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Codex - Drop Troops
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===Cons=== *Expect to take high casualties. Your whole army is either T3 or T7, with no invulnerable saves. Your strength is in numbers. *You have the volume to be capable in shooting and melee, but you excel at neither. Most 40k armies are specialised and will be hitting on you for less one way or the other. *Your infantry greatly rely on Officers, who are very fragile and easy to pick off. They need to be protected by other infantry squads and your elimination of enemy sniper and anti-charectar units is key. *You trade tanks for aircraft, which are great and have universal -1 to hit protection, but are less resilient than T8 Leman Russ tanks. You also need to be careful with the rules for Aircraft in 9e, as you can easily overshoot the board and put your flyers into Strategic Reserves. It's smart to pre-plan flight paths, or put your Valks/Vendettas/Vultures into hover mode. *FW Elysians have been Out of Production for many years, and authentic kits go for $$$ on eBay. Your best (legal) options are to either kitbash your own Regiments or turn to the miracle of [[3DPrinting|3d printing]]. *As a homebrew Codex, this army has no official rules support. It is therefore highly unlikely that you will ever be able to play a Drop Troops army in a GW store or tournament setting; this is best kept for club and friendly games. You may also find that "meta" players will refuse to play you, or worse if you do end up winning they may just complain that your homebrew codex was OP. Or it may just be that they are [[That Guy]]. But then again, do you want to spend 2 hours playing a twat like that in the first place? *Because the rules are fan-made, there is also likely to be a lot of bugs and errors in the rules, which is why the dev team chose to release in Alpha state first to gather playtesting and feedback. It will take time to balance out the rules and expect plenty of significant changes to come in later versions.
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