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Made in us
Battleship Captain






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.
   
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Shas'o Commanding the Hunter Kadre





Richmond, VA

About the only army I take it for is my CSM, a unit of havocs take the weapon when I'm running a tzeentch list since I'm lacking horde control. Otherwise, I leave the bolter dudes in the box.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

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Dark Angels Librarian with Book of Secrets






Connecticut

 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.
   
Made in fi
Longtime Dakkanaut




 Mr.Omega wrote:
 labmouse42 wrote:
 Sir Arun wrote:
I think any IF armylist should have 1 HS slot occupied by HB Devs and another by Centurion Devs
If you use the new suppliment, you can bring 3 squads of Centurion Devs and 3 squads of HB Devs.


Automatically Appended Next Post:
 Mr.Omega wrote:
A squad of IF HB Devs kills on average 2.2~ Marines a turn. A Thunderfire Cannon only has to hit 8 times with 4 S6 small blasts to get equal averages. And I would definitely say I often get more hits than that.
When I'm bringing 2 TFCs my opponents never lets get get more than 2 models under the template. The only way I can get 3 is when I scatter or flip. On an average TFC barrage I get 6. (including the times it deviates right off)

I admit I play in a competitive environment, but still I find it surprising that you get that many models in an average barrage.


If your opponent has spread out to that extent then the TFC has fulfilled a disruptive role that puts the rest of your army in closer proximity for shooting and assault. Even if you get 2-3 models under each template that's still equal averages to the HB's.


I don't understand how that is possible. In my group even the Orks player spaces out his models to the 2" limit. Maybe that is why our games last 3-4 hours easily
   
Made in us
Locked in the Tower of Amareo




TFC does have the coveted "ignore cover" mechanic, however.
   
 
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