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Made in gb
Towering Hierophant Bio-Titan





Fareham

Librarian takes blood lance (if you are going for an AT unit)

and you can even throw a Lightning claw or Power fist on one or two or five of them for CC effective as well.



Just a thought, but wouldnt a S10 libby be better than the fist?
That would also cut the points down a bit.
Just something about a S10 force weapon i like.

   
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Captain of the Forlorn Hope





Chicago, IL

۞ Jack ۞ wrote:
Librarian takes blood lance (if you are going for an AT unit)

and you can even throw a Lightning claw or Power fist on one or two or five of them for CC effective as well.



Just a thought, but wouldnt a S10 libby be better than the fist?
That would also cut the points down a bit.
Just something about a S10 force weapon i like.



I thought that at first, but then i realized you can pop many vehicles with the lance, it all depends on what your opponent's army looks like.

then again, 4 or 5 meltaguns chew through any tank really well, no real need for the S10 weapon. better to use Unleashed rage and blood lance.

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Purged Thrall





Locked in my Mind

willydstyle wrote:I was under the impression that stern guard are 25 points a piece, then 5 more for combi-meltas.


True. but i thought you meant the melta upgrade itdelf my bad for assuming.

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Has anyone mentioned a storm raven yet? 24" flat out, then power of machine spirit, twin linked multi melta, then in return a 4+ cover save...Thats 1-36" double dice range, and 37-48" single dice range, with ap1! Not to mention it gets a cover save for moving like that...

and then theres obliterators with any and every weapon for any and every tank. fisties, lascanons, multi melta, TL plasma gun, TL melta gun.

and then theres chosen chaos marines with 5 meltas and infiltrate/outflank in a rhino if you choose. thats 12" from the edge, 2.9" from the hull, and 1-6 double dice and 7-12 single dice with 5 guns.

This message was edited 1 time. Last update was at 2010/08/30 06:36:49


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Stormraven? Meh. One multi-melta isn't that hot for a 215+ point vehicle that isn't very hard to destroy even if it has a cover save. And anyway, tank hunting is far from its primary purpose.

That said, when moving 6" or less they can put out an impressive amount of shots between the assault cannon, typhon missile launcher, and four rockets.

This message was edited 1 time. Last update was at 2010/08/30 13:32:05


 
   
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Longtime Dakkanaut






Louisville, KY

My vote here goes to Broadsides, hands down. S10 AP 1 twin-linked weapons that can be fired at seperate targets? At BS5 with reduced cover saves if markerlights are involved? Hell yeah. Your Fire Dragons and meltavets got nothin' on Broadsides.

Minor correction regarding them, though: some people are under the impression they can move and shoot.

They can't.

They have heavy weapons. While units with jet packs have Relentless in 5th, go ahead and pop open your Tau codex for me, and take a look at Broadsides' unit type.

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They can purchase an Advanced stabilization System which gives them slow and purposful.


For the most part i see it as a waste of points as they have a 72" range. the only thing its good for is if the enemy is close and you need to move backwards while shooting.

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Grey Templar wrote:They can purchase an Advanced stabilization System which gives them slow and purposful.


For the most part i see it as a waste of points as they have a 72" range. the only thing its good for is if the enemy is close and you need to move backwards while shooting.

Precisely. It's an absolute waste of points, seeing as 1) Broadsides are already expensive as is, especially in groups of 2 or 3 (which is how you get the most bang for your buck with them), and 2) they can hit anything on the board without moving at all, and TLOS means vehicles really can't hide from them.

Oh, you want a 4+ cover save for that 96% obscured vehicle?

Expend two markerlight counters, then shoot.

Hey presto, dead vehicle.

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yeah, the point is

you CAN allow them to move and shoot, but why would you need to?

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4x Melta guns, with option of Bring it down order for twin linked, all in the safety of a tri las Cannon Vendetta.

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I don't think dedicated transports or vehicles of any sort can be combined with a unit and be called "part" of that unit for the purposes of determining the "best single anti tank unit in the game."

Because they're seperate units.

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Grey Templar wrote:yeah, the point is

you CAN allow them to move and shoot, but why would you need to?


Dawn of War set up?

You play with the amount of, and composition of terrain that the rulebook suggests?

There's lots of reasons.

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Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

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Nurglitch wrote:Zoanthropes.



We have a winner.
   
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Three words. Twin. linked. Railguns.


 
   
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Australia

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^ Because that hasn't been disproved 10 times.
   
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Downunder

Gamewise: Broadsides

But my real favourites are Tankbustas, I mean THEY MAKE ANTI-TANK HAMMERS BY TYING A ROKKIT TO A STICK!!! AND THEY TRAIN OVEREXCITABLE SQUIG SUICIDE BOMBERS!!!

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
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Jaon wrote:^ Because that hasn't been disproved 10 times.


Uhh.. It hasn't? Because you never provided a definition of best, so it cannot be proved.

And even so, if it's been proved, then this thread shouldn't be open anymore.

Point is. Your OP said 'Whats your races favourite anti tank unit' and i stated it.

