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Tactics - Resistance
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==Building an Army== The best starting point, by far, is to pick up the Resistance Starter Army. The box contains 980pts of models at a rock-bottom price and provides a solid basis to learn the army and build out from. While you may end up replacing some of the models later on, the box provides enough solid choices that you will typically always be using part of it. Good options for your first expansions include: *'''Freeriders in a 109 Breaching Drill''' (205pts): Freeriders are a key unit for the Resistance and make an excellent swap for some of your Fighters. Using them with a Drill is a game-winning combination and you can learn all about the different deployment options available. *'''Veterans and Battle Buses/Swifthawks''' (220pts): Veterans are great for players wanting some more lethality from their infantry and their inherent versatility makes them excellent choices for experimenting. They work very nice with Plasma Rifles and a Bus (commandeering one of your Krakens) or as MFR in a Swifthawk. *'''Cyclone Attack Copters''' (160pts): Cyclones are decent gunships who are able to project a lot of firepower with excellent reach while remaining safe from retaliation. They can be built as either direct-fire gunships or as an indirect artillery piece and are a great choice for players who enjoy air superiority. *'''Circe Attack Hovercrafts''' (70pts each): As an alternative Standard choice, Circes provide high speed, long range and strong firepower. They will allow you to enjoy units without needing a transportation tax as well as providing a solid anti-armour cannon and work exceptionally well with your Commander's Hydra.
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