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 Post subject: Genestealer cult Abberants
PostPosted: Fri Oct 07, 2016 8:47 pm 
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Big One
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Joined: Sun Feb 05, 2012 10:13 pm
Posts: 613
Location: London, Ontario, Canada
Is there any reason to take them with Picks? Hammers get an extra S and are AP2. Yes you lose 1 attack, but the army has so much rending I feel like the picks aren't needed and taking them with all hammers means you can use them vs vehicles and knights etc? The problem is they suck vs knights because the knight goes first and kills a bunch of them...

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 Post subject: Re: Genestealer cult Abberants
PostPosted: Sat Oct 08, 2016 8:49 am 
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Medium One

Joined: Sat Jan 14, 2006 2:55 am
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For me the reason is that they're molded on to half the aberrants from Overkill. So I'm avoiding confusion but doing so. Otherwise I like the hammers much more.


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 Post subject: Re: Genestealer cult Abberants
PostPosted: Sat Oct 08, 2016 9:55 am 
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Biotitan
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Location: Stratford ON
I want mine to all have hammers, but I cant think of a way to convert it right now. Thus I'm going to leave em as is.

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 Post subject: Re: Genestealer cult Abberants
PostPosted: Sat Oct 08, 2016 2:53 pm 
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Big One
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Location: London, Ontario, Canada
KrewL RaiN wrote:
I want mine to all have hammers, but I cant think of a way to convert it right now. Thus I'm going to leave em as is.


I think I am going to do 1 pick to 3 hammers. Then against marines for example the extra means you might kill one extra guy, plus its okay vs T5, 3+ things like thunderwolfs. Then if you want hammers, leave the pick guy in the front to take the hits.

What I did for modeling purposes is I used some extra thunder hammers I had sitting around for my marines and replaced the picks with them. I will post pictures at some point.

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