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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Hydra Flak Tank with hull-mounted Heavy Flamer:  75 pts<br /> Heavy Weapons Squad with 3x Autocannon:  75 pts<br /> <br /> Which is better?<br /> <br /> <b>Scoring:</b><br /> Hydra - no<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> - yes<br /> <br /> <b>Survivability:</b><br /> Hydra - AV12 tank<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> - 3xT3 W2 infantry<br /> <br /> Now let's look at this comparison.  The <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> can be put into cover, effectively making it 6W with a 4++.  The Hydra will sit there at AV12.  It's pretty hard to flank a vehicle until turn 3-4 (except for fast skimmers), so we'll discount side shots for now.<br /> <br /> What happens when they get shot by a BS4 Heavy Bolter?<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>:  .83 wounds<br /> Hydra:  nothing<br /> BS3 Multilaser?<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>:  1.25 wounds, because the 50% of the time you fail your save you lose 2 wounds.  <br /> Hydra:  .25 glances<br /> BS4 Missile Launcher?<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>:  .55 wounds after instant death<br /> Hydra:  .333 glances<br /> Fortuned BS3 Scatterlaser?<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>:  2.5 wounds after instant death<br /> Hydra:  .5 glances <br /> BS4 lascannon?<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>:  .55 wounds after instant death<br /> Hydra:  .11 glances and .333 pens<br /> BS5 Rail Gun?<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>:  .69 wounds after instant death<br /> Hydra:  .11 glances with +16.6% chance to immo/WDstr/destroy and .55 pens with +16.6% chance to blahblahblah<br /> <br /> Obviously the Hydra does far better against multishot weapons and lower strength weapons.  The <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> only pulls even/ahead when the <span class="glossaryitem" onmouseover='gp(123);'>Str</span> of the weapon is very, very high and there are a small number of shots. <br /> <br /> We all knew this.  So let's tweak it.<br /> <br /> Add a chimera to the equation.  At 55 points, and considering the range of units capable of taking one and its overall usefulness, it's pretty easy to have an extra chimera.  We can put the <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> inside of it and claim the benefits of an AV12 shell, and we can stack the Hydra behind it in the dreaded 'choo-choo' formation; because the gun on a Hydra is a rear mounted emplacement, another chimera in front of a chimera obscures 100% of its front armor facing.  That's right, 3+ cover.<br /> <br /> You know those results that the Hydra suffered in the previous comparison?  Divide them by 3.  What happens when a <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> gets shot at by any of the above anti tank weapons?  There's about a 25% chance that it loses a model and runs off the table.  Every time.  What happens to the Hydra?  It smiles and keeps going.  Even a BS5 rail gun only rolls on the glance/pen table 23% of the time.  So now you've got a vehicle with the survivability of an infantry squad against <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weaponry and the survivability of a vehicle against small arms.  Best of both worlds.  And because of vehicle squadron rules, you can claim this save against any single shot.  How many units can put out multiple glance/pen results?  Current metagame:  one, 3x Oblits.  That's it.<br /> <br /> <b>Offensive Output:</b><br /> <br /> Hydra:  3 hits<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>:  3 hits<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> under orders against a vehicle/<span class="glossaryitem" onmouseover='gp(93);'>MC</span>:  1/36*0 + 20/36*4.5 + 15/36*3 = 3.75<br /> <br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> under orders is just plain better.<br /> <br /> vs. <span class="glossaryitem" onmouseover='gp(304);'>SMF</span><br /> Hydra:  3 hits<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>:  1.5 hits<br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> under orders:  1.875<br /> <br /> So even under orders, a single Hydra is still almost 2x as good against a fast skimmer.<br /> <br /> Move-and-shoot?<br /> <br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>:  0 hits<br /> <br /> Hydra:  1.5 hits<br /> <br /> <b>Range</b><br /> <br /> Autocannon:  48"<br /> <br /> Hydra Autocannon:  72"<br /> <br /> <b>Anti-Assault:</b><br /> <br /> vs. 30 Orks<br /> <br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>:  shoots 6x, hits 3, kills 2.5 Orks.  In close combat hit 1, wound 1/3, kill .277<br /> Hydra:  Tank shocks Orks, hits between 7-10 with Heavy Flamer, kills 4.7-6.7<br /> <br /> <b>Slots:</b><br /> <br /> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> - practically free depending on army composition<br /> Hydra - 1<br /> <br /> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~<br /> <br /> To me, a skilled player can find far more roles and pull off far more "dirty tricks" with the Hydra than with the <span class="glossaryitem" onmouseover='gp(5);'>AC</span> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>.  I also find Orders to be a very mediocre ability power-wise.  Very cool, but not even close to crazily overpowered.  The only real reason to take a <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> is because it's scoring, or because you absolutely filled your <span class="glossaryitem" onmouseover='gp(57);'>HS</span> slots.  Any other category, and I find the Hydra to be better, if not WAAAY better.]]></description>