   
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Devestating Grey Knight Dreadknight





Mattieau wrote:
Jaon wrote:^ Because that hasn't been disproved 10 times.


Uhh.. It hasn't? Because you never provided a definition of best, so it cannot be proved.

And even so, if it's been proved, then this thread shouldn't be open anymore.

Point is. Your OP said 'Whats your races favourite anti tank unit' and i stated it.


I apologize for confusing you, but the first line did say what is the best anti tank unit.

Don't get all philosophical on me, the definition is pretty obvious. What does it best.

To give you a better, more detailed definition, what unit is most durable, likely to do its job, survive its job, rinse and repeat its job as many times as possible.

Your unit was disproved because it requires a transport. Without it, its cannon fodder.

I agree with broadsides, and zoanthropes. They are not perfect, but broadsides have the option of a couple 4++ inv saves, relentless, firing at different targets, and a 2+ armour save, not to mention their excellent weaponry. Zoanthropes are nigh on unstoppable unless you have mystics, str 10 ap 1 lance makes a joke out of all the other races lance weaponry, and for good reason, Tyranids need some reliable anti tank that they dont have to spend hundreds of dollars on converting (tyrannofex, I speak of you!)

Nor could firedragons touch a monolith. But neither could a vanquisher. Manticore, Medusa, Broadsides and zoanthropes could quite easily.


Automatically Appended Next Post:
Point proven?

This message was edited 1 time. Last update was at 2010/09/01 13:18:29


 
   
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Fixture of Dakka






Lincolnshire, UK

Jaon wrote:
Nurglitch wrote:Zoanthropes.



We have a winner.


Jaon wrote:^ Because that hasn't been disproved 10 times.


Zoanthropes have also.

They have a short range. Broadsides don't.

They are unreliable - psychic test, reliance on deep strike, perils and nullification. Broadsides are twin-linked and can be further upgraded.

They need to rely on DS to get close enough to the enemy to compensate for their Weapon Range, this is unreliable, more expensive and actually makes them more vulnerable.

Zoanthropes are fragile. Capable of hurting themselves, being lost in deepstrike and not tough as a statistic. Broadsides have good toughness, wounds and 2+ as-well as holding the back-board so are far away from both units natural threat of assault infantry.

If the Warp Lance was a weapon rather than psychic power then they COULD (range is still a major issue) be the best. However it simply makes them too unreliable to be classed even near the best anti-tank unit, which is even worse when combined with Deep-Strike and Short Range.

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Two chaos Havok squads, or perhaps a fire prism. otherwise im not really sure its been nine years since ive played lol


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Shadowsun. or broadsides.

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I think 'best' all depends on range.

inside 6", any unit with more than two melta guns will wreck a tank no sweat (unless it's a monolith, and they can still hurt that if they roll a 6 for damage (wreck, thank you AP1)) At this range, noone takes more melta than Fire Dragons.

At 48" and beyond, the best anti tank will come from units that have more than one heavy long ranged weapon. Tau Broadside battlesuits, Long Fangs and Devastators, Obliterators, Havoks. Of these units, the ones with the most range and the most powerful guns are the Broadsides.

However, the best anti-tank will almost always come from an infantry unit, and this is why: You can force a tank to stop shooting with a single glance, if you shake it, there goes 90% of it's firepower. If it's a tank it can still ram/tank-shock, and land raiders can still PotMS, but they won't be shooting at full power. Infantry units can't be stunned or shaken, and it can be quite hard to make them run away normally. It's easy to silence a tank, and much harder to kill a whole squad of guys.

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Acardia wrote:Shadowsun

Too bad she's worthless otherwise.

Shame, since she's got such a cool model.

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England

Bane blade...enough said


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Lincolnshire, UK

Unreal Toast wrote:Bane blade...enough said


Shadow Sword. Enough Said.

Even so they're both a bit too expensive and unreasonable for the purposes of this thread IMHO...

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- Roboute Guilliman

"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
 
   
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Devastating Dark Reaper





England

Lol true.

How about a Type II Heavy anti grav tank

I really one want -_-


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In a vacuum?

Zoanthropes and Broadsides are both brutal, at about the same level, as I see it. (Railguns are more reliable getting to armor pen rolls, Warp Lance is more reliable after it)

When you start adding other units/hoods/terrain/armies things get weird fast.

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SaintHazard wrote:I don't think dedicated transports or vehicles of any sort can be combined with a unit and be called "part" of that unit for the purposes of determining the "best single anti tank unit in the game."

Because they're seperate units.


Then you can't count marker lights.

So, valks would be better (easier to get cover ignoring side shots).

Manticores would also be better since they hit side armor and have an easier time ignoring cover (depending on size of target though).

This message was edited 1 time. Last update was at 2010/09/01 21:51:27


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what about a squad of pink horrors and a changeling? they're cheap. +5 for a changeling and +10 for bolt of tzeentch. you've got a str 8 AP 1 weapon thats also assault. Also if you're opponent decides for some reason to fire heavy weapons at them you could make them blow up their own tank. Deffinately not the most reliable or effective, but the thought of making your opponent blow up his own weapon is pretty unique.

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