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Made in us
Guardsman with Flashlight





Why no love for the Manticore? It averages 2 shots, should have about a 50%-60% chance to hit with each shot (33% chance to roll a direct hit and if you only scatter 1" or 2" you should still hit as well, so rolling 1-5 on 2d6 at a target you can see will be a direct hit). It's strength 10 and ordnance so it will probably penetrate even AV14, it can hit anywhere on the board even if it can't see the target (albeit at a reduced chance to hit if it can't see the target) unless you can't see any of the target and it's within 24".
   
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Regular Dakkanaut




Well if you include the rest of the army, scarabs under imotekhs dark can be pretty dangerous. Hell they can bypass structure points on a warlord titan as far as I can tell. Fire dragons with tank hunter would be up there, it's pretty easy to get them where they need to be.

On a personal level I had a lot of luck with outflanking dread knight with a sword and teleporter but that's situational I guess.
   
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Ghastly Grave Guard





Cambridge, UK

Speaking of the Manticore, I'm surprised that no one has mentioned Marbo. Other than the randomness regarding which turn he enters play (from being held in reserve), a Str 10 large blast with BS 5 from anywhere on the board is pretty good.

And yeah, talking about the fragility and target priority of melta carriers is more along the lines that I'm thinking. Of course anything with a high BS and a meltagun is "reliable" once you pick up dice to shoot, but getting to that stage is the tricky part.

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Not as Good as a Minion






Brisbane

I always thought that a demo charge was S8...well I should read the back of my 'dex more!

I'd have to go with broadsides as well, especially if you can take markerlights into account.

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Inactive

No one mentioned these guys? @_@

Wraith Guards and their #%^@Y&WS(& wraith cannons that kills everything from tanks to MC

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Longtime Dakkanaut






Westchester, NY

GK psyfleman dreads, very deadly and reliable against low armor values, with their twin-linked goodness and shrugging off shaken/stunned results. They have long range, lots of shots and are hard to shut down. Meltas tend to be suicidal in nature because you need to get close to the enemy but it's good to have some for 'insurance'. Chaos Oblits are great they get twin-linked melta or a longer ranged multimelta, every trick in the book against different AV/different range. But you can't really go wrong with lots of melta in transports or fast-moving units.

CC weapons are more unreliable unless you have an overwhelming number of easily penetrating attacks because a vehicle can always move to make it harder to hit.


 
   
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Commoragh-bound Peer




Bromley

Zoanthropes would be if they didn't just miss all the time.
I'd say any form of Haywire weapon.
2+ guarantee to disable that vehicles weapon is good in my books.

You know what, just tell me when a weapon doesn't have AP
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Arlington, VA

Vulcanized MM Attack Bikes are nasty anti-tank.

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Angry Blood Angel Assault marine





Bella Napoli

I run Dante in an Honor Guard. They arrive via deepstrike with pinpoint accuracy (no scatter). 4 Meltaguns plus the Infernus Pistol. 5 melta shots with double dice for penetration. Also, they get the plus 1 on the damage table.

Very reliable at taking out armored priority targets, av 10 or av 14 doesn't make much of a difference.


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Three XV-88 Broadside suits, ideally supported by Markerlights.

72" threat radius with 3x T/L Railguns with anything up to BS5 and reducing any cover save to 7+? Yes please.

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Shunting Grey Knight Interceptor




Fuzhou, China

"melta weapons + DS units " is a good plan
But you will have some trouble when facing a GK player with GKSS in his list.......

Don't worry, Draigo will protect you guys!

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Bella Napoli

apple1988218 wrote:"melta weapons + DS units " is a good plan
But you will have some trouble when facing a GK player with GKSS in his list.......


I usually have all sorts of trouble when facing GK players. They are really hard to handle, always a tough fight.


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Shas'o Commanding the Hunter Kadre




Olympia, WA

Tangent wrote:In your opinion, what is the most reliable anti-armor tactic, weapon, ability, or combination thereof in the entire game? Which set-up has the highest success rate throughout all codexes?


Twin-linked Haywire Blasters are the most reliable. They don't kill tanks more often but they always do something and that's big in some games.

