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		<title><![CDATA[Latest posts for the thread "[2000] - Astra militarum - Tournament list!"]]></title>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ Alright so here we are! After realizing I had too many leman russes in my list here’s my next go!<br /> <br /> Brigade: Cadian<br /> Company commander<br /> Company commander<br /> Primaris psyker<br /> <br /> Infantry squad-plasma gun<br /> Infantry squad-plasma gun<br /> Infantry squad-plasma gun<br /> Infantry squad-plasma gun<br /> Infantry squad-plasma gun<br /> Infantry squad-plasma gun<br /> Infantry squad-mortar<br /> Infantry squad-mortar <br /> <br /> Astropath<br /> Ministorum priest<br /> Bullgryns-3 slabshield/maul and 3 brute shield/maul for a unit of 6. <br /> <br /> Scout sentinel-heavy flamer<br /> Scout sentinel-heavy flamer<br /> Scout sentinel-heavy flamer<br /> <br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>-x3 mortar<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>-x3 mortar<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>-x3 mortar<br /> <br /> SPEARHEAD: Cadian<br /> Pask-battlecannon, lascannon, multimeltas<br /> Tank commander-battlecannon, lascannon, plasmacannons<br /> <br /> Punisher<br /> Punisher<br /> Battle tank<br /> <br /> Comments and suggestions are all welcome! Essentially the priest and psykers buff the bullgryns with +1 save and -1 to hit. ]]></description>
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				<pubDate><![CDATA[Wed, 9 May 2018 04:41:57]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ Looks good. I find that pask with meltas often don't see use. Drop them or put on plasma. If you don't move you get to re-roll 1's anyways if you super charge.<br /> <br /> Plenty of anti-infantry as is so maybe some more battle cannon tanks. (I just use one punisher) With Pound them to dust you get to re-roll your number of shots which is an amazing tank order.]]></description>
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				<pubDate><![CDATA[Thu, 10 May 2018 05:03:40]]> GMT</pubDate>
				<author><![CDATA[ rhinoceraids]]></author>
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				<title>Re:[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ The reason I’ve got multi meltas on pask is for him to deal with certain threats like wave serpents. Battlecannons and plasma suck against wave serpents. So I need something that can give me high damage output against them. In most cases my opponent has to come to me and as they do so pask will come bringing them up. <br /> <br /> As for the punishers, I feel 2 is good to have over 1 as just having 1 will result in it getting focused down. The mortars are good for targeting the units out of sight and my infantry are more of a shield and objective grabbers so the punishers are actually doing most of the heavy anti infantry fighting. I would like more battle tanks but I think 2 punishers are necessary. ]]></description>
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				<pubDate><![CDATA[Thu, 10 May 2018 16:41:32]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ For sure! Punisher cannons can deal pretty well with most issues. Get a wound on a flier then use overlapping fields of fire!]]></description>
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				<pubDate><![CDATA[Thu, 10 May 2018 19:46:07]]> GMT</pubDate>
				<author><![CDATA[ rhinoceraids]]></author>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ Looks good! I wouldn't want to play it with my list I'd get pounded.]]></description>
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				<pubDate><![CDATA[Thu, 10 May 2018 20:00:36]]> GMT</pubDate>
				<author><![CDATA[ McMagnus Mindbullets]]></author>
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				<title>Re:[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ Another reason I like to have the two punishers is so I have enough anti infantry so the bullgryns don’t get locked in combat with a big blob or screen. <br /> <br /> But I do feel I’m lacking with the long range anti tank. ]]></description>
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				<pubDate><![CDATA[Fri, 11 May 2018 00:07:22]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ I'd reshuffle your infantry heavy/special weapons and drop a squad. 7's a lucky number anyway. This gives you 92 points. Go three squads lascannon, four squads plasma guns. With the remaining four points, give a character a power weapon, replace it with the blade of conquest, and stick him with the priest and bullgryns. Rocknroll]]></description>
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				<pubDate><![CDATA[Fri, 11 May 2018 00:56:42]]> GMT</pubDate>
				<author><![CDATA[ slip]]></author>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ You're busting out 17 points for those heavy flamers when for 9 extra points you could have 3 of those lascannons you badly need. And for 15 points after that, you can make them armored sentinel for +1 save and toughness.]]></description>
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				<pubDate><![CDATA[Fri, 11 May 2018 10:05:01]]> GMT</pubDate>
				<author><![CDATA[ Celerior]]></author>
