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===Heavy Support=== *'''[[Devastator Squad]]<sup>{{W40Kkeyword|core}}</sup>:''' Due to everyone getting Split Fire, you can feel free to mix and match weapons however you like; that said, it's still a good idea to use weapons with similar ranges in case you need to focus your shots on a single opponent. The Sergeant's signum will let one of them hit on a 2+. Finally, an Armourium Cherub can be taken to, once per game, give one model in the squad a second shooting phase. Needless to say, you should always take the cherub. These cover-camping queens should enjoy the extra wound more than other Firstborn. ** Combine the Cherub and Signum. On turn one, in the Devastator Doctrine, use the Signum on a key gun (e.g. lascannon), and then use the Cherub to get the extra shot. The Signum will apply for the whole phase, meaning two powerful shots at BS2+ and with an additional -1AP. ** Drop pods are a particularly interesting choice for devastators, ensuring your expensive dudes can't be shot off the field immediately if you go second. This also reduces the threat from return deep-strikes, as open doors count toward denial range. <tabs> <tab name="Heavy Bolter"> The venerable Heavy Bolter is in an odd spot this edition. Against light or heavy infantry you'll generally get better results from the Grav-Cannon due to better fire rate and AP, and mortal wounds from Hellfire Shells are nice but you can do that from ANY (infantry) Heavy Bolter in your army so they're a bit wasted here. Their niche is poorly-armoured multiwound units like daemons or monsters, but it's often better to deal with these via plasma anyway. </tab> <tab name="Heavy Flamer"> An interesting pick for Blood Angels. Deployed regularly the 12" range means wasted points, but from a drop-pod they'll cook entire units of infantry and there isn't much your opponent can do to stop it but deploy cautiously. Plus, they don't care about moving due to automatically hitting targets, so they're a bit more mobile once deployed. But for the same points you could take Grav-Cannons, which have greater range, AP, and improved damage versus heavies, though fewer hits on average. Hence, these are ideal as the ''second'' half of the Drop Pod carrying your multimelta devs (or the occupants of the second pod), allowing the heavy flamers to clear away bubble wrap first or transport contents second. </tab> <tab name="Multi-Melta"> The classic Meltapod is as effective as ever. Though tempting to drop turn one for doctrine benefits, consider delaying; sensible opponents will respect the meltapod and adopt a cautious formation with plenty of bubble-wrap for their heavies, and a cautious advance improves your map control. It's not like you ''need'' the AP boost. Always take the pod if you go melta; 12/24" range makes them unsuitable for gunlines and at 38 points a dude, they're far too expensive to risk losing before they can attack. </tab> <tab name="Grav-Cannon"> A strong pick this edition, with a steep points discount. Unlike tactical squads, they're not an automatic pick over Plasma Cannons as devastators have enough firepower to justify re-roll babysitters, but having ''twice'' the rate of fire for ''fewer'' points still means gravy is usually the tastier choice. If you want to deploy beyond auras, they're safer than overcharged Plasma and crack infantry better than safe Plasma. Grav Cannons are a much better choice for offensive drop pods, as safe plasma isn't efficient and so they need to bring re-roll auras with them. This means a max of 4 Plasma Cannons in one pod compared to 8 Grav Cannons, and a loss of aura characters from your main force. </tab> <tab name="Missile Launcher"> Despite being second-best against everything, Launchers are a great option. As the game goes on gaps will emerge in your offensive options as anti-infantry and anti-tank units are killed off, and Launchers can plug either of these roles admirably. Launchers also have surprising survivability; as 'second-rate' weapons they're often overlooked as your opponent seeks to remove more obvious hard counters like the various cannons, and their range makes them well-suited to a backline. </tab> <tab name="Lascannon"> Lascannons are a double-edged sword. While extremely effective against vehicles, they're one of the pricier options and single shots make them inefficient against blobs. As 9th edition's smaller boards reduce the chance of outranging enemies and they'll inevitably draw heavy fire, they need ablative wounds more than most, further driving up their cost. A solid choice against heavy enemies - but not likely to contribute beyond turn 3 either due to death, or having exhausted efficient targets. </tab> <tab name="Plasma Cannon"> Unlike tactical squads, Plasma Cannons are a viable choice