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Old 01-11-2008   #3 (permalink)
Captain Slow
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ypu raise a good point. however, this army is meant to be Fairly static, but flexable. as for claiming table quaters, its fairly bad. but, the reasoning behind the list is simple.
form the three tactical squads up, so if possible they have over lapping fields of fire. then, either at the begining of the game, or some time during the first two turns, move the devs to either flank, and then shoot the hell outta nything, as they can deal with both tanks and troops effectively. as for the HQ suad, ill use them as a counter attacking uint. if a shock troop unit assualts, say a tac squad. these guys will jump out and counter attack, hopefully ending the combat on that turn.

as foir the speeders. ive faced them in the past, and a pair working as a tag team, and using the rule: you them, and then you dont. CAUSE YOUR DEAD. stratagy, has work wonders on me in the past, i forget how many squads have been chewed up against speeders that have moved in for a turn, chew them up so they cant effectively fight back, and then flown off again. annoying. >< so, i though since i needed some fast moveing firepower, taht i would take some speeders and see how i got on.
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