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500 points skirmish squad

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Post by Klauzer Sun Sep 25, 2011 1:46 pm

So! Finally gonna get to play my FIRST GAME EVAR of 40k this weekend, and im gonna be learning with some 500 point skirmish games. From all the nerding out i've been doing on this forum and the codex I've put together something that i think i'll be able to hold my own with.

HQ:
Brotherhood Champion (100pts)

Troop:
GKSS x7: MCDH, 1x psycannon, (165 pts)
GKT x5: DH, 1x psycannon, 2 falchion (235 pts)

I'll attach the BChamp to the GKT squad which lets me reroll To Hit on the assault, along with a myriad of other abilities. GKSS can stay back and shoot while the termies take most the heat. Lemmie know what you think!
Klauzer
Klauzer
Henchmen
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Number of posts : 94
Age : 35
Location : PA, USA
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Registration date : 2011-09-11

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Post by georgess Sun Oct 02, 2011 1:04 pm

So how does it work? I am considering quite similar army, but I was thinking ONLY terminators + HQ

georgess
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Registration date : 2011-10-02

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Post by Klauzer Mon Dec 19, 2011 10:50 am

I put the champ with the termies and then shoot from afar until units are in range. Then I assult with the terminators to lock units in combat, and shoot with the power armor until everything is dead Smile
Klauzer
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Henchmen
Henchmen

Number of posts : 94
Age : 35
Location : PA, USA
Army : Really Fluffy
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Post by Brother Malleus Mon Dec 19, 2011 2:38 pm

I've gone the opposite way, all SS in Razorbacks

I have found (in two games SM and Orks) that I much prefer to keep a 24" kill zone with my two squads. I think however that the termies are a good addition as it will aid you in understanding the Deep Strike rules early on

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Post by Souba Mon Dec 19, 2011 3:36 pm

dont forget that the strike squads also can deep strike...
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