for devastators as they can carry enough guns to justify a dedicated re-roll babysitter. When supported, overcharged plasma cannons are a lot like multimeltas with better range for cheaper, but slightly worse AP and ''much'' worse damage; S8 lets them bully vehicles and near-guarantees wounds on T3-4 if re-rolling 1s, which combined with d3 Blast shots means they aren't wasted shooting infantry. Plasma Cannons cost more than Plasma Guns for better range without losing rate of fire, Blast, and ''less'' accuracy on the move, so don't Drop Pod these guys if you ship them - plasma sternguard is how Space Marines do drop plasma. The other downside is that there's a ''much'' higher base investment to get results than other weapons; a Captain is mandatory, while the improvement from 2+ to re-rollable 2+ against T3-4 infantry is so significant that it *begs* for a Lieutenant. Ancients have no synergy - plasma overcharging won't trigger them - but overcharging means you should consider grabbing a Chief Apothecary for the warlord trait to avoid spending cps bringing them back. Since this many points invested will draw an absurd amount of firepower, you'll ''then'' need ablative wounds to avoid it being wasted, and since the auras are there anyway you might as well make them more efficient with multiple squads, and a few Infiltrators to give a deepstrike-denial bubble wouldn't go amiss either... basically, you ''do'' get increasing returns the more you commit, but the buy-in price is very high, so think it over carefully. </tab> </tabs> *'''[[Hellblaster]] Squad<sup>{{W40Kkeyword|core}}</sup>:''' Plasma incinerators are 30" Rapid Fire 1 S7 AP-4 D1, with the same boost and risk as other plasma weapons if supercharged. The assault version is -6" of range and -1S, but shoots three times, meaning it's got a better rate of fire from just over 15" to 24", and critically, even when both weapons are in range to shoot at max rate, the assault weapon does half again as much damage (3 rather than 2 or 6 rather than 4), meaning that even against a T8 target, the assault variant murders better than the rapid fire. The heavy version's base damage is 2, supercharging to 3, and fires once. **Due to the changes to how modifiers interact with Gets Hot and reduced access to re-roll auras, Hellblasters have gone from a potent but somewhat overcosted fire magnet in 8th to a ''very'' overcosted one in 9th. This efficiency is harmed even further by the extra wound the firstborn have gained as Hellblasters now ''need'' to make the riskier overcharge to have a chance of killing their targets with any given shot unless using the Heavy Incinerator. The unfortunate truth is that they just aren't in a good place this edition; if you want to kill vehicles you should be fielding the guys below, and if you want to crack heavy infantry you're better served by grav-cannon Devastators, which are not only cheaper but actually outperform the Hellblasters against marines. ** A squad of five in an Impulsor with a Captain for safer overcharging or a Librarian with supporting powers makes for a powerful and mobile shooting squad. Null Zone is particularly deadly if there's a group or two of Hellblasters in range of the Librarian's unfortunate targets, considering their AP-4. ** Don't get too excited about Combat Doctrines. You're already AP-4, so going to AP-5 only affects Sv2+ models which almost always have an invulnerable save. (Along with Sv3+ models with Armour of Contempt, which is... most armies you'll face.) *'''[[Eradicator]] Squad<sup>{{W40Kkeyword|core}}</sup>:''' A blatant rip-off of Eldar Fire dragons, but Primaris-ified. You now have a Primaris squad with melta weapons and Gravis armour. M5" T5 Sv3+ W3 means they're slow and strong. Gravis prevents them from hopping into a cheap Impulsor as well, so they're either hoofing it or getting into an expensive Repulsor. No matter what weapons they have, their Total Obliteration rule allows them to pick a unit each turn and fire twice if every model in that unit targets it and the unit hasn't advanced. Their melta rifles are effectively 24" meltaguns, but the entire squad can (and always will) swap them for heavy melta rifles (24" Heavy 1 S8 AP-4 Dd6+2, becomes Dd6+4 against a target within half range). One in three models can (and always will) swap his gun with a multi-melta for that can still double-tap, meaning it quadruple taps when it fires twice. ** Received an ever-so-slight price increase to 45pts per model in the 2021 FAQ. Still under-costed for what they can spit out. Expect [[rage|copious anger]] from your opponent when you eat a significant chunk of their Stompa in one turn with six infantry models. ** 270 points gets you 6 models carrying two multimeltas, which will get you 16 S8 AP-4 shots within 12", 8 at d6+2 and 8 at d6+4. Even