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				<pubDate><![CDATA[Thu, 16 Apr 2009 22:58:46]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Another downside for the <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> <span class="glossaryitem" onmouseover='gp(5);'>ac</span> squad is you lose a turn putting them in the chimera (since they can't start in it and they can't get their own).<br /> <br /> There are a couple more things that get multiple glances besides olbiterators, broadsides and cris suits, fire dragons, sternguard, infiltrating chosen, dropping terminators, exorcists, to name a few.  <br /> <br /> Not saying I disagree, but then again I can't really see buying <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> squads in the first place.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 16 Apr 2009 23:10:49]]> GMT</pubDate>
				<author><![CDATA[ Warmaster]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Well the results are clear to me, but I guess there's only a very few situations (some of which you've already articulated), where the squad might do better.  Setting a weapon squad on an objective is great, as you've said.  <br /> <br /> The hydra is 1 <span class="glossaryitem" onmouseover='gp(316);'>KP</span>, and so is the squad, but it seems much better for survivability as it'll take 3 high strength hits to <span class="glossaryitem" onmouseover='gp(269);'>ID</span> them, whereas 1 high strength shot could demolish the hydra, as you've also said.  Those are the only ones I could even think of.  So, not much of a contest... Hydra all the way.]]></description>
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				<pubDate><![CDATA[Thu, 16 Apr 2009 23:15:05]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ If we are talking about value for points, then even including scoring... I'd say the hydra is far better.  In a laboratory environment, sure, they have longer range, heavy flamers, ignore <span class="glossaryitem" onmouseover='gp(304);'>SMF</span>, kill scout bikers really well, can move and fire to lesser effect.<br /> <br /> In the context of a game though, say you are facing an army that does not want you to shoot your hydras (because they are very vulnerable to them) then they are easier to lock up than <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>.<br /> <br /> I couldn't imagine you would burn more than 1 heavy slot on hydras, so lets assume that you have one or more hydras in a squadron.  If this is wrong and you are planning to have 3x1 hydras, then I've got a whole new problem with this comparison.<br /> <br /> your enemy goes first, and spreads two or three glancing hits onto your squadron, and you are shut down.  A loota unit into a squadron of hydras can keep it virtually shut down all game.<br /> <br /> 3x <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> next to a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> with regimental banner are not likely to get completely silenced if they are all in cover.  It's possible that they could, but would require a lot more firepower.  You have two chances to <span class="glossaryitem" onmouseover='gp(401);'>BiD</span> them, and they only have about a 20% chance to fail morale after the re-roll.<br /> <br /> This, their scoring status, and the free heavy slot I get, keep <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> as a 'possibility'<br /> <br /> not better, not MUCH worse, just an acceptable option.]]></description>
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				<pubDate><![CDATA[Thu, 16 Apr 2009 23:27:35]]> GMT</pubDate>
				<author><![CDATA[ Shep]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ I agree with being able to keep them pinned all game.  As a bug player I have plenty of venom cannons and stranglers to keep them pinned, immobile, or unable to fire.  And if there are 3 I won't have other tanks to worry about so I guess I'd be doing pretty well then.  Very good point with taking up all the heavy slots and limiting yourself.]]></description>
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				<pubDate><![CDATA[Thu, 16 Apr 2009 23:54:00]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ However, I am wary of advocating any sort of 'firebase' guard army right now.  Its working for me at the moment, having a partial firebase... but I haven't played bikers and I haven't played demons, those armies LOVE firebases.<br /> <br /> I think a safer place for everyone to start would be to fully mechanized, if you are looking to pick up some wins.  And in that case, the hydra stands alone.]]></description>
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				<pubDate><![CDATA[Fri, 17 Apr 2009 00:00:01]]> GMT</pubDate>
				<author><![CDATA[ Shep]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Hydras can get camo netting which is pretty awesome. ]]></description>
