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Been Around the Block




I'd just like to do a quick calculation for a unit of three TA broadsides against a land raider.

TL BS 4 =89% chance to hit.
S10 =33% chance to pen, 17% chance to glance
AP1=17% chance to kill on a glance, 50% on a pen.

0.89x0.33x0.5x3=44% chance to kill it, without factoring in glances and other damage results.

For glances,

0.89x0.17x0.17x3=8%

0.08+0.44=0.52, more than 50% chance to kill a land raider in one turn of shooting, for less than the cost of a raider.
   
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Melta is king in this edition. However you deliver them, once they get in range its "bye bye armor"

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riverhawks32 wrote:Melta is king in this edition. However you deliver them, once they get in range its "bye bye armor"


Pretty much this or railguns

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Zid wrote:
riverhawks32 wrote:Melta is king in this edition. However you deliver them, once they get in range its "bye bye armor"


Pretty much this or railguns


I believe I have made my point
   
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imrandomghgh wrote:
Zid wrote:
riverhawks32 wrote:Melta is king in this edition. However you deliver them, once they get in range its "bye bye armor"


Pretty much this or railguns


I believe I have made my point


But the Broadsides have a terrible surivability rate...

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'Most reliable' is not a weapon but redundancy

The amount of time I have fired two melta weapons point blank at a tank and both miss..

For that reason Dreads with twinlinked autocannons is very popular for SM players - 4x TL St7 shots means lots of rounds on target = redundancy

I was stunned when a DE player chose my TLHB on a raider over TLLC - he explained 3x St5 was more scary to him than a single S9.

So its not about the best can opener always, you need lots of can openers too.

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That's why I like Annihilation Barges. 4 TL S7 shots that generate 2 auto-hits from a roll of a 6 to hit. That can easily hurt transports. and I take 2

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Tau fire warriors for cracking AV10. 12 fw w/ 2 marker drones. Hitting on 2+ to 4+, glance on 5+, pen on 6. 12 shots or 24 at 12".

Though for the big boys (AV14) its kinda a tie between 3 Broadsides or 3 Crisis w/ TL Fusion and Missile pod as once the big boys are gone, they can start taking apart other less armoured targets and infantry with JSJ.

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IHateNids wrote:That's why I like Annihilation Barges. 4 TL S7 shots that generate 2 auto-hits from a roll of a 6 to hit. That can easily hurt transports. and I take 2


S7 [AP-]

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I know its AP- but it's still a S7 4 shot tesla weapon which can stunlock a rhino or equivalent pretty easily

This message was edited 1 time. Last update was at 2012/04/02 08:39:42


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Kiarou wrote:Why no love for the Manticore? It averages 2 shots, should have about a 50%-60% chance to hit with each shot (33% chance to roll a direct hit and if you only scatter 1" or 2" you should still hit as well, so rolling 1-5 on 2d6 at a target you can see will be a direct hit). It's strength 10 and ordnance so it will probably penetrate even AV14, it can hit anywhere on the board even if it can't see the target (albeit at a reduced chance to hit if it can't see the target) unless you can't see any of the target and it's within 24".


I agree with this. I prefer to use my Manticore in an anti-tank role.

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Kind of a broad question, but I'd have to go with Plasma weaponry. S7 AP2 is good for everything except AV14.
   
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KplKeegan wrote:
imrandomghgh wrote:
Zid wrote:
riverhawks32 wrote:Melta is king in this edition. However you deliver them, once they get in range its "bye bye armor"


Pretty much this or railguns


I believe I have made my point


But the Broadsides have a terrible surivability rate...


Not really. 2W 2+ T4 a pop is definitely not bad.

Especially with shield drones/Shield Generators, where you get a 4++, extra wounds and another 2+ save with the drones.

Especially since a unit of three costs about as much as 5 terminators, but with more wounds.
   
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and minces av14

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imrandomghgh wrote:
KplKeegan wrote:
imrandomghgh wrote:
Zid wrote:
riverhawks32 wrote:Melta is king in this edition. However you deliver them, once they get in range its "bye bye armor"


Pretty much this or railguns


I believe I have made my point


But the Broadsides have a terrible surivability rate...


