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1K army review
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Old 12 Feb 2006, 04:22   #1 (permalink)
Shas'Saal
 
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Default 1K army review

This Army is 1070, so I need to trim it down around 70 points. I will be playing against speed orks and Black Templar (yay LRC rush!). Any pointers, tips, flames, would be greatly appreciated.

HQ
Junior Officer w/ CC + laspistols
Anti-tank Support Sqaud w/ Missile Launcher
Fire Support Squad w/ Heavy bolter

Troops Platoon 1
Infantry Squad
Infantry Squad
Infantry Squad

Troops Platoon 2
Infantry Squad
Infantry Squad
Infantry Squad

Fast Attack
2 Sentinel W/ AutoCannon

Heavy Support
3 Leman Russ W/ Lascanon
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Old 12 Feb 2006, 04:45   #2 (permalink)
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Default Re: 1K army review

Maybe get rid of one leman russ and get another sentinel and some upgrades worth the rest of the points that just my advice accept it or not.

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Old 12 Feb 2006, 05:36   #3 (permalink)
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Default Re: 1K army review

Well one you can't take a JO as your HQ officer as far as i know.

Drop a Russ for a sentinel and SO give your SO a storm bolter or bolter instead of a CC weapon and Laspistol if your going to be stationary. You can then give him a power weapon for when they get charged.
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Old 12 Feb 2006, 06:50   #4 (permalink)
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Default Re: 1K army review

yes you can take a JO as your hq commander, i notice that your list didnt include the obligatory 40 wasted points JO command. that may be a problem so i would suggest dismantling your missile launchers and putting them in your inf squads, better meatshield that way... that should shave a few points... then drop an inf squad and you should be okay on points, with a few extra points to boost up your command to make a half-arze assault squad out of them or give them a special weapon or two. DONT get rid of the tanks... they are your friends... even if just drawing fire. If you are fighting speed freaks then you will be hit hard by the 2nd or 3rd turn with assault, and you will need to counter attack, so flamers arent a bad idea.

speed freaks are even more scary than marines imo... they are actually the most arrogant army I have fought against. super-power-gamer efficiency (they dont even run off the board when they break, they just get back on the truck!) and they can go anywhere on a board in 1 turn, jump out, and still assault. my friend called it "teleporting between terrain" when he warned me about the speedfreak army. switch those missile launchers for autocannons or heavy bolters that put more dice into the mix that can still blow up those stupid wartrucks 10 armor rating fairly easy if you are fighting the speedfreaks, you may be lucky enough to loose a volley at the trucks before they get close, depending on the terrain, so the more dice you can roll the better. but use the missile launchers on the space marines.
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Old 14 Feb 2006, 00:20   #5 (permalink)
Shas'Saal
 
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Default Re: 1K army review

I fixed the problem with the Command squad for each platoon. The new list is posted below. The next question is, how can I change this to take into account people "drop troop"ing my 3 tanks?

HQ
-Junior Officer w/ CC + laspistols

Troops Platoon 1
-Junior Officer w/ CC + laspistols
-Infantry Squad + Heavy Bolter + Melta Gun
-Infantry Squad + Missile Launcher + Melta Gun

Troops Platoon 2
-Junior Officer w/ CC + laspistols
-Infantry Squad + autocannon + Flamer
-Infantry Squad

Fast Attack
-2 Sentinel W/ AutoCannon

Heavy Support
-3 Leman Russ W/ Lascanon - Sponson heavy bolters
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Old 14 Feb 2006, 05:30   #6 (permalink)
Shas'O
 
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Default Re: 1K army review

You still need the four guardsmen with the JO's for the platoons
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Old 14 Feb 2006, 05:46   #7 (permalink)
Shas'Saal
 
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Default Re: 1K army review

I put them in, in each platoon is listed a JO squad with the 4 guardsmen.

Troops Platoon 1
-Junior Officer w/ CC + laspistols
-Infantry Squad + Heavy Bolter + Melta Gun
-Infantry Squad + Missile Launcher + Melta Gun
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Old 14 Feb 2006, 06:02   #8 (permalink)
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Default Re: 1K army review

ohh the men have the laspistols and CC weapons? does the JO have that too?
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