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				<pubDate><![CDATA[Fri, 17 Apr 2009 00:07:30]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ I like the Hydra a lot better. It is the best <span class="glossaryitem" onmouseover='gp(69);'>IG</span> tank for the points unless you start going nuts with the upgrades. The autocannon is very underrated and a plethora of them would give mech <span class="glossaryitem" onmouseover='gp(69);'>IG</span> an edge versus other mech lists.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Fri, 17 Apr 2009 01:16:30]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ <blockquote><div><cite>Shep wrote:</cite>However, I am wary of advocating any sort of 'firebase' guard army right now.  Its working for me at the moment, having a partial firebase... but I haven't played bikers and I haven't played demons, those armies LOVE firebases.<br /> <br /> I think a safer place for everyone to start would be to fully mechanized, if you are looking to pick up some wins.  And in that case, the hydra stands alone.</div></blockquote><br /> <br /> Mech really does seem to be the place where everyone is making it... Hence all the melta spam we're seeing around these days.  I think with all the drop pods/deep strikers/outflankers mech really is safe, especially for tasty guardsmen.]]></description>
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				<pubDate><![CDATA[Fri, 17 Apr 2009 01:52:15]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ I'd kick it up even another notch...and take a Leman Russ Exterminator with 3 <span class="glossaryitem" onmouseover='gp(51);'>HB</span>'s.<br /> <br /> But to compare you would have to go with 2 Hydras or 6 <span class="glossaryitem" onmouseover='gp(59);'>HW</span> teams.]]></description>
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				<pubDate><![CDATA[Fri, 17 Apr 2009 02:10:49]]> GMT</pubDate>
				<author><![CDATA[ Rangerrob]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ The Hyrda is good, no doubt.<br /> <br /> But <span class="glossaryitem" onmouseover='gp(72);'>imo</span>, it's not good enough to warrant the Heavy slot.  I can get comparable utility from <span class="glossaryitem" onmouseover='gp(5);'>AC</span> <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>, and they're scoring and do not take up a heavy slot.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 17 Apr 2009 07:22:36]]> GMT</pubDate>
				<author><![CDATA[ BoxANT]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Played a test game against new Guard.  Maugan Ra loved heavy weapon teams, as he could reliably wipe them out with one turn of shooting, and he doesn't give a crap about cover saves.]]></description>
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				<pubDate><![CDATA[Fri, 17 Apr 2009 07:45:18]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ this arguement breaks down to one simple fact for me. i can't afford to buy any Hydras at the moment. but on the other hand, i have a boat load of Autocannon teams.]]></description>
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				<pubDate><![CDATA[Sat, 18 Apr 2009 00:52:46]]> GMT</pubDate>
				<author><![CDATA[ alarmingrick]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ <blockquote><div><cite>alarmingrick wrote:</cite>this arguement breaks down to one simple fact for me. i can't afford to buy any Hydras at the moment. but on the other hand, i have a boat load of Autocannon teams.</div></blockquote><br /> <br /> This is actually an excellent point. Compared to things like Leman Russ variant turrets, Hydras and Hydra conversion kits are expensive. And from a stand-up conversion standpoint, a Hydra is not an insignificant thing to have to convert. I've only seen a couple examples online and the ones that look really good require quite a bit of plasticard savvy. I'll be interested to see what folks come up with - much as folks came up with some standard Drop Pods (thinking of the PVC pipe ones in particular), I hope to see what folks develop for Hydras.]]></description>
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				<pubDate><![CDATA[Sat, 18 Apr 2009 01:03:57]]> GMT</pubDate>
				<author><![CDATA[ Death By Monkeys]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ <blockquote><div><cite>willydstyle wrote:</cite>Played a test game against new Guard.  Maugan Ra loved heavy weapon teams, as he could reliably wipe them out with one turn of shooting, and he doesn't give a crap about cover saves.</div></blockquote><br /> <br /> And as a bug player, my barbed stranglers love them just as much for the pinning aspect--Even more than hitting an AV12 tank .]]></description>
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				<pubDate><![CDATA[Sat, 18 Apr 2009 18:31:54]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ <blockquote><div><cite>Grunt_For_Christ wrote:</cite><br /> <br /> Mech really does seem to be the place where everyone is making it... Hence all the melta spam we're seeing around these days.  I think with all the drop pods/deep strikers/outflankers mech really is safe, especially for tasty guardsmen.</div></blockquote><br /> <br /> Of course mechanised armies are effective. Just look at what a transport vehicle costs in terms of £/$/€ per point you get. Compare that to what your infantry cost in money per point you get. Given that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is a company that makes rules to sell miniatures it is quite obvious that transport vehicles will be powerful. <br /> <br /> Example: <br /> Space marine tactical squad: 200 points, for £17.60. That is 11.4 points per pound. <br /> Space marine rhino: 35 points, for £17.60. That is ~2 points per pound.<br /> <br /> The more recent a codex is, the cheaper the transport options will be (in points), the more money you will have to pay to get a competitive army.]]></description>
