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Red Corsairs v3.4

 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Jun 02, 2017 1:37 pm 
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Huzzah!

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Sun Jun 11, 2017 8:08 pm 
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Do I need Cult Marines (Khorne Berzerkes) to include Brass Scorpions or do I need just to have Khorne Berzerkers (e.g. as upgrade for Renegade Warband) ?

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Sun Jun 11, 2017 8:38 pm 
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Location: Leicester UK
The upgrade counts

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 Post subject: Re: Red Corsairs v3.4
PostPosted: Fri Jun 16, 2017 10:00 pm 
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Hi. IJW and i took this for a spin earlier this week (me playing RCs). Game took on a streak of poor dice rolls from both of us which would have made Ginger blush, so not much to report from the game unfortunately. By the end of turn two i still hadn't manage to clear the (tiny) plague zombie formations IJW had rolled, and i was largely still in my deployment area. When my thawk terminators bounced off his blitz defending plague tower despite no AA i knew it was time for an early bath... :D

But couple of observations.

First - Terminators are listed as being able to take drop-pods. Is that intentional? If so they are not listed as transportable by the pods.

2nd - Lack of the specialist daemons seems reasonable, but stripping the infiltrating beasts out as well really seems like it might hamstring the engagement potential of warbands and hounds.

Going to give it a try again with a different approach as see how it goes...


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