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				<title>[200] - Astra Millitarum - kill team (GW)</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> have decided to do a kill team event (the official <span class="glossaryitem" onmouseover='gp(50);'>GW</span> one) i've never played it but it looks quite fun so here goes:<br /> <br />  Troops<br /> -Veterans w/ autocannon team, flamer, grenadiers, 90<br /> <br /> Dedicated transport<br /> -Chimera w/ heavy bolter, heavy flamer, 65<br /> <br /> Fast attack <br /> -Armoured sentinel w/ autocannon, 45<br /> <br /> <br /> <u>Specialists<br /> </u>Auto cannon team has relentless<br /> Sentinel has infiltrate <br /> Flamer vet has ???<br /> <br /> Vet sergeant is the leader <br /> <br /> <br /> I will be playing against orks, daemons, Blood angels and Dark angels, i might give the auto cannon team ignores cover instead of relentless but i don't know what to give the flamer vet, any ideas? What do you think?<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 21 Mar 2016 17:57:06]]> GMT</pubDate>
				<author><![CDATA[ Yentzer]]></author>
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				<title>[200] - Astra Millitarum - kill team (GW)</title>
				<description><![CDATA[ Ignores Cover on something that's AP4 isn't really all that necessary. Any <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> unit is gonna be taking an armor save against it anyway, and ideally your big gun is trying to take out enemy armor if there is any, anyway. Tank Hunter is actually a pretty good rule to take on either the autocannon team or the Sentinel.<br /> <br /> I admit I'm not that familiar with Astra Militarum: do you get multiple wounds on a heavy weapons team? If so, feel no pain or eternal warrior is good. Stick them in some cover and just take pot shots at whatever you get line of sight to all game. It's not like you'll lack range.<br /> <br /> For your flamer, I suggest going Dirty Fighter Specialist: Poison (4+). Against T4 or worse units, which there's a lot of in Kill Team, you basically get rerolls to wound due to how Poison as a rule works.<br /> <br /> That, or you make THAT guy your infiltrator, and figure out something else with the Sentinel. It's a walker with a big gun. It doesn't really need infiltrate.]]></description>
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				<pubDate><![CDATA[Mon, 21 Mar 2016 18:13:50]]> GMT</pubDate>
				<author><![CDATA[ SRSFACE]]></author>
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				<title>Re:[200] - Astra Millitarum - kill team (GW)</title>
				<description><![CDATA[ Ok I see what you mean about the autocannon team, and yes they have two wounds but otherwise have a standard guard statline so i will give them eternal warrior to avoid instant death, <br /> <br /> I definitely like the sound of the reroll poison flamethrower! <br /> <br /> I've also just read that specialists can't be vehicles so maybe i should get rid of him and by some special weapons for the vets? or maybe invest in another unit like some ratlings or something]]></description>
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				<pubDate><![CDATA[Mon, 21 Mar 2016 18:45:18]]> GMT</pubDate>
				<author><![CDATA[ Yentzer]]></author>
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				<title>[200] - Astra Millitarum - kill team (GW)</title>
				<description><![CDATA[ There's nothing saying your Kill Team leaders can't also be a specialist. You could toss something on the Sgt of your Veterans squad. If you're able to kit him up with a <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>/Pistol (again, unfamiliar with the codex so I'm a little hazy what you can do), then going Dirty Fighter specialist is good even without any sort of power weapon. You can take Rending, Shred or Fleshbane.<br /> <br /> It'd mean you'd have to kick your flamer guy into a different specialist, but as I already said, infiltrating on anyone with a flamer is a good idea.]]></description>
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				<pubDate><![CDATA[Tue, 22 Mar 2016 07:18:07]]> GMT</pubDate>
				<author><![CDATA[ SRSFACE]]></author>
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