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Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

So I am a huge fan of this list and all the different kinds of tanks that you get access too. This list was nasty during 5th edition, but took a huge power hit when we moved to 6th & 7th edition rules. Since most of the army consist of tank class units, the assault phase is not your friend. To help medicate this I propose two additional rules. 1 is for the game as a whole. 2 is an Army specific special rule. Also the creating a special detachment for this list.

1. Defensive fire: a tank can fire overwatch at BS1 with as many weapons as it can normally fire that have a strength value of 5 or less. So you still hit on 6's, but it now means that the real world reason we but machine guns on tanks actually works in this game.

2. (Army specific) Iron Monsters: Tank type units that are part of a Armored Battle Company detachment gain the fear special rule. Not that it will have a huge effect on some armies that have ways of circumventing the fear rule. It does give a level of defense in the assault phase since none of the tanks can attack back.

To take this one step farther, how about Armored Battle Company: Armored Assault detachment. One of the Command bonus would be the Iron Monster rule above. Plus adding the ability for the tanks to overwatch. (Now as an army specific rule. Second Command bonus, Armored Warfare: all non-tank units must take a transport that is tank type unit. This is something that is already part of the list just not worded in this manner. You would give up the Ideal Commander and Objective secure special rules and gain the ability to fire overwatch with tanks and tank type units gain fear special rule. The required forces for this army would be 1 HQ, 2 troops, and 1 heavy support.

Company Tank commander: If the Company tank commander is selected to be your warlord, all tank squads gain the armored tactic doctrines. Armored tactic doctrines are similar to the armored spearhead rules from the apocalypse rules. (V formation grants those tanks the tank hunter special rule. Column formation grant those tanks +3" to movement and +6" to flat out move. Line formation grants those tanks the preferred enemy special rule. Reverse V formation grants those tanks the shred special rule.) The Company tank commander can join a squad of Russ tanks. Tank commander can not leave the Russ squad until either he is immobilized or all other tanks in the squad are immobilized or destroyed.

Thoughts?

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
 
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