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Warhammer Army Project/Pirates of Sartosa/8th
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===Know how to Gunline=== Sartosa may have some heavy melee hitters but the're not cheap nor hold for long. Sartosa's main strength is the quantity of shooting units you can take. *'''Line of Sight and Positioning:''' Gun and Cannons units rely on line of sight, so always keep in mind not to have your pirates stand in front of your guns, Aways pay attention to the X&Y especially if there is terrain that blocks or gives cover. *'''Scary with barrels:''' when chargeing a gun unit, instead of running, they can get some shooting if the charge in front. may not be a good idea to charge a cannon or especially a unit of blunderbusses. *'''Cannons:''' Cannon is your Bread and butter. **Normal shots do not hit as many things as stone-throwers (only hits one model per row, and is stopped if it doesn't kill a monstrous model) but will eliminate a monster with its S10 hit (But only on a direct hit). **When at close-ranged(12") or charged, the cannon can Grapple Firing a lot of S5 shrapnel to eliminate enemies that got to close to the line. **A better way to eliminate a blob is taking the Chain Shot on your cannon, letting it hit multiple columns of enemies at a safer range of 36" **The Hell-Hammer is a better cannon that is more likely to kill a monster, if you already have a few big guns, consider taking an Ironfist Mortar to better delete blobs or the Tripple-Barrel to delete any Monster or Character you don't want on turn 1 or 2, Yarrr. **Don't forget your free cannon shots from Naval Bombardment around 4 in a standard game which aren't as inaccurate as they seem (4 cannons that only scatter up to 6" will really threaten a big unit, make you opponent pay for daring to bring a block of 30 Chaos Warriors). **You also have you Pseudocannon-toteing Swivel Gunners which are also rather Static afer their first move and should be treated as a multiple shot Warmachine instead of a unit and an extremely stable on at that, unlike Hellblasters each gunner only has a 1/36 chance of exploding which is pretty dependable for a 15 point model in a unit of up to 10. Don't forget that Skirmishers gives enemy ranged attacks directed at them -1 to hit incase your opponent trys to shut them down with missiles
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