cormadepanda wrote:You could use a
dev HB unit in a drop pod, deep striking on the rear of the enemy. That will kill wave serpents, and fliers with == difficulty. Maybe add some magic from divination and what not you have a pretty neat/lowish cost unit to disrupt.
If your using the new IF supplement this has a bit more merit as well.
This is because the suppliment gives 'bolter drill' a twin-linking for anything under half range. This means that instead of rerolling just 1s, your rerolling all misses. This means that your snap fires will hit 30% of the time, so the turn you deep strike in your going to still be hitting with 1 shot per heavy bolter.
Each hit will have a 55% of causing a hull point of damage to the target. That means a squad of 4 should be able to snap fire down a wave serpent the turn it drops down (provided the serpent did not move, that jink save can get ya)
So long as you have enough threats to where your opponents just don't blow you right off the table, this is not a bad tactic.