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		<title><![CDATA[Latest posts for the thread "How many Thunderfire Cannons is too many?"]]></title>
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				<title>How many Thunderfire Cannons is too many?</title>
				<description><![CDATA[ So, I am in love with the idea of this multi barrage unit.  Added harness Tech marine is icing.  Add in <span class="glossaryitem" onmouseover='gp(445);'>IH</span> chapter tactics (or Ultras as I might be doing) and their value increases.<br /> <br /> So I've been in the process of gathering and converting up 4 of these babies.  But is it overkill? Is there such a thing as overkill anymore? Is it too niche to take multiples of?  <br /> <br /> But most importantly, what's the optimized unit count?<br /> <br /> Two units of two?<br /> One unit of three, for increased <span class="glossaryitem" onmouseover='gp(14);'>BS</span>?<br /> Four single units, with an Allied detachment?<br /> <br /> <br /> It's definitely a central theme to the army. I'm using Bikes as troops so mobility isn't an issue. Thanks for the ideas.<br /> <br /> ]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/672706/8306891.page</link>
				<pubDate><![CDATA[Tue, 8 Dec 2015 13:24:11]]> GMT</pubDate>
				<author><![CDATA[ Nightlord1987]]></author>
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				<title>How many Thunderfire Cannons is too many?</title>
				<description><![CDATA[ 1]]></description>
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				<pubDate><![CDATA[Tue, 8 Dec 2015 13:28:19]]> GMT</pubDate>
				<author><![CDATA[ iddy00711]]></author>
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				<title>Re:How many Thunderfire Cannons is too many?</title>
				<description><![CDATA[ I'd think running them as 1-1-2 would be best in <span class="glossaryitem" onmouseover='gp(683);'>CAD</span>, or 1-1-1 <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> with 1 Allied. While the added <span class="glossaryitem" onmouseover='gp(14);'>BS</span> from a single battery of 3 is nice, an <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> list will be able to force you into overkill. Better to have them in separate units so you can move fire to Target B when Target A is eliminated by the first <span class="glossaryitem" onmouseover='gp(420);'>TFC</span>.<br /> <br /> Course, if I had 3 more <span class="glossaryitem" onmouseover='gp(420);'>TFCs</span>, I'd run them 2-2, with the 3rd Heavy slot filled with a battery of 3 Rapier Mortars, but that's just me  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 8 Dec 2015 13:45:16]]> GMT</pubDate>
				<author><![CDATA[ Carlson793]]></author>
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				<title>Re:How many Thunderfire Cannons is too many?</title>
				<description><![CDATA[ I usually just take one unit of one, as a partial reslove of anti high model count units. Such as Nids small bugs or Ork boyz, it is ok already unless I face an "endless swarm" type army, while not bad vs generally most infantry, (I once destroyed a small scatterbike unit camping on objective with this cannon), and it is cheap for it can do so I can gear up with some Grav, melta, Captain Smashbane etc. to handle the mosters and heavy tanks.<br /> <br /> If you really face somthing like multiple 30 boyz mob in ruins and <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> Mek, 30 strong Termagant in ruin supportted by Vemonthrope and Tervigon, or 50 man guards blob. I propose one unit of 3 cannons. Usually the scatter of the first template is vital. Improve the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> from 5 to 6 would let your chance of direct hit imcreased by 10%, just remember to put them on some kind of high rise multi level terain so they can get <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> on most place of the field.]]></description>
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				<pubDate><![CDATA[Tue, 8 Dec 2015 13:54:22]]> GMT</pubDate>
				<author><![CDATA[ Neophyte2012]]></author>
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