Will wrote:
If you want melta, take melta gun vets in a chimera.
There's a significant range difference.
Melta vets move 12", disembark about 3" for a total 27" range on the melta shot (21" for the
2d6)
Devil dog moves 12" and shoots 24" for a 36" range shot (24" for the
2d6)
Against anything up to AR11 (and borderline for AR12) the str8 shot is good enough. Against things that move faster than you particularly (fast
BA rhinos,
DE skimmers, Eldar skimmers), stopping them while they're still 36" away means you don't have to wait until they're nice enough to drive into range (and into a range where popping the vehicle might not help you much because the transport has already done its job of bringing the assaulty nasties close to your line).
Automatically Appended Next Post: headrattle wrote:If you are using the Banewolf to attack THSS termies, you are using them wrong and deserve to lose it. But against a platoon of MEQs, they will do wonders.
You use the hellhound/banewolf/devil dog to interdict the movement of the
TH/
SS terminators. It's quite a viable tactic.
Just drive the tank up to 1" away from the terminators and park--preferably in a terrain chokepoint if available--with the tank moving more than 6". Now they either have to stop for a turn and assault it (hitting on 6s, but there's a decent chance they'll get it anyway) or try to walk around. I do it all the time against ork warbikes, thunderwolves, nything that's moving on the ground and is a huge threat. It buys you an extra turn to deal with them.
The important thing is that you want to get the vehicle 1" away from the unit you're interdicting (or as close as possible, but definitely within 6") so they have no choice but to go around or deal with the tank. You don't want to give the unit you're interdicting extra movement by letting them leapfrog off an assault.