pod)
1746
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This message was edited 1 time. Last update was at 2015/06/14 10:53:07
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![[Post New]](/s/i/i.gif) 2015/06/14 10:15:07
Subject: [1750] - IRON HAND+WHITE SCARS - Competitive and mobile
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Infiltrating Broodlord
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Love this list!
I've tried something similar but you planned a very interesting and logic way to play the Librarians Conclave. Super tip of having them from White Scars for hit and run, even if they will only benefit from the basic 5+ fnp.
I'm not sold on the Land Speeders however.
I don't think you can actually upgrade the apothecaries with a gravgun too. In my meta this is still considered a no-no.
I would eventually consider to drop the Speeders and something else and take 2 Thunderfire. 10-times better than the Speeders imho.
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Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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![[Post New]](/s/i/i.gif) 2015/06/14 11:23:22
Subject: [1750] - IRON HAND+WHITE SCARS - Competitive and mobile
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Fresh-Faced New User
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They do not benefit from either CT if you mix them.
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![[Post New]](/s/i/i.gif) 2015/06/14 13:27:23
Subject: [1750] - IRON HAND+WHITE SCARS - Competitive and mobile
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Fresh-Faced New User
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No, but if a indipendent caracter have hit and run pass The ability at The entire unit.
About The fnp4+ is important only for The Gm that "tank" The unit!
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This message was edited 1 time. Last update was at 2015/06/14 13:30:37
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![[Post New]](/s/i/i.gif) 2015/06/14 13:29:55
Subject: [1750] - IRON HAND+WHITE SCARS - Competitive and mobile
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Resolute Ultramarine Honor Guard
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Maxmaino wrote:
No but if a indipendent cara fer have hit and run pass The ability at The entire unit, for The fnp4+ is important only for The Gm that "tank" The unit!
Hit and run is given by chapter tactics, so you would no longer have it if you joined a unit from another chapter.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2015/06/14 14:14:08
Subject: [1750] - IRON HAND+WHITE SCARS - Competitive and mobile
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Fresh-Faced New User
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Crazyterran wrote:Maxmaino wrote:
No but if a indipendent cara fer have hit and run pass The ability at The entire unit, for The fnp4+ is important only for The Gm that "tank" The unit!
Hit and run is given by chapter tactics, so you would no longer have it if you joined a unit from another chapter.
Right! Sorry for The mistake, Now the doubt if use Hands or Scars
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