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Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

If I run a Devil Dog I usually run it with Hull Mulit-Melta
   
Made in au
Hurr! Ogryn Bone 'Ead!







I like stationary guard alot, hang back and blow the snot out of your opponent until the 4th turn, then surge over the objectives =D

W/L/D
5/2/0 2500
5/1/2 2500 http://www.dakkadakka.com/wiki/en/XIV%20Legion%207th%20Company

2nd edition: Blood Angels
3rd edition: Imperial Guard
4th edition: Iron Warriors
5th edition: Death Guard
6th & 7th edition: taking a break - power creeep (lethality of game) became too hot to handle 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

The main problem with gunline armies is that it sucks everybody else into playing gunlines, which isn't something everybody likes to play. At least, in 6th edition.

Griddlelol wrote:The idea that tanks should take out tanks and infantry should take out infantry is rather silly.

Well, hang on, now.

Yes, the maxim of "infantry handle tanks, tanks handle infantry" has generally been true, I'm starting to question how true it is in 6th edition. Anti-horde weapons are less necessary nowadays, and killing vehicles quickly (thanks to no stunlock) is more important. If anything, we're entering a world of "infantry kill tanks, and tanks kill tanks", especially since the shellacking that assault foot hordes took last June.

Griddlelol wrote:I'm not a fan of the basilisk. It does it's job pretty well, but the ap3 bugs me.

It IS ordnance, though, which means it's not ENTIRELY worthless against vehicles, and, unlike the medusa, it's still barrage. Not the strongest unit, perhaps, not not quite worthless either.


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Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

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Made in gb
Junior Officer with Laspistol





 Ailaros wrote:

we're entering a world of "infantry kill tanks, and tanks kill tanks", especially since the shellacking that assault foot hordes took last June.


I agree with that. I have been noticing less foot hordes at my LGS (with the occasional exception of an ork player) and it has changed my choices of units slightly. Fitting in with your idea of "everything killls tanks" I have been trying to take multi-purpose choices that can do both if needs be. Although the infantry I see are generally the high-cost elite stuff which anti-tank weapons deal with very nicely.


It IS ordnance, though, which means it's not ENTIRELY worthless against vehicles, and, unlike the medusa, it's still barrage. Not the strongest unit, perhaps, not not quite worthless either.

Yeah the 2d6 pick the highest is pretty cool for the armor pen, but then there's ap3. It's that magic ap that if I take it, I always end up wishing it was 1 point lower. That could be from encountering terminators or from ballsing-up a penetration damage roll. Compare that to the manticore and high strength, on average 2 hits really strips away hull points quickly that you don't need to worry about the mediocre ap.


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