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Codex Astartes V’s Mymeara Craftworld(Testing take 2)

 Post subject: Re: Codex Astartes V’s Mymeara Craftworld(Testing take 2)
PostPosted: Fri Nov 14, 2014 1:21 pm 
Brood Brother
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Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
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.


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 Post subject: Re: Codex Astartes V’s Mymeara Craftworld(Testing take 2)
PostPosted: Fri Nov 14, 2014 2:45 pm 
Hybrid
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Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
Thanks for the report. I think that you are 50pts too much for your second SoV formation.

Otherwise an interesting read - Warwalkers beating Bikes.....

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 Post subject: Re: Codex Astartes V’s Mymeara Craftworld(Testing take 2)
PostPosted: Fri Nov 14, 2014 9:44 pm 
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Joined: Mon Aug 11, 2003 7:27 pm
Posts: 5602
Location: Bristol
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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