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				<pubDate><![CDATA[Sat, 18 Apr 2009 22:17:45]]> GMT</pubDate>
				<author><![CDATA[ Mellon]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ A beautiful business model...]]></description>
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				<pubDate><![CDATA[Sat, 18 Apr 2009 22:26:34]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ Meh, I'll already be loaded with autocannons in my line squads, so who needs Hydras?<br /> <br /> Now the griffon, that's one badass tank (or artillery piece...)!]]></description>
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				<pubDate><![CDATA[Sat, 18 Apr 2009 22:32:23]]> GMT</pubDate>
				<author><![CDATA[ augfubuoy]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ Three 12/10/10 vehicles in a squad are prone to problems related to vehicle squadrens. <br /> <br /> But with three 12/10/10 vehicles you can basically get 12/12/10 vs most shooting. & as the hydra has <b>two</b> <span class="glossaryitem" onmouseover='gp(126);'>tl</span>-hydra autocannons it wont be able to move to fire at full effectiveness. But then ofcourse you get to use the shorter ranged heavy bolter with synergistic weapon-stats.<br /> <br /> ......Im sure its been said, autocannon heavy weapon squads can be given 'orders'. They also will die faaarrr too easily for my liking.<br /> <br /> 4 autocannons contained within a single group of 40 guardsmen feels much more user-friendly.<br /> <br /> Just my 2.5cents. ]]></description>
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				<pubDate><![CDATA[Sat, 18 Apr 2009 23:13:04]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ 4 autocannons contained within a single group of 40 guardsmen feels much more user-friendly.<br /> <br /> Just my 2.5cents. </div></blockquote><br /> <br /> Most certainly quoted for truth.  Anything to prevent the big guys from being big targets is the name of the game.  You're definitely right that having 3 vehicles will basically ensure that you will be able to protect your flanks.  And I didn't know that the <span class="glossaryitem" onmouseover='gp(5);'>AC</span>'s on the hydras are twin linked.  That's definitely better for the money being that they're manned by guardsmen.  Though they can't fire at full effect while on the move, I guess that's still a lot better than heavy weapon teams.  At least they can charge infantry to try and contest objectives, right?]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 00:05:55]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ <blockquote><div><cite>augfubuoy wrote:</cite>Meh, I'll already be loaded with autocannons in my line squads, so who needs Hydras?<br /> </div></blockquote><br /> <br /> I think this works for me too.  Why take either?  With <span class="glossaryitem" onmouseover='gp(14);'>BS</span> lascannons sucking, plasma going up, and a lack of really good other options, there is really only one excellent choice for a heavy weapon in basic squads: the autocannon.  65pt <span class="glossaryitem" onmouseover='gp(5);'>AC</span>/<span class="glossaryitem" onmouseover='gp(380);'>GL</span> squads are the future, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, and while far less flashy than the Hydra and not as punchy as the <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>, digging 10 guys out of cover is very difficult.  <br /> <br /> There are too many things that basic infantry cannot do to spend points and a heavy weapon slot on something that replicates, albeit in a superior fashion, your gunline firepower.<br /> <br /> In a list built around mechanized vets, however, you may need the punch.  <br /> <br /> Heavy weapon squads, while cheap and potent, are simply far too fragile now to be backbone unit.  Vulnerability to instant death, losing a heavy every 2 wounds instead of after three, and the inability to really take full advantage of orders due to lower <span class="glossaryitem" onmouseover='gp(82);'>LD</span> makes them have a high damage potential but too low a survivability, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 00:55:40]]> GMT</pubDate>
				<author><![CDATA[ Polonius]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Not sure why people are worried about armor value of Hydra,<br /> their weapons are 72 inches. Just stay back and pew pew?]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 01:00:34]]> GMT</pubDate>
				<author><![CDATA[ LunaHound]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ <blockquote><div><cite>LunaHound wrote:</cite>Not sure why people are worried about armor value of Hydra,<br /> their weapons are 72 inches. Just stay back and pew pew?</div></blockquote><br /> <br /> That almost never works.  Deployments are generally closer, and on a standard 6x4 table it's pretty easy to reach out and touch somebody.  Add unto that the sheer number of fast vehicles with decent weapons, and that the AV12 becomes a bit of a liability.  ]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 01:07:42]]> GMT</pubDate>
