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Warhammer 40,000: Kill Team (HoR)/Tactics/Astra Militarum(7E)
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==Core== *'''Guardsmen Squad''': You know how flimsy these guys are, you know that they're only good in numbers. You can give one a special weapon, give another a Vox-Caster, (which is recommended. Especially if you don't run a Commissar) and they can all get Krak Grenades. If in doubt, just take more. *'''Veteran Squad''': A bit more flexible than Guardsmen, these guys have at least some options for combat. They can opt only for Grenadier and Forward Sentry doctrines along with the basic upgrades, and one of them can bring a Team Standard to use to affect how combat turns out. **'''Sergeant''': Slightly better than a basic guardsman, one can be taken for every 2 guardsmen/vet squads (which you should be doing anyway unless you're running Tempestus or Rough Riders) and he'll allow them to use his Leadership if he's within 6" of them. He can grab an upgrade to Veteran Sergeant for a bonus WS for cheap, grab a few bits of gear, and do it all for dirt cheap. Always take a few. **'''Heavy Weapon Squad''': It's a guy grabbing a heavy gun, and he's hardcapped to only being 1 per Guardsmen/Vet squad. Give them a weapon for the occasion, consider making them a vet to get a slightly better WS, and they can grab krak grenades. *'''Conscript Squad''': They're human grots. Use them and dispose of them. Cadians can make them a bit closer to Guardsmen, but they're still just disposable. *'''Wyrdvane Psychic Choir''': A curious option, these Choirs of 3 are hardcapped at 0-2. Okay for the Warp Charge, though they can only take Smite, Prescience, Flame Breath and Assail. Usually, Prescience is preferable, then Smite or Flame Breath. *'''Rough Rider''': Hardcapped at 0-5 outside of the Rough Riders regiment, they'll be your speedy guys. Every one out of 5 can take a special weapon, with a max of 4 models being able to take a weapon. You probably have something better unless you're Rough Riders.
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