leohart wrote:That and whether Might of Titan + Hammer Hand is broken (Str 6 + 2D6 penetration on all units with 3 attacks is kindda ...)
Might and Hammerhand is not broken on Paladins.
It is much, much better on an Arco-Flagellant henchmen unit.
S7 plus
2D6
5 Attacks each on the charge
Half the squad is crusaders for 3++
Inv saves
Oh, and each model is only 15 pts (plus the librarian) and only takes up one spot in a transport.
In general, close-combat against vehicles is not great, even if you are dealing massive damage.
- The vehicle has probably already gotten to move, so the troops inside have got to where they need to be. killing the tank before it moves and forcing the unit iside to walk up the board is much better
- The unit inside the vehicle generally does not take a lot of damage no matter how hard you blow up the tank (yes a few random guys die, but generally the Sarge+any Special weapons will be fine and they are what matters most of the time)
- The unit inside will probably be able to act next turn, allowing them to shoot your assault unit, OR charge it with their own assault unit, usually winning combat and breaking the unit.
- you do not get to make any consolidation moves meaning your unit is very vulnerable to blast markers and template weapons.
To make assaulting vehicles worth it, you generally need to multiple assault and take out a lot of tanks before they can move too far out of their deployment zone. Even then, you are generally going to loose the unit that assaulted the tanks (or take very heavy damage)