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New SW Rumors


pretre

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I could never field this, but entertaining list:

 

Iron Wolves 1

WGBL 50

5 BC with Flamer in Razorback with Dozer, SB, HKM, EA, TLP/Las - 120

5 BC with Flamer in Razorback with Dozer, SB, HKM, EA, TLP/Las - 120

3 Landspeeders with AC/HB - 150

3 Landspeeders with AC/HB - 150

3 Landspeeders with AC/HB - 150

3 Landspeeders with AC/HB - 150

 

IW 2

WGBL - 50

5 BC with Flamer in Razorback with Dozer, SB, HKM, EA, TLP/Las - 120

5 BC with Flamer in Razorback with Dozer, SB, HKM, EA, TLP/Las - 120

3 Landspeeders with MM/Typhoon - 150

3 Landspeeders with MM/Typhoon - 150

3 Landspeeders with MM/Typhoon - 150

3 Landspeeders with MM/Typhoon - 150

 

1840

 

24 Landspeeders, 4 Razorbacks. Lols.

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Yeah, that DeathPack is pretty nice. I think I might use it in a few places where I previously would have done the CotGW thing with a Lord and a pair of Iron Priests. Doesn't replace it for all purposes (only one can Join another Detachment's DeathStar), but it's still a nice way to slot in some extra mobility and counter-Assault for a list that's lacking.

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Humm,,now I'm really tempted to get that starter box.

 

Would that be a good one to run with the Blackmanes?..seems so to me with a blob of 6 TWC + a WL crossing the board turn one.And in this case if I podded the GH`s,that would be the only pod outside of the Blackmanes so it would drop turn one too,,but no reroll 1`s for them of course.

 

 

Speaking of rerolling ones to hit,once again,very AoS`y...and I like it:)

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Okay, so neat trick with the new wolves.

 

The Counter-Charge ability was, I thought, only useful if someone charged one of your units, but no.

 

"Counter-Charge: At the end of your opponent's Charge sub-phase, you can declare a charge with any unengaged units from this detachment, so long as each enemy unit you attempt to charge is locked in combat with another unit from this detachment. Any units that do so count as charging for all rules purposes."

 

So... Turn 2, you charge an enemy unit with one of your units from that detachment. You also drop some drop pods full of blood claws around that unit. Your opponent's turn comes up and he does not kill those drop pods full of blood claws. They all charge into the combat since a unit from that detachment is locked in CC. Neato.

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