on the move, half of those will land, which is hits*damage 52 (36 at long range). The assault version across the same six also moving is 12 total shots at d6+2, of which 8 will hit, for hits*damage 44 (28 at long range). Stick to the heavy version. **White Scars love these things, especially in their default assault loadout. Being able to naruto run around the battlefield and fire their melta rifles without penalty makes up for their lackluster range and movement; being T5 and W3 also means they share a similar statline to the bikes WS players should already be bringing, making them less of an obvious target. *'''Devastator Centurion Squad:''' Ridiculously ultra-heavy Marines with the firepower of a tank; people either [[skub|hate or love them]]. They are slower and easier to kill individually than a tank, but have all the advantages of being Infantry; smaller size, gaining cover in certain terrain (like forests), can go to the second floor of buildings, etc. This unit can be the cornerstone of an army, but they don't have Core Keyword which somewhat reduces their appeal. Stock weaponry is a grav-cannon and a hurricane bolter, with the single cannon able to swap for two heavy bolters or two lascannons, and the bolters able to swap for a Centurion missile launcher (36", assault d3, S8, AP-2, Dd3, blast). Decimator Protocols allow them to move and fire heavy weapons without penalty and the Sergeant's Omniscope gives the entire team ignores cover if he's still alive. You can mix-and-match weapons within the team and combat-squad them to let you have one anti-tank and one anti-infantry squad in one Heavy Support slot. **Try to keep them out of close combat, though. Although they're strong and tough and have a fair number of attacks, (especially with Shock Assault), they don’t have any melee weapon. Contrary to appearances, [[wat|those big hands are not power fists]]. Any specialized melee unit will tarpit you. You can always retreat, but you lose a turn of shooting then unless you're Ultramarines. Mind your positioning! *'''[[Eliminator]] Squad<sup>{{W40Kkeyword|core}}</sup>:''' The Primaris scalpel compared to the Primaris sledgehammer that is the Hellblasters or Gravis models. They have BS2+ and Camo-Cloaks that give them +2 to their saves for being in cover instead of +1. Their bolt sniper rifle gets three different ammo options, all of which ignore Look Out, Sir: Executioners (36" heavy 1 S5 AP-1 D1, +1 to hit rolls and ignores cover), Hyperfrag (36" heavy d3 S5 AP0 D1, blast), and Mortis (36" heavy 1 S5 AP-2 D2, wound rolls of unmodified 6 inflict an additional mortal wound). Eliminators can swap their bolt sniper rifles for a las-fusil for anti-light vehicle and anti-TEQ duties (36" heavy 1 S8 AP-3 D3) and the Sergeant can swap for an instigator bolt carbine (24" assault 1 S4 AP-1 D2, can target Characters). If the squad includes a Sergeant with instigator bolt carbine, the unit can move after shooting if they are not within engagement range of an enemy unit, allowing for move-shoot-move shenanigans which isn't a huge issue as you're only going down to BS3+. ** Regarding bolt sniper rifles, you can pretty much ignore hyperfrags if you're not firing overwatch. Executioner rounds will be for the pesky units that rely on cover, like Scouts, Eliminators, Eldar Rangers, and Ratlings. Mortis will be your go-to for taking the heads off Characters though. *'''[[Desolation Squad]]<sup>{{W40Kkeyword|core}}</sup>:''' Finishing the list of heavy weapons on specific squads is a squad full of super-missile launchers, complete with a Signum to help their accuracy. On top of the big missiles on top, their impractically-designed guns have Castellan Launchers for some minor crowd control with Heavy d3 S4 AP-1 blasts that can ignore cover. <tabs> <tab name="Superfrag Launcher"> Heavy d3+3 S4 AP-1 blasts. Much better suited for blowing up hordes, a niche none of the prior Heavy Support Primaris squads offered. While you have plenty of gunlines to work with, this might free up your squads to aim their bolters towards more worthwhile targets. </tab> <tab name="Superkrak Launcher"> Heavy 1 S8 AP-3 Dd3+3. Though this does provide something well-suited for popping tanks, you also have things like the utterly busted Eradicators. </tab> <tab name="Vengor Launcher"> Exclusive to the sergeant, this Heavy d6 S8 AP-1 D2 missile is better-suited for taking on MEQs. </tab> </tabs> *'''[[Thunderfire Cannon]]:''' Buy one Cannon, get a Techmarine free... ish, at 120pts for the pair. If the Techmarine moves further than 3" away from the Cannon, the Cannon is destroyed in a fit of extreme separation anxiety. If the Techmarine remains within 3" however, he cannot be targeted. The Thunderfire Cannon is a BS2+, T6, W4, Sv2+ model firing with a 60", heavy 4d3, S4, AP0, D1, blast