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===Vehicles=== *'''Land Raider:''' The return of the Assault Ramps means that this makes melee squads of Paladins very strong. This alongside the heightened Toughness of these beasts make them a very easy grab. <tabs> <tab name="Godhammer/Classic"> [[Matt Ward|Of course, its "unique" Godhammer lascannons don't have to deal with the return of Twin-Linked and just get 2 shots base, same as your Ballistus lascannons.]] Aside from that, it comes with a twin heavy bolter to take on anything smaller, with the additional option of a storm bolter and multi-melta depending on what you're up against. </tab> <tab name="Crusader"> Comes with two hurricane bolters, thankfully ''Twin-Linked'' so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon. Transport Capacity: 16. *The main reason you're grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you're using it for Deathwing, it'll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. </tab> <tab name="Redeemer"> Also comes with a twin assault cannon, with the sponsons being flamestorm cannons for super-sized heavy flamers to burn through MEQ. 14 spaces gives you just enough space for 7 terminators. Issue here is that you don't really have any way to make use of this since you can't attach multiple heroes to a squad. </tab> <tab name="Banisher (IA)"> Equipped with heavy incinerators for sponsons and a twin psycannon for something more akin to anti-MEQ. Seeing as this is costed the same as a Crusader, this makes the Banisher the better alternative to the Redeemer. </tab> </tabs> ====Dedicated Transports==== *'''Razorback:''' *'''Rhino:''' The dedicated transport for your basic Strike Squad. ====Walkers==== *'''Nemesis Dreadknight:''' Not quite an equivalent to legit monsters, even with a 2+/4++ and 13 wounds - the damage track doesn't help either. However, they've got a hefty buff of being able to shoot and charge after advancing or falling back. This means that these baby carriers will always be fighting with anything you fire. While they're no longer as reliable at fighting monsters and tanks, you'll never spend a turn without doing something to make fighting them easier. *'''Venerable Dreadnought:''' Blood Angles filed a lawsuit on exclusivity on psychic dreadnoughts. You don't even keep or get flying/Deep Strike shenanigans. What you do get is a walker with a re-roll 1s to hit and wound aura, which is rarer in this edition. This is the guy who will be baby-sitting your Strike Squads. ====Aircraft==== *'''Stormhawk Interceptor:''' *'''Stormtalon Gunship:''' *'''Stormraven Gunship:''' *'''Thunderhawk<sup>IA</sup>:''' {{Warhammer 40k Tactics}} [[Category: Warhammer 40000 Tactics (10E)]]
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