I think that from what i have seen so far, the Grand master's Grand Strategy will be the key to victory in most cases, simply for one thing, SCOUT MOVES
1) Purgation squad with 4x Psycannons in a Razor (or 10x purifiers with 4x psycannons in a rhino) With a 24" range these guys are not shooting turn one so you will not use them like long fangs. However, if you get a 12" scout move plus a 2" Disembark you can set up a decent field of fire on turn one, and then move on later turn as needed. Astral Aim seems very good, as a Most vehicles get a 5+ save (lots of spells do this) or a 4+ save (smoke, flat out, KFF). You can hide the purgation squad out of LOS so they can not be shot at, but use Astral Aim to still hit stuff without much of a penalty.
2) Interceptor Squad. IF you can "Shunt" or whatever for the 30" scout move, these guys will be a decent option as well. I do not know as much about them, but you are at least getting 2 S5 attacks with hammerhand. If you spread out and multi-assault a parking lot, it will not be too bad.
3) Teleporter Dreadknight. Basically the same as the interceptor squad, but bigger and scarier. I feel though that for anti-tank, the interceptors are better as you can multi-assault several vehicles, intead of just pummeling just 1 with the Dreadknight. What I have seen of its shooting attacks is that they are ALL anti-infantry. The Heavy Cannon is a large blast, and only 1 shot, making it FAR worse than a normal psycannon for Anti-tank.
I think that you may see 1-2 grand masters in competitive lists, BUT as is always the case with these threads, we will have to wait and see how they do on the tabletop.
SIDE NOTE: Black Templar Terminators can get Tank Hunting Assault Cannons, which are very similar to TAGK with Psycannons (against vehicles). Does anyone have any experience using BA terms as anti-tank?
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