weapon that does not require line-of-sight and will make quick work of GEQ units. You have the Thunderfire-unique Tremor Shells stratagem (1CP, -1 to wound rolls, enemy non-fly and non-Titanic units hit halve their move distance and suffer -2" to advance and charge distances). The Techmarine does not have the Techmarine keyword so cannot be a Master of the Forge, but can still heal nearby Vehicles like a regular Techmarine. He ''can't'' grant a nearby vehicle +1 to ranged hits, though, unlike a real Techmarine. ** He's a good support unit to have, being a pseudo-Techmarine that doesn't eat a HQ slot that comes with a decent support gun and a good support stratagem. Set him up with some Firestrike Turrets or Rapiers, and he'll be happy. ** Remember the Techmarine has guns too, so don't forget to shoot them. *'''Firestrike Servo-Turret:''' An interesting new model which may be encroaching upon the Tarantula Turret. It looks like a static turret, but still has M3" [[Fluff|due to its grav-plates]]. T5 and W5 makes it reasonably tough against small arms fire, but incredibly weak against actual anti-tank. Crewed by a novitiate Techmarine, granting the model BS2+ and Sv2+, but nothing else that a Techmarine has (repair, weapons, keywords). Weaponry includes a twin las-talon (24" Heavy 4 S9 AP-3 Dd6) or a twin accelerator autocannon (48" Heavy 6 S7 AP-1 D2). ** The las-talon is rather short-ranged and its main targets (tanks) will almost always have longer-ranged weaponry. The autocannons fix the range issue, but they're also on Suppressors who are more manoeuvrable and also shut down enemy overwatch. *'''[[Predator Tank]]:''' '''''The''''' classic Marine battle tank, to the point where it's an absolute crime that they don't benefit from the CORE tag. Not as up-armoured as they used to be back in the days of armour value, at T7 and W11 (only +1W over a Rhino). Comes in two flavours, Annihilator (twin lascannon) and Destructor (48" heavy 2d3 S7 AP-1 D3) for 10 points more. Either way, additional optional weaponry includes two sponson heavy bolters or two sponson lascannons, with a pintle storm bolter and hunter-killer missile. ** Always take sponsons if you're going to take either Predator - otherwise, it'll be a Razorback but worse. ** Let's look at units that can have four lascannons. An Annihilator with sponson lascannons is 170pts and a six-man quad-lascannon Devastator Squad is 168pts. Both platforms have their strengths and weaknesses, with the Predator being a single large unit with near-immunity against small-arms and the Devastators being able to use cover and terrain to their benefit. Alternatives include a couple of lascannon Razorbacks (240pts) or going all the way to a Land Raider (285pts), but the painful truth is that even after a points bump, Eradicators are your go-to choice for tank-hunting due to their sheer effectiveness and point-efficiency. ** It can be hard to find good targets for the Destructor. Against MEQs, the Destructor's gun acts like an overpriced twin heavy bolter with a random (and lower on average) number of shots, dealing 4*3 instead of 6*2, which is really 33% less damage because the extra wounds don't spill over. Heavy bolters are already a little obsolete this edition thanks to Grav-Cannon buffs, and when you're paying main gun prices for what's basically two even worse heavy bolters, it's probably worth looking elsewhere if you want to hunt MEQs. If you want to hunt tanks, see the Annihilator entry. *** However, the Destructor does have a surprising niche this edition, as weapons that guarantee 3 damage have a solid role hunting super-heavy infantry. A random number of shots doesn't help, and a measly -1 AP value is disappointing, but remember - your opponent only needs to fail a single save to lose a model. If your local meta features a lot of bikers, Terminators and/or Gravis specialists, the Destructor can be a deceptively potent addition to your army. *'''[[Vindicator]]:''' Actually up-armoured, that huge dozer blade isn't just for show! T8 and W11 is a respectable battle tank statline, on par with the Leman Russ. The Vindicator Siege Shield is a +10pt upgrade that grants the model +1 to armour saves against ranged attacks. Finally, the demolisher cannon is a 24" heavy d6 S10 AP-3 Dd6 blast weapon. Short-ranged, but it hits hard once it gets there; S10 means that it will wound everything on a 3+ or better. ** The Vindicator has one less wound and better BS than an Imperial Guard Leman Russ Demolisher Cannon at 15 fewer points, but the IG Demolisher gets Grinding Advance, making it a lot more dangerous if it can get into range. The stupidity of the fluff aside, they’re better against high-toughness multi-wound models, which almost every army has at least one unit of (Nobs, Wraithguard, Crisis Suits, Terminators & Primaris