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				<title>Re:[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ Are lascannons on infantry really a good choice? The gun costs half the points of the squad. And most of the time my opponent doesn’t have a problem wiping away 10 guardsmen. <br /> <br /> The reason I’ve got scout sentinels was for anti deepstrike. Which is less of a threat now. The only armies that threaten me now with that are alpha legion and raven guard. So the scout move on the sentinels is still important.  But after the deepstrike is denied the sentinels usually die. The reason why is because I force my opponent to kill them. Heavy flamers can be no joke just like a lascannon, but I usually send my sentinels right to my opponent deployment zone and tie up some big shooting unit, like basilisks or manticores. So if my opponent doesn’t deal with them then it’s helping me win <span class="glossaryitem" onmouseover='gp(84);'>lol</span>. ]]></description>
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				<pubDate><![CDATA[Fri, 11 May 2018 15:46:46]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ I would switch your <span class="glossaryitem" onmouseover='gp(638);'>hwt</span>'s and one <span class="glossaryitem" onmouseover='gp(19);'>CC</span> into your spearhead detachment,  move pask and your tanks into your cadian brigade and make your spearhead detachment Valhallan.  Then you can give your mortars the order to shoot into close combat, letting you peel your opponent from your tanks so they dont have to worry about being charged as much.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 14 May 2018 03:38:05]]> GMT</pubDate>
				<author><![CDATA[ Gloomfoe]]></author>
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				<title>Re:[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ That is a nifty trick, I never thought about that. Sadly though most things that tie up the tanks are vehicles with fly like wave serpents. ]]></description>
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				<pubDate><![CDATA[Mon, 14 May 2018 05:51:01]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ I second the comment about adding lascannons to your infantry. Are they easy to kill? Yes, but now the opponent has more targets to prioritize. At least take 2 and keep your commanders near them so they can re roll all failed hit with take aim. <br /> <br /> The only thing I would worry about in this list is lack of mobility for your infantry and bulgryn. <br /> <br /> What are your plans for warlord trait and relics? ]]></description>
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				<pubDate><![CDATA[Mon, 14 May 2018 10:58:45]]> GMT</pubDate>
				<author><![CDATA[ Dwro1234]]></author>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ Is this for a particular format? Because if its ITC every squad has to have a mortar to deny reaper and tank commanders are basically free <span class="glossaryitem" onmouseover='gp(140);'>VP</span> farms otherwise looks pretty solid. The only other thing I would do is drop 1cp in order to take a unit of Space Marine scouts just to deny things like strike from the shadows and stygies or alpha legion cultist bombs that get the first turn]]></description>
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				<pubDate><![CDATA[Mon, 14 May 2018 11:20:27]]> GMT</pubDate>
				<author><![CDATA[ Sqauwky]]></author>
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				<title>Re:[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ The warlord will be one of the company commanders with kurovs aquilla to get some <span class="glossaryitem" onmouseover='gp(707);'>cp</span> from my opponent and grand strategist to get mine back. <br /> <br /> Yea mobility has been a weakness of this list. I’ve been trying to work a way to improve that but most transports just aren’t that great. <br /> <br /> I can play around with some points and try and get a couple lascannons in the infantry. What suggestions for those swaps?<br /> <br /> And the format of this tournament is for nova. I haven’t looked at what their missions are like yet. ]]></description>
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				<pubDate><![CDATA[Mon, 14 May 2018 17:14:22]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ Quickly looking at the <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> secondary's tank commanders can be an easy 3 points each for headhunter, marked for death and shoot the big ones. As they don't quite use reaper mortars in each squad isn't essential but the tank commanders are a risk seeing as your opponent will most likely max out their secondary's on them as well as removing key units in your army ]]></description>
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				<pubDate><![CDATA[Mon, 14 May 2018 20:52:25]]> GMT</pubDate>
				<author><![CDATA[ Sqauwky]]></author>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ Any raven guard player worth their salt has a scout squad or two to claim the midfield before the scout sentinels can move up. But ratlings can deploy like scouts and perhaps carve out a piece of the midfield to safely deploy behind.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 14 May 2018 23:07:50]]> GMT</pubDate>
				<author><![CDATA[ Celerior]]></author>
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				<title>[2000] - Astra militarum - Tournament list!</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/756526/9976188.page"><b>Celerior wrote:</b></a><br/>Any raven guard player worth their salt has a scout squad or two to claim the midfield before the scout sentinels can move up. But ratlings can deploy like scouts and perhaps carve out a piece of the midfield to safely deploy behind.<br /> </div></blockquote><br /> <br /> I thought ratlings deploy after both sides have deployed? So aren’t scout still able to shut them down?]]></description>
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				<pubDate><![CDATA[Tue, 15 May 2018 17:06:59]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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