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  1. #1
    6Jackal9
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    Default Idrians in magnus agenda?

    The title prety much says it all are they whort theyr point's?

  2. #2
    Faultie
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    Default

    I think so. Snipe on Idrians is great.

  3. #3
    Verjigorm
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    They're really the only reason to play agenda. They're not uber, but they are pretty solid and useful. I do hate having them with such low CMD though.

  4. #4
    HandsomeDan
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    Default

    I think they are great with Magnus. Especially if one of his renegades can open a hole to let them shoot at an enemy caster. Or just snipe them and prey various targets that you need to die. Pow 13 shots make them great against shield wall. If you can get rust bomb off on a warjack first the unit can often plink it to death with individual shots. I think they are great and the only reason people complain about them being overpirced in MkII is because of how completely ridiculous they were in MkI. I find they are often still mvps in my MkII games.

  5. #5
    Conqueror Katkiller 5's Avatar
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    They can be solid, but generally I prefer Long Gunners in smaller point games. Magnus isn't really lacking in ways to murder infantry, so the Idrians usually feel like a redundant unit to me. The CRA can let them hurt jacks, but as Long Gunners get two shots at longer range, I tend to use them instead.

    That isn't to say they're bad, I like them, and in larger games I would bring them with the Long gunners for massive shooting mayhem.

  6. #6
    6Jackal9
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    Default

    Thank you nice to know that my theorymachine is still in ok condition.

  7. #7
    DevonV
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    Quote Originally Posted by Verjigorm View Post
    They're really the only reason to play agenda. They're not uber, but they are pretty solid and useful. I do hate having them with such low CMD though.
    They're 9 with the UA. Not many commanders have better.

  8. #8
    Annihilator Asheth's Avatar
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    They are also good recipients of Blur for that extra level of protection. I have found them very useful, Assault and battery makes them difficult to catch, 2x5 man CRAs allowed to plink 10 damage from the Thunderhead (Not Prey) before getting the hell away from its pulse meaning they could do the same next turn. You also have the utility of CRAing one unit/model and charging another to CMA that

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