Marines, Ogryns), so one Vindicator can find a home in lots of local metas and is actually a cost-effective way of getting the demolisher on the field. *'''Vindicator Laser Destroyer (FW):''' This thing has the same stats as a Vindicator, but brings to the battlefield the unique laser volley cannon. Both profiles have 36" and heavy 3, but the similarities end there. The volley fire is S9 AP-3 Dd3+3, and the overcharge profile becomes S10 AP-4 and a whopping D6. Similar to overcharged plasma, this model suffers one mortal wound on a hit roll of unmodified one ''unless'' it remained stationary; then it can safely overcharge without fear. That means its two profiles deal 15 and 18 damage, respectively, on average, while a real Vindicator deals 12.25 base (at the better S but worse AP of this thing's profiles), up to 14 or 21 with Blast, and its rate of fire is always, on average, better, at 3.5 - all for substantially fewer points, so you should probably just skip this one. *'''[[Whirlwind]]:''' The classic Marine artillery has two gun options, both of which are 72" range, blast, and does not need line-of-sight. Castellan is you anti-swarm, with heavy 2d6, S6, AP0, D1, and Vengeance being your anti-MEQ, with heavy 2d3, S7, AP-1, D2, and a cost of +10pts. Don't forget to combine with a Land Speeders Data-Link Telemetry to gain +1 to your hit rolls. ** You have to choose which gun to take when you build the list. Which is better is strictly a question of wounds; Castellan is better against 1-wound models, while Vengeance is better against 2+. If you were taking a Vengeance, look at the Scorpius below. *'''Whirlwind Scorpius (FW):''' Costs 1CP to take, but is worth it if you're going to take a Whirlwind Vengeance. No longer has the fire-twice rule from 7th edition, but the Scorpius multi-launcher is 48" heavy 3d3 S6 AP-2 D2, blast and does not need line-of-sight. Outclasses the Vengeance in most regards against Marines, but in general, just a worst choice against anything than a Sicaran Arcus, if you're paying the CP anyway. *'''Whirlwind Hyperios (FW Legends):''' The OG Marine anti-air artillery. The Stalker and Hunter rendered it obsolete, by being a cheaper GW model and being better at anti-air. 9th edition has given the hyperios launcher a new lease of life, with 48", heavy 2d3, S7, AP-2, D1. Like other Whirlwinds, it comes with blast and ignores line-of-sight. It gains +2 to hit rolls and becomes D2 against Aircraft. 2d3, BS2+ autocannon shots will do reasonable damage against enemy aircraft. *'''[[Hunter]]:''' Fires a surface-to-air missile instead of the flak attacks of the Stalker and Hyperios. 60", heavy 1, S9, AP-3, Dd6, gains +2 to hit rolls and becomes Dd6+6 against Aircraft. Two of these ought to be taking out an Aircraft each turn. *'''[[Stalker]]:''' The volume-of-fire AA option. Two icarus storm cannons, each firing at 48", heavy 3, S7, AP-1, D2. Against Aircraft, you make two hit rolls instead of one and gain +1 to hit rolls. That's twelve BS2+ (i.e. 10 will hit) autocannon attacks if both guns target one Aircraft, so better against the lighter Flyers. ** Of course, much of the previous is very rosy sounding. If everything goes right - twelve hits, twelve wounds, twelve failed saves - you do ''24'' damage. However, that's only if you're extremely lucky and firing at Aircraft, but many Flyers are T7, meaning you only wound half the time. The AP means you will only get through their armour save roughly half the time. You will do 4-6 damage the majority of the time. Still, as cheap as chips for a vehicle this tough. *'''[[Land Raider]]:''' The mass transport and massive tank of the Firstborn. With the Vehicle changes, in addition to ignoring the heavy weapon penalty, it now also a horrible idea to try to tarpit them as they can still shoot. All Land Raiders can carry Terminators (two transport slots), Jump Pack models (two transport slots), and Centurions (three transport slots). They can all be equipped with a storm bolter and hunter-killer missile, and all ''but'' the Helios can take an additional multi-melta. ** Gentle reminder of the Land Raider Excelsior (Legends) in the HQ slot. Ten transport capacity, Sv2+/5++, Captains Rite of Battle Aura, two twin lascannons, and a grav-cannon. Has 8th edition Smoke Launcher and Machine Spirit rules, but I don't think anyone will begrudge you using them as Keywords in 9th edition style. <tabs> <tab name="Land Raider"> Carries ten models. An effective all-rounder with anti-vehicle capability, 8th edition introducing unlimited splitfire benefited this Land Raider the most. Capable of using its lascannons to pop a vehicle and then following up with the heavy bolters to wipe out a MEQ squad. