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SH list for review under prototype changes

 Post subject: SH list for review under prototype changes
PostPosted: Fri Sep 15, 2006 2:33 pm 
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-Utilizing BT proposed 1.7 and the proposed items for Sam Hain being tested (had previously been using initiative 2 against all opponents but marines anyway).

-No autarch as no shining spear unit, and I want to see the difficulties of Initative 2 with the more expensive warhost formations.

-Fits my earlier lists which have been successful.

-Testing SOV units and jetbikes in these formations. ?

-Everything is built on the need for speed. ?Nothing slower than 30cm permitted to get in on the fun. ?

-Opponent will be Tau, preparing his own list for the Memphis tourney (all mobile, but not tweaking list for particular opponent). ?

Quick composition

300 SOV (6) falcons and firestorms
400 SOV (6) 4 fireprisms, 2 firestorms
0
475 12 jetbikes w. farseer +wild riders
275 5 vipers/jetbikes with farseer + wildriders
375 8 vipers/jetbikes with farseer + wildriders
375 8 vipers/jetbikes with farseer + wildriders
200 guardians with wave serpents
200 guardians with wave serpents
200 guardians with wave serpents
200 guardians with wave serpents
3000 amount
0 available
3000 list size for game





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 Post subject: SH list for review under prototype changes
PostPosted: Fri Sep 15, 2006 11:21 pm 
Purestrain
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The lack of heavy guns concerns me but I look forward to seeing how you do. Your first formation is just all falcons I take it?? Just confused about why you mention the fireprisms, assume a typo.

300 SOV (6) falcons and fireprisms

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 Post subject: SH list for review under prototype changes
PostPosted: Sat Sep 16, 2006 2:18 am 
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Could you please clarify what the Guardians are? ?From their price and your "30cm move to open" restriction, I'm expecting that they're Guardian Troupes mounted in Wave Serpents (as opposed to Guardian Hosts mounted in Wave Serpents). ?Can you please confirm my assumption? ?If I'm correct, how many stands in each Troupe?

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 Post subject: SH list for review under prototype changes
PostPosted: Mon Sep 18, 2006 1:20 pm 
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Modified.  

-The two tank formations are 1) falcons and firestorms (probably two firestorms); and 2) prisms and firestorms.   This provides a good bit of anti-aircraft as well as some 2 shot pulse power. In an earlier game we established that the new pulse rule generally increases the number of successful hits by one.

-Guardians are guardians with wave serpents.  SH formations do not permit guardians without wave serpents (six guardians in three wave serpents).

-war engines.  Titans don't work in this concept for fluff reasons.  Cobras/Scorpions are ok but they never make their points back in my style of play.  

Everything is designed for the firefight.  Vipers and tanks hit with BM's, setting up for the follow on FF utilizing a larger formation. Ideally there is another bike/viper formation nearby which will use the Farseer to "wash/rinse/repeat".  In this manner, if done properly you can maneuver and then roll a flank, or even more interestingly, roll the rear of an enemy army.  

One thing I am testing is the increased strength of the SOV formation with six units and the impact of the new fire prism rules.

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