Panxer
04-10-2012, 03:55 PM
HQ
Commander Shas'El- Cyclic Ion Blaster, Hard-Wired Multi-Tracker, Iridium Armour, Missile Pod, Shield Generator
XV8 Shas'Vre Bodyguard- Burst Cannon, Hard-Wired Multi-Tracker, Missile Pod, Shield Generator
Commander Shas-El- Fusion Blaster - TL, Hard-Wired Blacksun Filter, Shas'el, Shield Generator, Stimulant Injector
Elites
XV8 'Crisis' Battlesuit Team
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
XV8 'Crisis' Battlesuit Team
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
XV8 'Crisis' Battlesuit Team
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
Troops
Fire Warrior Team 6x Pulse Carbines, 6x Shas'la, EMP Grenades,Shas'ui w/Bonding Knife
12x Kroot, 6x Kroot Hound
Fast Attack
Tetra Scout Speeder -Blacksun Filter, Disruption Pod, Targetting Array
Tetra Scout Speeder, Blacksun Filter, Disruption Pod, Targetting Array
Heavy Support
Hammerhead Gunship- Disruption Pod, Multi-Tracker, Railgun, 2x Seeker Missile, Target Lock, Two Burst Cannons
Hammerhead Gunship- Disruption Pod, Multi-Tracker, Railgun, 2x Seeker Missile, Target Lock, Two Burst Cannons
2x Sniper Drone Team
I've played 99% of every cadre loadout I can think and this is one that has done fairly well for me (and by well, I mean I usually get tabled by turn 4 instead of 3) HQ supports while still having some anti-personnel and anti-vehicle capabilities, elite has anti-vehicle while still being able to handle medium to heavy infantry, Troops are superfluous (with kroot perhaps playing an outflanking assault maneuver), fast attack provides cheap and mobile marker light support (hitting on 3+), and heavy support being mobile while still being able to deal with medium/heavy infantry at range.
Commander Shas'El- Cyclic Ion Blaster, Hard-Wired Multi-Tracker, Iridium Armour, Missile Pod, Shield Generator
XV8 Shas'Vre Bodyguard- Burst Cannon, Hard-Wired Multi-Tracker, Missile Pod, Shield Generator
Commander Shas-El- Fusion Blaster - TL, Hard-Wired Blacksun Filter, Shas'el, Shield Generator, Stimulant Injector
Elites
XV8 'Crisis' Battlesuit Team
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
XV8 'Crisis' Battlesuit Team
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
XV8 'Crisis' Battlesuit Team
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
Shas'ui- Fusion Blaster, Missile Pod, Multi-Tracker
Troops
Fire Warrior Team 6x Pulse Carbines, 6x Shas'la, EMP Grenades,Shas'ui w/Bonding Knife
12x Kroot, 6x Kroot Hound
Fast Attack
Tetra Scout Speeder -Blacksun Filter, Disruption Pod, Targetting Array
Tetra Scout Speeder, Blacksun Filter, Disruption Pod, Targetting Array
Heavy Support
Hammerhead Gunship- Disruption Pod, Multi-Tracker, Railgun, 2x Seeker Missile, Target Lock, Two Burst Cannons
Hammerhead Gunship- Disruption Pod, Multi-Tracker, Railgun, 2x Seeker Missile, Target Lock, Two Burst Cannons
2x Sniper Drone Team
I've played 99% of every cadre loadout I can think and this is one that has done fairly well for me (and by well, I mean I usually get tabled by turn 4 instead of 3) HQ supports while still having some anti-personnel and anti-vehicle capabilities, elite has anti-vehicle while still being able to handle medium to heavy infantry, Troops are superfluous (with kroot perhaps playing an outflanking assault maneuver), fast attack provides cheap and mobile marker light support (hitting on 3+), and heavy support being mobile while still being able to deal with medium/heavy infantry at range.