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a trio of Assault Centurions and a Character or a 5-man squad of Assault Terminators. With T8, 16 wounds, and a 2+ armour save it'll be a tough nut to crack even with anti-armour weaponry. </tab> <tab name="Crusader"> Carries sixteen models. As ever, the Hurricane Bolters will shred any infantry within 12" - you have twenty-four bolter shots supplemented by another 12 assault cannon shots. The Assault Launchers also help in regards to transporting and supporting its cargo, as it gives access to the stratagem. Its transport capacity makes it your best choice for transporting Terminators, Crusader squads, and other larger units. * Also, all those guns can fire without penalty, even if you're moving at maximum speed. Somewhere, a Black Templar wipes a manly tear away as he remembers the words "defensive weapons." * Now that Chapter Tactics apply to every Space Marine unit, Imperial and Crimson Fists could have a double hurricane bolters with an additional hit on a 6. Enjoy your [[Awesome|20 bolter HITS on rapid fire range]]! </tab> <tab name="Redeemer"> Carries twelve models. Similar to the Crusader, but trades off the hurricane bolters' volume of shots for the flamestorm cannon's greater strength, higher AP, and improved damage per shot. While you'll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the multi-melta to be on the safe side. Can easily cockblock a charging unit with 2d6 automatic flamestorm shots, and no-one is going to risk charging it to tie it up in melee. Enjoying another price drop and 12" Flamestorm cannons! * The flamestorm cannon can, because of flamer autohits, crisp some flyers if you are close enough. Consider if it is worth putting your Land Raider in the open. </tab> <tab name="Proteus (FW)"> The Proteus has two sponson twin lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter option (there's also an option for a single heavy bolter, but why would you even use that). But its main draw is the Explorator Augury Web; taking it reduces the Proteus' transport capacity to 6, but it prevents anyone from deep striking within 12" of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won't be able to get near it. For a more aggressively inclined Proteus, you can take the Heavy Armour instead to give it a 5+ invulnerable save. * A Proteus with twin heavy bolters is 285pts, the exact same as the vanilla LR. However, the Proteus costs 1CP to take due to Martial Legacy, so get the most out of it and grab one of the two unique wargear items. </tab> <tab name="Achilles (FW)"> The rage-inducing and expensive Achilles is back in a big way in 9th ed. A low cost of 320pts with volkite and 360pts with melta, T8, W16, Sv2+/5++ for good measure makes this model insanely tough. The Achilles is armed with a hull-mounted quad launcher with two ammo types; shatter shells (24", heavy 4, S8, AP-2, D3) and thunderfire shells (60", heavy 4d3, S4, AP0, D1, blast and does not require line of sight). Sponson options are two twin volkite culverins (45", heavy 8, S6, AP0, D2, wound rolls of unmodified 6 inflict an additional MW) or two twin multi-meltas. Both sponsons are frankly solid options and do quite well against their desired targets. You have the option for a storm bolter and a hunter-killer missile but NOT the single multi-melta like most other LR's get access to. The only area it lacks is its transport capacity of 6, with Jump Pack and Terminator models taking up two spaces. Centurion and Wulfen models are mentioned, but no unit with those keywords is small enough to fit in, and Primaris aren't allowed as per usual. Good for a Character and a MSU Infantry unit, but don't expect much more. Since it can take Terminators this is one of the heaviest options a deathwing army can take that's not a Spartan. </tab> <tab name="Prometheus (FW Legends)"> Carries ten models with the usual Jump Pack, Terminator, Wulfen models taking up two and Centurions taking up three spaces. Its only stock weapons are two QUAD heavy bolters, so 24 D2 attacks will delete Marines on a hitherto-undreamt of scale. Optional storm bolter, hunter-killer, and multi-melta available. FW still somewhat took it out back and kneecapped it, as it no longer gives CP support and doesn't grant ignores cover, making it functionally a differently-armed vanilla Land Raider as it also doesn't cost a CP to take due to the lack of Martial Legacy. </tab> <tab name="Helios (FW Legends)"> Carries six models, so effectively no Centurions or Wulfen. Like the regular version, this model also has twin lascannons, but it brings along a Helios Launcher instead of twin heavy bolters. 