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Let's Talk 4: Anti-Air Guns!

 Post subject: Re: Let's Talk 4: Anti-Air Guns!
PostPosted: Tue Sep 13, 2016 8:47 am 
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I don't think it's about the fire output from the war engines, it's about being able to guarantee a BM on an air assaulting unit. The changes proposed, and I'm happy to play test basically mean that you need to break or destroy large war engines or infantry cos to remove squat aa

I don't totally buy those comparisons as well (and comparing across lists is always risky). CAP can be dealt with by moving an AA unit into cover fire range of where you intend to air assault (eg moving Falcons with firestorms to hit any fighters which CAP your aircraft), ferals are so slow they need that hardcore AA for balance (They don't get rhinos, bikes, or gyros). Eldar Titans and AMTL all cost a lot more than squat war engines on a base level and there also internal issues about list balance there that aren't quite the same with squats.


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