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Wicked Canoptek Wraith





2 tachyon arrows with 2 chronometrons shooting at the vehicle that 2 harps of dissonance just hit?

There's a lot of variables here from cost to range to mobility to consistency to defensive stats of the body the anti tank is on to utility after the vehicle is dead or if you face a list with no vehicles to force organization slots to personal preference / what looks cooler.
   
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Decrepit Dakkanaut





Vallejo, CA

Tangent wrote:I'm surprised that no one has mentioned Marbo.

Demo charges are only S8. You hit rather well and can pop up behind rear armor, but you still have to pen (say hello to 1's and 2's), and you still have to roll well on the vehicle damage chart (say hello to shaken and stuns).

Given that you literally only get one shot, it's just not reliable enough.


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Proud Triarch Praetorian





Actually, guass weapons aren't too bad vs any av. Auto-glancing 6s are canny good

This message was edited 1 time. Last update was at 2012/03/27 19:12:36


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Stubborn Temple Guard






I agree with the Broadside units. Meltas have to be close. The broadside can barely be on most tables and blow tanks nose out their ass.

Add markerlights and everything, and it is a pretty solid way to do it.

As a Tyranid player though, it involves something obscenely large surviving to punch the damn thing in whatever facing I can base.

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Frightening Flamer of Tzeentch





Broadside are sitting ducks versus a lot of armies. They are okay but very expensive and can be a waste of points versus horde armies.

In regards to IG I'm surprised no one has mentioned the Medusa with bastion breecher rounds yet.

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They aint that good. One of my friends only succeded in immobilising my lith with two BBS medusas and threeturns of shooting

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Utilizing Careful Highlighting





Australia

lysander charge, 4x Strength 10 with +1 vehicle damage, add in a chappy for rerolls to hit on the charge just because

ironclad with seismic hammer charge is similar

logan with multimelta relentless longfangs

vulcan buffed devestator squad with 4 multimeltas

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you like multimeltas, don't you?

Experience is something you get just after you need it
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IHateNids wrote:you like multimeltas, don't you?

ha, apparently. I don't, since it's heavy, you kind of have to sit there and shout "hey! you! psyfledread! come throw yourself on my multimelta! Quickly now, I haven't got all day!"

couldn't help but notice, in your sig, it's spelled "Disciples." not to nitpick, just helping out.
   
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Ork Boy Hangin' off a Trukk




Los Angeles

I really like the twin linked lascannon, as carried in 3's by the Vendetta. Take two, outflank, use an astropath, and you can pretty much count on the fact that the vehicle you need taken down or stopped in its tracks will be on turn 2. At the same time, you've delivered an order of special weapons to the enemy's flank or rear.

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@SnaleKing. Thanks, I hadn't noticed that

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Decrepit Dakkanaut






Leerstetten, Germany

Not the best for AV14, but I like to run my SM Scout Bikes. You can infiltrate, then do your scout move, and fire 6 S8 shots into rear armor if you play your cards right. Give the Sgt a CombiMelta if you just have to open a can of anything.

You also get 6 templates to throw around each turn if there are no transports.
   
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Human Auxiliary to the Empire





As a tau player i have to say broadsides are my personal favorite anti armor unit. However i would also like to mention a full team of 5 pirhana with fusion blasters make an effective armor interceptor team as well. Mostly use them for other vehicle squadrons. (Killcans were the most amusingteam i have dealt with)

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Melta is practical, and multi-melta is technically the best chance of destroying vehicles by the math. But nothing really holds a candle to Broadsides. Nothing else is as accurate or add powerful, let alone the icing of ap1 and being multi-wound T5 models. It's too bad Tau are so gimpy, because Broadsides are beefy.
   
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Ghazzy...

I can't think of any model that can owns just about anything in H-t-H...

Oh... you mean shooting?
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whembly wrote:Ghazzy...

I can't think of any model that can owns just about anything in H-t-H...

Oh... you mean shooting?
4x Blasterborn does it for me.


The Sanguinor would dismantle Ghazzy in 1 turn. just sayin.

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In my experience, the bastion breacher has done wonderfully against my friend's land raider. Popped it every game it's been used.

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