48", heavy d3, S7, AP-2, D2, blast with +1 to hit rolls against Aircraft make this a rather crap AA-weapon, especially at 260pts. You have to ask yourself if you wouldn't be served better by a quad las Predator and Stalker or Hunter (280-285pts for both). </tab> </tabs> *'''[[Repulsor Tank]]:''' The Primaris flying Land Raider, drop kicked into the Heavy Support slot with the new codex and trading a little armour for absurd more firepower. Holds 10 Primaris Marines (models with Gravis armour count as two) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. Has a dizzying array of weaponry. Main guns are a heavy onslaught gatling cannon (30", heavy 12, S6, AP-1, D1) which can be swapped for a twin las-talon (24" twin lascannon) and a twin heavy bolter that can be swapped for a twin lascannon. Secondary weapons are... Well, fucking confusing to keep track of, so see below. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you're probably better off taking a Land Raider variant. It also has access to the Repulsor Field stratagem for some shenanigans. *** Ironhail heavy stubber (36", heavy 4, S4, AP-1, D1), swappable for onslaught gatling cannon (24", heavy 8, S5, AP-1, D1). Also an option for an additional ironhail heavy stubber. *** Icarus ironhail heavy stubber (36", heavy 4, S4, AP-1, D1, +1 to hit rolls against Aircraft), swappable for a fragstorm grenade launcher (18", assault d6, S4, AP0, D1, blast), icarus rocket pod (24", heavy d3, S7, AP-1, D2), or krakstorm grenade launcher (18", assault 1, S6, AP-1, Dd3). *** Two storm bolters, swappable for two fragstorm grenade launchers. *** Auto launchers (grants the Smokescreen keyword), swappable for two fragstorm grenade launchers. ** If you're just looking for lots of lascannons or horde-clearing weaponry, there are definitely cheaper (if somewhat slower) means of getting them on the table, like a Devastator Squad or Redemptor Dreadnought. Anti-armour setups, in particular, have the issue that the las-talon has only half the range of the twin lascannons, which means it'll only be able to unleash half its anti-armour firepower at its farthest range. At that matter, most of its other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers. ** Defensively, it's nearly identical to a Land Raider; although its armour is only a 3+, it has the same number of wounds as a LR and does a good job at discouraging charges with its Repulsor Field strat (-2 from any charge rolls). The optional Auto Launchers will grant access to the Smokescreen stratagem, giving an extra -1 to hit on opponent shooting rolls. ** In terms of pure output, for anti-tank take the las-talon and twin lascannon, for anti-horde take the heavy onslaught Gatling cannon and twin heavy bolter, and for balanced take the heavy onslaught Gatling cannon and twin lascannon. *'''[[Repulsor Tank#Repulsor Executioner|Repulsor Executioner]]:''' Jury's out on this one. Capacity of six with some big guns, thankfully less complicated to list here than the Repulsor. Fixed guns are a heavy onslaught gatling cannon (30", heavy 12, S6, AP-1, D1), twin heavy bolter, twin icarus ironhail heavy stubber (36", heavy 8, S4, AP-1, D1, +1 to hit rolls against Aircraft), two storm bolters, and two fragstorm grenade launchers (18", assault d6, S4, AP0, D1, blast). You have an option of two main guns; the macro plasma incinerator is the largest Marine plasma weapon, at 36", heavy d6, S8, AP-2, D2, blast, may gain +1S and +1D but hit rolls of one inflict one mortal wound against this model) and the heavy laser destroyer is one of the larger Marine las weapons (72", heavy 2, S12, AP-4, Dd3+3). Both main weapons gain +1 to hit rolls, thanks to this models Aquilon Optics rule. ** Whenever you make such an investment on big units, you must consider everything you are paying for. While the heavy laser destroyer is a very potent weapon that will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. However, taking the Plasma loadout saves points and requires closer positioning of the tank, thus placing it in more danger. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a six-man Primaris Infantry unit on top of Repulsor Fields. This writer regards the Executioner as a very gun-laden Infantry Fighting Vehicle (IFV), not a true Main Battle Tank (MBT). You can take an MBT's weapons loadout, and that may certainly be necessary at times, but this tank's true calling is in direct support of infantry. ** Counter opinion: You're paying a massive number of points for a large unit without an invulnerable save. W16 can be stripped off by a lucky volley from some Hellblasters, or anything that will kill eight Marines. Combined with the medium range and transport duties this thing should be doing, there is just too much risk. The model is cool and there are definitely some niche uses for it, but you can get an Impulsor and a Gladiator Valiant for the same points for mostly the same job. ** Counter counter opinion: If you're playing Iron Hands and don't mind sparing the CP, stick a Master of the Forge with the Ironstone Relic and the Adept of the Omnissiah