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Old 12-02-2006   #3 (permalink)
experiment 626
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pretty good looking list there!

a few things i've spoted though, if you don't mind some critiquing;

your scouts: drop the plasma gun for a meltagun. reason being that the plasma gun is a rapid fire weapon so if you shoot with it, you can't assault that turn... and the pistols + ccw's sorta screams 'assault unit!'

your infantry squads: make sure all your squads are even numbered. ie: keep each squad to 6/8/10 etc... models as this is very important for scoring unit purposes! even numbered units maintain their "scoring unit" status longer than odd numbered units.
for example: your unit of 7 grey hunters loses scoring unit status once they suffer 4 casulties. but if they were 8-strong, it would take 5 casulties, or else drop them down to 6-strong... still takes only 4 dead, but now you don't give up as many victory pts as the 7-strong unit does

other than that, it's a fairly solid list... sure the crusader is a bit of a pts sink in 1500pts games, but it's got a tone of firepower!
the only unit i see not being overly effective is your blood claw assault squad simply because it lacks numbers...

cheers!
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