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Sixth Edition


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#61 JC 042

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Posted 13 July 2012 - 09:06 PM

DONT put any shooty units in your Drop Pods! When I did Crimson Fists I had 3 of em and I filled each with ten man Sternguard squads, IF I wasnt charged and butchered, I charge my Sternguard into combat to get butchered.

You know you have a problem when you willingly charge Sternguard and Devastators into combat :P. Thats why I HAD to start a Blood Angels army.

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#62 Hudson

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Posted 14 July 2012 - 12:31 AM

Im less fond of DC now because Furious Charge isnt +1 initiative :(

But Baal Predator BLITZ KRIEG is awesome :D: Scout move 12' then move 12' then unload a Heavy Flamer and FlameStorm Incinerator into a closely huddled squad in cover then they disappear in smoke. I need 2 more Baal Predators :D.


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#63 Sammael

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Posted 14 July 2012 - 05:38 PM

DONT put any shooty units in your Drop Pods! When I did Crimson Fists I had 3 of em and I filled each with ten man Sternguard squads, IF I wasnt charged and butchered, I charge my Sternguard into combat to get butchered.

You know you have a problem when you willingly charge Sternguard and Devastators into combat :P. Thats why I HAD to start a Blood Angels army.


The problem there is you sent a SHOOTING unit into CLOSE COMBAT. notice the distinct difference in terms. A SHOOTING unit will get out-fought in CLOSE COMBAT simply because it is not good practice to hit someone about the face with one's ranged weapon... I find one squad of Drop Podded Sternguard work really well, the special ammo is great, and they're able to hold out against all but dedicated assault units in cc. Just be careful where you put them, and unless the dice screw you over, you'll see nice results. They're going to get even better in 6th, more shots can be taken and they shoot really well.
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#64 Sammael

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Posted 15 July 2012 - 03:43 AM

Update. Just finished a full game of 6th Edition. I actually really like it. turns go fast, and there's plenty of action. I like the focus fire for cover saves, I like the wound allocation. Tanks seem to be a lot more fragile now, but still rip shit up when they get the chance. Deployment seems super key to winning. Eldar are fun to play, but the not charging from transports, and flyers could really hurt players like me. Banshees (Typically) go out, and Swooping Hawks/Fire Dragons/Dark Reapers go in. New Psyker powers are lots of fun. I wish they'd gone even further into it, like Warhammer Magic, but it feels re-vamped and nice. Long live 6th, I really feel it's going to be a lot of fun.
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#65 JC 042

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Posted 15 July 2012 - 11:20 AM


DONT put any shooty units in your Drop Pods! When I did Crimson Fists I had 3 of em and I filled each with ten man Sternguard squads, IF I wasnt charged and butchered, I charge my Sternguard into combat to get butchered.

You know you have a problem when you willingly charge Sternguard and Devastators into combat :P. Thats why I HAD to start a Blood Angels army.


The problem there is you sent a SHOOTING unit into CLOSE COMBAT. notice the distinct difference in terms. A SHOOTING unit will get out-fought in CLOSE COMBAT simply because it is not good practice to hit someone about the face with one's ranged weapon... I find one squad of Drop Podded Sternguard work really well, the special ammo is great, and they're able to hold out against all but dedicated assault units in cc. Just be careful where you put them, and unless the dice screw you over, you'll see nice results. They're going to get even better in 6th, more shots can be taken and they shoot really well.


That was the problem, its like I have an in built tactical mind for WAAAAAGH!!!.

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#66 Sammael

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Posted 15 July 2012 - 01:49 PM

That was the problem, its like I have an in built tactical mind for WAAAAAGH!!!.


Then play Da Orkz. :)


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#67 JC 042

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Posted 15 July 2012 - 02:05 PM

I will, depending wat da next codax iz boss.

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