				<author><![CDATA[ Polonius]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ And remember that lots of armies like mine are outflanking on turn two or three so you're never truly safe anymore.  That and all the deep striking.]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 02:22:18]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Yes but most of the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> back armor is low anyways for outflank.<br /> <br /> I do see Polonius's point though.]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 02:25:11]]> GMT</pubDate>
				<author><![CDATA[ LunaHound]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ You can convert a chimera into a Hydra with a ~15 WWII Hydra Flak kit scaled to 1/35 pretty easily.  I've got a lot of Chimera chassis with the back plate left off that I'm swapping various artillery turrets/mounts onto as I tailor my game.<br /> <br /> It's not free, but you can get 3 kits reasonably.]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 02:42:50]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Any way you can link to the kits you're using, sourclams?]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 04:53:17]]> GMT</pubDate>
				<author><![CDATA[ Death By Monkeys]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ The conventional wisdom on autocannons is wrong, as most conventional wisdoms are. They're convenient but here at dakka dakka we're all smart so hopefully you can understand this.<br /> <br /> Autocannons are one of the most narrowest weapons. They have a reputation of being the most versatile but they are the least versatile.<br /> <br /> They have a reputation of being good because they are, they tend to kill things that really trouble the imperial guard, which is what you want. Transports ruin your day and autocannons are designed to deal with them because they're cheap and you can fit more of them on the board. If you can take as many lascannons you are almost always better to spend the points and do it.<br /> <br /> In the case of the heavy weapons team, they can take three of either, so you're much better off going with lascannons, because they're much more reliable taking down transports.<br /> <br /> But with the introduction of the hydra you can now put far more autocannons down than lascannons and thus is why the hydra is better than the autocannon heavy weapons squad.]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 07:30:19]]> GMT</pubDate>
				<author><![CDATA[ onlainari]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ WAIT a sec <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> are going to be troops..........<br /> <br /> (Happy dance)]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 07:39:56]]> GMT</pubDate>
				<author><![CDATA[ Sternguard_rock]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ <blockquote><div><cite>Sternguard_rock wrote:</cite>WAIT a sec <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> are going to be troops..........<br /> <br /> (Happy dance)</div></blockquote><br /> <br /> Yes, one troop choice is the infantry platoon, and that comes with 1 platoon command, 2-5 regular infantry squads, 0-5 <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>, 0-2 <span class="glossaryitem" onmouseover='gp(695);'>SWS</span> and 0-1 conscript squad (of 20-50 people). So quite a lot of bodies to keep on objectives etc.]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 08:46:21]]> GMT</pubDate>
				<author><![CDATA[ Mellon]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Prettyful.]]></description>
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				<pubDate><![CDATA[Sun, 19 Apr 2009 14:14:15]]> GMT</pubDate>
				<author><![CDATA[ Sternguard_rock]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Wow!  That is going to be a LOT of people.  Are they still going to have the master vox casters and things so they won't all be running away?]]></description>
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				<pubDate><![CDATA[Mon, 20 Apr 2009 18:19:21]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Nope vox's in general only let you re-roll your <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test for Orders.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Apr 2009 19:26:07]]> GMT</pubDate>
				<author><![CDATA[ airmang]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ All the regular infantry squads (and command squads) can have a comissar with Ld9 and stubborn as a unit upgrade. <span class="glossaryitem" onmouseover='gp(59);'>HWS</span> and <span class="glossaryitem" onmouseover='gp(695);'>SWS</span> are only basic Ld7, and the best (and only, <span class="glossaryitem" onmouseover='gp(298);'>afaik</span>...) way to increase it is to place a commissar lord (<span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice, <span class="glossaryitem" onmouseover='gp(67);'>IC</span>) within 6" or have an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> join them (wich is mostly silly). Vox casters only make it easier to understand orders recieved. ]]></description>
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				<pubDate><![CDATA[Mon, 20 Apr 2009 19:31:57]]> GMT</pubDate>
				<author><![CDATA[ Mellon]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ So is the downfall of guard squads still going to be leadership?]]></description>
