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Double core helix an issue?

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Nobody in my group has been using a double core helix but I keep hearing this is a problem for balance. What are the major problems with this and what would be a good way to fix this next edition?

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Remember that a core helix box set is really just 1/2 a core helix

but also that a core helix box can function to build a force around

 

 

so when you say two core helix what do you mean exactly, using the contents of two core helix boxes as one force or two?

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On 2016. 07. 14. at 3:14 AM, fracas said:

Remember that a core helix box set is really just 1/2 a core helix

but also that a core helix box can function to build a force around

 

 

so when you say two core helix what do you mean exactly, using the contents of two core helix boxes as one force or two?

He is referring to the 2 Core Helix as in 2 actual maxed-out Core Helicies (aka 4 boxes)

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4 core and seven years ago....

Sorry...

seriously though with all the variety of minis available I would prefer a mix over multiple repeats.

I see the power gamer aspect of selecting a preferred helix and bringing 4 of them. I think 2 fully maxed cores would not bring enough diversity. I like my specialist units. The double full core Might work, might fail but it's not for me  

Also some of the Core Helix command units get nasty when paired. I do plan on maxing my Core Command Tank squad

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I take it (from others commments as well) you mean double battle group?

Its balanced if your opponent knows you are doing it, in that they can respond in kind, aka 4 command or heavy or assault etc. 

Or just double down on Core's themselves.

If you are referring to a full double core helix (within 1 battlegroup) doubling them up begins to reveal the different factions and points, some factions have to take another helix to hit certain points total. 

Overall if your games are against locals, always agree ahead of time, and if you head to a tournament that allows double battlegroups prepare accordingly.

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