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Old 01-05-2007   #2 (permalink)
experiment 626
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lysander's abilities simply allow any and all termie squads to make a single reserves roll... (so either they all come or none of 'em do!)
teleport homers would still be a good idea to prevent alot of needless scattering!

overall, i've seen *much* worse versions than this one... the main thing it lacks is;
a) decent scoring units.
at only 5 men, each squad need only suffer 3 casulties before they lose their scoring unit status... 2 IC's doesn't help matters either!
b) not enought troops to start with.
with only 10 scouts, the enemy will have a field day spreading out and making any mutually supportive deep striking nearly imposible...

i'd lose the 2nd hq altogether you only already have a Ld10 with lysander, and a chappy isn't going to help a termie squad with power fists that much!

some more ground troops and better numbers in those scout squads would be ideal... the list really lacks numbers and relies alot on the psycological effect of having 25 termies land at the same time!
i might even say lose the termie squad with cyclones to get some better anti-tank troops like devies.

at least the guy didn't totally over do it with the assault cannons!

cheers!
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