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				<pubDate><![CDATA[Mon, 20 Apr 2009 20:27:01]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ I imagine <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> will continue to be a challenge for <span class="glossaryitem" onmouseover='gp(69);'>IG</span> yes. However most things that cause morale breaking tend to effect one squad at a time, and the trick is to have another squad (or five) in position to punish the bastards that broke the first squad. <br /> <br /> And honestly, LD9 and stubborn as an option (35p) on your regular infantry squads. That fixes quite a lot of the <span class="glossaryitem" onmouseover='gp(82);'>LD</span>-related problems. You can even buy the commissar for one infantry squad and merge it with the other four in the platoon, for a total of 50 models w ld9 and stubborn. Good value for a 35p upgrade.<br /> <br /> Company commanders can issue an order that immediately rallies or un-pins one unit, regardless of casualties taken etc. A company command squad can carry a Regimental Standard (15p) that lets you reroll morale and pinning within 12"]]></description>
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				<pubDate><![CDATA[Mon, 20 Apr 2009 20:56:07]]> GMT</pubDate>
				<author><![CDATA[ Mellon]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ And for only 35 points?  You'd have to kill quite a few to even force a morale check for 25% casualties (especially with the new cover save madness).  And the unpin option is available via command squad... Can they do that to one unit multiple times or is it one of those 'only one per turn' type of deals?]]></description>
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				<pubDate><![CDATA[Mon, 20 Apr 2009 21:42:52]]> GMT</pubDate>
				<author><![CDATA[ Grunt_For_Christ]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Each company command can issue two orders per turn, it is done in the shooting phase, can only target non-vehicles and has a range of 12". Each unit may only recieve one order per turn. To understand the order the recieving unit must make a <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test, succes means the order is carried out, on a failure the unit just acts as normal.<br /> <br /> Platoon commands can issue one order per turn, and have only got an order range of 6". They also have fewer orders to choose from.]]></description>
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				<pubDate><![CDATA[Mon, 20 Apr 2009 22:48:20]]> GMT</pubDate>
				<author><![CDATA[ Mellon]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ <blockquote><div><cite>Grunt_For_Christ wrote:</cite>And for only 35 points?  You'd have to kill quite a few to even force a morale check for 25% casualties (especially with the new cover save madness).  And the unpin option is available via command squad... Can they do that to one unit multiple times or is it one of those 'only one per turn' type of deals?</div></blockquote><br /> <br /> "only 35 points?"  Seriously?  35 points is pretty big, it's almost another infantry squad by itself.<br /> <br /> I wouldn't mind playing against a guard player that used 70% of what a normal army would have just to give all his squads better leadership.  It means less guns to deal with, and less squads to deal with.]]></description>
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				<pubDate><![CDATA[Tue, 21 Apr 2009 05:57:29]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Re:Hydra vs. AC HWS</title>
				<description><![CDATA[ Tamiya 1/35th flakvierling with copious pictures<br /> <br /> <a href="http://www.dragonmodelsusa.com/dmlusa/prodd.asp?pid=LNRLAS35008" target="_blank" rel="nofollow">http://www.dragonmodelsusa.com/dmlusa/prodd.asp?pid=LNRLAS35008</a><br /> <br /> retails 5-10 dollars americano<br /> <br /> shouldn't be too hard to find someone with 9 of them in stock]]></description>
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				<pubDate><![CDATA[Tue, 21 Apr 2009 06:20:35]]> GMT</pubDate>
				<author><![CDATA[ Troz]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ Oh, those are really nice. Just stick them on the back of a Chimera, and your all set!  Granted they aren't as HUGE as the Hydra autocannons on the Forgeworld model, but they are MUCH cheaper $$$  You could even just put a magnet on the bottom, and easily change from a Hydra to a Chimera.  sorry if a bit off topic.]]></description>
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				<pubDate><![CDATA[Tue, 21 Apr 2009 17:40:58]]> GMT</pubDate>
				<author><![CDATA[ airmang]]></author>
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				<title>Hydra vs. AC HWS</title>
				<description><![CDATA[ <blockquote><div><cite>Grunt_For_Christ wrote:</cite>So is the downfall of guard squads still going to be leadership?</div></blockquote><br /> Just the <span class="glossaryitem" onmouseover='gp(59);'>HWS</span>/<span class="glossaryitem" onmouseover='gp(695);'>SWS</span>.  Basic infantry can buy a LD9 Commisar, who get Stubborn and <span class="glossaryitem" onmouseover='gp(82);'>LD</span> rerolls.]]></description>
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				<pubDate><![CDATA[Wed, 22 Apr 2009 00:30:22]]> GMT</pubDate>
				<author><![CDATA[ Liquidwulfe]]></author>
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