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===Fast Attack=== This is where it starts getting better, on the face of it you don't have many options, all of which can be found in other armies where they do it better. That being said, you get Hellhounds tanks alongside Space Marine Bikers in a single detachment. You can do amazingly against other Horde armies which are usually such as Orks / Nids with these units. Bikes & Lighters ''(groan)'' also help out with the mobility of the army since you your Heavy Support & giant Troops units are often slow-moving. *'''[[Maelstrom]] Fleet Landers''' - Up to 3 [[Arvus Lighter]]s which can act separately, not a squadron. Basically flying transports. While probably [[overcosted]], especially if taking any guns, it does give the army the fastest way do deploy shit on the battlefield since you don't get drop pods. Just zoom them to where you need to drop off dudes and switch to hover mode to let them out. Easy, just think of them as drop pods. Then slap yourself HARD for spending so much ££££ on resin boxes. *'''Iron Hunter Squadron''' - For a guy who's supposed to pride himself on his bikes and have a long history of bikers in the chapter ''(the so-called Hounds of Huron)'', the addition of ''Skilled Rider'' and ''Counter Attack'' did a little bit to improve them in the legion. However they then traded this for access to an attack bike and can only take one special weapon per 5 men. Though they did get a points decrease in the recent Forgeworld update -- goddamn [[White Scars]] are cheaper, but it certainly lessened the blow a little bit, so are a viable unit rather than an insult to a chapter of good bikers. **Besides all of the above, they are the fastest movers in the army list so can turbo boost to '''claim''' an objective now due to 7h Ed rules. **They are possibly also your "other" melee unit though not a great one, they'll probably just get stuck in a fight they'll never win. **'''ALTERNATE TAKE''' - Take a full squad with two flamers and annoy one of your opponents mid-strength melee units at close range, but refuse to assault them in close combat, that's the point. Your opponent will have to suck it up and assault them instead, forcing them through unenviable twin-linked overwatch fire > flamer hits > followed by counter assault > then try to take out toughness 5 models. ''Even Howling Banshees might have a problem charging against this unit'' Either that or they attempt to slug it out trading ranged attacks with them and trust me: your army has bigger guns! *'''Auxilia Hellhound Squadron''' - 1-3 [[Hellhound Tank]]s (you can't take a variant). The standard Hellhound is a very handy infantry-killer. If they're not Marine-equivalents (and even they will be hurting once the wounds pile up and they start failing saves), and not in a transport, they will die. What's that? You opponent has Rangers/Heavy Weapons Teams/snipers holed up in a building somewhere giving your commanders and high-value units a hard time? The Inferno Cannon laughs at cover. The range of the IC means that you can expect them to hit enemy infantry starting on turn 1 (move 12", fire 12", cover another 8" with flame template). Ran in support of longer-ranged anti-tank weapons for popping enemy transports, Hellhounds can also serve to finish off units from disembarked vehicles. In 6th edition, Fast vehicles can now fire 2 weapons at full BS at cruising speed, so enjoy the possibilities of hull weaponry combinations. *'''Sentry Gun Battery''' - Tarantula turrets as Fast Attack WTF!? Regardless, lets roll with this. You get a battery of three immobile twin linked Heavy Bolters that have Toughness 6 and two wounds. With the option to add three more and swap them for a Multi-melta for free, or pay for TL assault cannons or TL Lascannons. Being automated, you have very little control over what they actually do in the battle, they select their own targets based on pre-set criteria, you basically just get to choose at deployment what their arcs are: 360 degrees but at 18" range, or 90 degrees at 36" range, so you're rarely going to be blasting things across the table with these things. **DON'T EVER mix and match guns or targeting criteria, nowhere in the rules do they say they deploy separately or behave any differently from any other artillery battery, meaning they should all be firing at the same target, which is still the one they select for themselves. **One benefit of the Forgeworld update was to give them access to Hyperios Launchers, which is what you should do, as you get to fling around krak missiles are air and ground targets. (''An email to FW confirmed that Hyperios Launchers have priority targets of Flyers and Flying Monstrous Creatures... the rules didn't explicitly state this. Wouldn't want your opponent making them shoot the closest possible target'')
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