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The plan is the same as it was in 7th with drop pod armies.
Turtle up. If they are low strength weapons then I will stay in my rhinos and weather the storm. It they are anti-vehicle units I will bubble wrap to push them out of range.
All of my guys strike first in melee so if they get assaulted then we go back and forth. The only time this doesn't work is if they only get one charge off. Either way it might make them doubt the choice.
Bonus all of my infantry get to shoot at you if you kill them and they all have 3 shots or grenade throws.
Obliterators are random, but lets look at minimums. They are Strength 7-9, AP 1-3 and Damage of 1-3, at 4 shots each.
They get a guaranteed 12 shots on the turn they deep strike and on average are S8, AP2, D2. That is better than most anti-vehicle weapons and absolutely crushes troops. Plus they are 2+ 5++ with 3 wounds apiece. I think they got a huge buff with the new Codex.
Anti vehicle might be light.
Each of my troops effectively has a more reliable Missile Launcher. The Blast Master is d3 shots at d3 damage that is a range of 3-9 while the ML is only 1 shot at d6 damage.
Oblits: see above (haha)
The Deamon Princes have the Diabolic Strength spell mixed with 2 sets of claws they have 8 attacks at S9, AP2, D2. hitting on 2+ with rerolling 1s.
The Heldrake spits d6 hits, S6, AP2, D2 auto hits and does 4 S7, AP1, Dd3 in melee. He lacks in melee punch has a 30" move and an 18" breath weapon.
My Knight can be equipped with any of the guns, but word on the forums is the AGC is the best option. Also I didn't give her a Carapace Weapon, but I might need to trim points for that route.
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