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Codex Astartes V’s Mymeara Craftworld(Testing take 2) http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=28511 |
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Author: | The_Real_Chris [ Fri Nov 14, 2014 1:21 pm ] |
Post subject: | Re: Codex Astartes V’s Mymeara Craftworld(Testing take 2) |
Slightly odd marine list... TACTICAL [525] 6 Tacticals, 6 Razorback, Supreme Commander SCOUT [150] 4 Scouts, Rhinos, Why not move a Razorback to the scouts and give the tacticals a rhino giving them both a vital free transport space? TACTICAL [375] 6 Tacticals, Dreadnought, Chaplain Though to be honest here I would have taken terminators + chaplain, sacrifcing a Razorback (I would axe one, move one to the scouts + chaplain and 1 to the scouts, leaving the tacs with 3 and 2 rhinos). Gives you the flexibility to teleport in and extract out, or teleport in and fly the bikes instead. Of course ironically here the tacs are a better choice as the targets are skimming, but in an all comers army the terminators would be the obvious choice. |
Author: | Tiny-Tim [ Fri Nov 14, 2014 2:45 pm ] |
Post subject: | Re: Codex Astartes V’s Mymeara Craftworld(Testing take 2) |
Thanks for the report. I think that you are 50pts too much for your second SoV formation. Otherwise an interesting read - Warwalkers beating Bikes..... |
Author: | GlynG [ Fri Nov 14, 2014 9:44 pm ] |
Post subject: | Re: Codex Astartes V’s Mymeara Craftworld(Testing take 2) |
Good report ![]() Maybe be a bit more specific in the changes you're trialing? I'm curious what you tried with the Hornets where you mention you changed the 'Hornets speed and AT score'. I agree they could do with a change. Personally I'd keep Hornets as a separate scout formation with the fast move, but swap their guns to a twin-Scatter Laser (the default average of the various pairs of heavy weapons it can take) and probably make them 4 in aformation. |
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