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Troop's and Devilfish
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Old 12 May 2005, 07:33   #1 (permalink)
Shas'Saal
 
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Location: Canada
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Default Troop's and Devilfish

Does the Fire warrors and Devilfish cout as seprit Troop choices or are thay on troop choice? mostly becuse i want to know if i can have this

Troop=1100
12 fire warriors leader Devilfish, Multi tracker
120+10+80+10=220
12 fire warriors leader Devilfish, Multi tracker
120+10+80+10=220
12 fire warriors leader Devilfish, Multi tracker
120+10+80+10=220
12 fire warriors leader Devilfish, Multi tracker
120+10+80+10=220
12 fire warriors leader Devilfish, Multi tracker
120+10+80+10=220
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Old 12 May 2005, 08:03   #2 (permalink)
Shas'Saal
 
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Default Re: Troop's and Devilfish

Sure, thats perfectly legal. But, whats size game are you playing? I'm guessing 2500+
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Old 12 May 2005, 08:26   #3 (permalink)
Shas'Saal
 
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Default Re: Troop's and Devilfish

Quote:
Originally Posted by SynapsyS
Sure, thats perfectly legal. But, whats size game are you playing? I'm guessing 2500+
OMFG I LOVE YOU

But any hoo No its 2000 point vs Nids i plan on runing lots and shooting lots.
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Old 12 May 2005, 09:27   #4 (permalink)
Shas'Ui
 
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Default Re: Troop's and Devilfish

Quote:
Originally Posted by super0sonic


Troop=1100
12 fire warriors leader Devilfish, Multi tracker
120+10+80+10=220
12 fire warriors leader Devilfish, Multi tracker
120+10+80+10=220
12 fire warriors leader Devilfish, Multi tracker
120+10+80+10=220
12 fire warriors leader Devilfish, Multi tracker
120+10+80+10=220
12 fire warriors leader Devilfish, Multi tracker
120+10+80+10=220
Multitrackers? Thats 60 points wasted... which equates to 2 stealth warriors or most of a 6 drone squad!
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Old 12 May 2005, 09:33   #5 (permalink)
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Default Re: Troop's and Devilfish

or that equals 5 burst cannons everyturn, sence he is moving over 6 each turn he wouldent be able to shoot otherwise, i usually equip my fishes with targeting array to hit on 3s, w/3 s5 shots a turn
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Old 12 May 2005, 09:57   #6 (permalink)
Shas'Ui
 
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Default Re: Troop's and Devilfish

I thought the burst cannon counted as a defensive weapon? If not then yeah multitrackers... probably my bad
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Old 12 May 2005, 11:20   #7 (permalink)
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Default Re: Troop's and Devilfish

Sure they count as defensive weapons. The problem is that DF's are not fast moving and thus can't fire any weapons if they move over 6" (unless they take a MT).

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Old 12 May 2005, 11:26   #8 (permalink)
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Default Re: Troop's and Devilfish

SuperSonic:

Troops and their dedicated transports are always counting as a single troop selection. Think of the devilfish as an "upgrade" for the squad for example.

If you're facing Tyranid, a bunch of Skimmers full of pulse rifles, with a multi-tracker are killer weapons. You'll be fine

By the way, don't forget your Decoy Launchers and Flachette Dischargers! (if you put enough skimmers in front of an oncoming rush of bugs, they cannot go over or through the skimmers, so they must either divert their path somewhere else, or assault them and should they come too close, you can shock them multiple times with flachettes to protect you should they attempt to stop it).
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Old 12 May 2005, 12:36   #9 (permalink)
Shas'Ui
 
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Default Re: Troop's and Devilfish

yea, against most armies I would advise against taking multi tracker, but facing tyranids is one of the few times they can be a very useful weapon to have. also, decoy launchers are a must, increasing the survivability of a vehicle by 11.33% is always a good thing, especially when it already has a very good rate of survival.
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Old 12 May 2005, 16:50   #10 (permalink)
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Default Re: Troop's and Devilfish

I would keep the multi tracker so you can shoot your burst cannon after you move 7", and you will WANT to move 7" at least.

As MalVeaux said, Decoy Launchers are also pretty important.

Possibly flechette dischargers would be worth it, I wouldent know cuz I never use it.

I think you should put Targeting Array on thier too. I always do and it makes more shots hit. (3 BS to a 4 BS)
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