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Old 11-01-2007   #4 (permalink)
experiment 626
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Quote:
Originally Posted by Templar Mikeel View Post
Switch the flamer in the Crusader squad for a meltagun or power weapon. As Stitch will tell you, if you flame the squad you intend to assault, you run the risk of killing all those in assault range.
okay, so my 'glorious imperial guard grand assault' failed once because i foolishily flamed my opponent to death and ended up half an inch out of charge range...
the real reason though for a melta is bcause you don't have veteran sergeants in templar armies. that means no melta bomb safty net against say, a dreadnought that mugs your squad! instead, you simply die... with a meltagun however, your opponent won't be very quick to try that because if he fails, that dread is toast! (quite literally too!)

as for the list; drop the rocket squad down to only 6 men. their only purpose is to shoot tanks, so take the extra bodies and put them elsewhere... (perhaps another 'support' squad?!)

a dreadnought w/assault cannon + rocket launcher is also fairly cheap, and is solid against pretty much anything you might encounter as well...

neophytes can bulk-up your overall numbers, but keep your ratio to 2:1 between initiates:neophytes so the mixed armour rules don't screw you over too badly!

cheers!
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