Not really. 2W 2+ T4 a pop is definitely not bad.

Especially with shield drones/Shield Generators, where you get a 4++, extra wounds and another 2+ save with the drones.

Especially since a unit of three costs about as much as 5 terminators, but with more wounds.


I have to agree with both the survivability of broadsides and their reliability as anti armor weapons. I'd take a railgun over a meltagun any day of the week.
   
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Melta man, 8+2d6 is straight up the best anti-armor in the game.
   
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Ixidor13 wrote:Melta man, 8+2d6 is straight up the best anti-armor in the game.


From 6" away. The problem is that vehicles are faster than you, and can almost always stay out of that range. Plus, there are vehicles that say no to 2D6
   
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Meltas are great but not sure why there is still a debate lol! Broadsides with railguns are the best option! The original poster talked about range at taking tanks out and there aint any better than a railgun. Hitting on 3's with a target array, 4's glance 5 pens and 72" range! or wait two turns for meltas to get in range! Maybe its just me but i would rather a land raider be blown on turn 1 than turn 3 lol but maybe those who love meltas like to have a landraider smash up some units first! lol

ATO

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I still go with the BB Medusa.

How about 10+2d6 from 48" away?

Sounds a lot better than 10+1d6 from also far away and 8+2d6 from 1/8 the range!
   
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As a guard player I'd say melta vets or my manticore.

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Depending on what you're shooting at, the Vengeance Cannon or the Vortex Support Missile

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Alltheones wrote:Broadsides with railguns are the best option! Maybe its just me but i would rather a land raider be blown on turn 1 than turn 3 lol but maybe those who love meltas like to have a landraider smash up some units first!

ATO


That's because if the Land Raider is still alive past turn 2 the terminators inside will wipe your entire army off the board.

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Exactly lol not saying the army is any good just saying they have the best landraider popper in the game lol! I think a landraider with termis inside still alive on turn two is gonna cause most armies an issue hence why i would like it gone on turn one lol!
ATO

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Death Ray on my part... s10 AP1 autohit against possibly more than one target is the most badass anti tank weapon in the game I would suggest. The problem is the paperkite it is mounted on...

The more solid choices are broadsides (especially due to pathfinders synergy and multi trackers) and sternguard with vulkan and some combi melta madness

 
   
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Wave Serpent. Hear me out here. 24 inch ram. That's a S11, 10 really, hit (8 for the move, 1 for being a tank, 2 for having AV12). I've found that more often than not it damages the target, AND you don't have to roll to hit.

I'm not saying it's a tactic to use all the time, but when the turret has been blown off and the Fire Dragons have disembarked, I'm really not hurting myself greatly.

Add in the "WTF?!" look your opponent will give you, it's pretty damned good (and hilarious).

This message was edited 1 time. Last update was at 2012/04/04 00:49:15


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[
Unit1126PLL wrote:I still go with the BB Medusa.

How about 10+2d6 from 48" away?

Sounds a lot better than 10+1d6 from also far away

The broadsides are still better. The medusa gets 1 shot. The broadsides get 3 twin-linked shots. The broadsides are also a lot more difficult to kill or disable than a single AV12 vehicle.

The Lost Autarch wrote:Wave Serpent. Hear me out here. 24 inch ram. That's a S11, 10 really, hit (8 for the move, 1 for being a tank, 2 for having AV12). I've found that more often than not it damages the target, AND you don't have to roll to hit.

lol, that's deceptively good. Plus, it also gets your guys there in a hurry, and you're guaranteed SMF next turn...





This message was edited 1 time. Last update was at 2012/04/04 00:57:26


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I think this one goes to Zoanthropes, i don't think anything can statistically beat them in terms of the Str 10 Ap1 lance



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zoanthropes have to take a psychic test AND roll to hit. But yes if they pass, it'll leave a dent (or a hole, depending on how you look at the fluff)

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This thread makes Ork players sad :(
   
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Kharrak wrote:This thread makes Ork players sad :(


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