Warlord Trait near one of these and have your best trollface ready for [[Not as Planned|when the other player realises he's now going to have to treat this like a Knight]]. *'''Gladiator Tank:''' The Primaris Predator. Up-guns the Predator with +1T and +1W, making it slightly more durable, but its price comes at the cost of having more guns. Two loadouts are in the mid - short-range arena, which should reward aggressive playstyles under the new vehicle rules, however, durability may still be a concern. All have the same options, of picking an Auto Launcher (Smokescreen keyword), ironhail heavy stubber (36", heavy 4, S4, AP-1, D1), and icarus rocket pod (24", heavy d3, S7, AP-1, D2). <tabs> <tab name="Valiant"> Close-range tank-hunting. Twin las-talon (24" quad lascannon) and two multi-meltas give it a lot of firepower with the same range. It is expensive, but it has eight shots at Dd6 or more. Well worth taking the auto-launchers to scoot forward 10", use the stratagem for the -1 to hit rolls, then scoot forward again and start blasting. However, 250pts is only 35pts less than standard Land Raider, which is far tougher and delivers its four Dd6 shots at twice the range (so what you are saying is "for more points you can have half the shots but from further away"). </tab> <tab name="Reaper"> Mid-range anti-infantry. Twin heavy onslaught gatling cannon (30", heavy 24, S6, AP-1, D1) and two tempest bolters (30", rapid fire 4, S4, AP-1, D1). That's roughly enough to kill an MSU MEQ squad and will easily mulch larger GEQ blobs. Effectiveness peaks when you get to within 15" of a target to double the number of attacks with its tempest bolters. 230pts and like the Valiant, a Land Raider Crusader does a similar job except it trades quality of shots for toughness and transport capacity. </tab> <tab name="Lancer"> The cheapest, with long-range precision anti-tank fire. Heavy laser destroyer (72", heavy 2, S10, AP-3, Dd3+3) with Aquilon Optics for +1 to hit rolls and two storm bolters or two fragstorm grenade launchers. The pointless 200pts option, get the Valiant for 400% more firepower for 25% more points (albeit at 33% of the range). </tab> </tabs> *'''[https://www.warhammer-community.com/wp-content/uploads/2022/06/dgaIUEhxTojLsvsi.pdf Kratos]<sup>HH</sup>:''' The first new tank from the HH reboot, this is an absolute beast with W18 and 2+ save. As with the old FW tanks, this also has Martial Legacy and thus requires CP to even be fielded. This thing is quite figuratively armed to the teeth, as aside from its main cannon and coaxial autocannon it has a set of 2 sponson-mounted Heavy Bolters, Lascannons, Heavy Flamers, or Volkite Calivers as well as the option for a pintle-mounted combi-weapon, Twin Boltgun (likely to differentiate from the misleading name of combi-bolter), Heavy Bolter, Heavy Flamer, Multi-Melta, or Havoc Launcher. <tabs> <tab name="Kratos Battlecannon"> The most flexible weapon also just happens to be the one you start off with. The cannon comes with two profiles: The Armor Penetrating round (36" Heavy 1 S14 AP-5 D6+d3) to obliterate monsters and punch holes in tanks and the High Explosive rounds (36" Heavy 3+d6 S7 AP-2 D3 Blast) to wipe out any mobs in the way. While it won't absolutely demolish other heavy battletanks nor wipe whole mobs of nids, this gives you plenty to work with. </tab> <tab name="Melta Blast-gun"> Oddly, the melta cannon is actually a lot weaker than the Kratos cannon. However, at Heavy 4 S8 AP-4 Dd6 with the typical damage boost at half-range, this does have more potential to take down tanks in one turn. </tab> <tab name="Volkite Cardanelle"> Longer range at 45". The volkite cannon is the closest you get to a rapid-fire cannon, with S7 AP-1 D2 and +2 MWs per natural 6 to wound. This puts at a decent position to wipe out GEQs and holds a decent chance against MEQs, though actual marines and Sisters will be the least affected due to Armour of Contempt. </tab> </tabs> *'''[[Sicaran Battle Tank]]<sup>FW</sup>:''' A series of Relic tanks, having an improved rhino chassis with W14 and Sv2+. The downside is they have a Martial Legacy, so they cost 1CP to even bring. In addition to its main gun and a single Heavy Bolter, you can grab 2 sponson-mounted Heavy Bolters or 2 Lascannons, a hunter-killer missile, and a pintle-mounted Storm Bolter, if you crave more dakka. <tabs> <tab name="Sicaran Battle Tank"> The Sicaran has transitioned smoothly into 8th and 9th ed. It's armed with a nasty accelerator autocannon (48", Heavy 6, S7, AP-2, D3) but unfortunately lost its ability to ignore hit modifiers. </tab> <tab name="Sicaran Venator"> The Venator trades the regular Sicaran's quantity of consistent shots for vehicle annihilation; 48", heavy 3, S12, AP-3, Dd6, rising to D6 if the tank remained stationary. finish off whatever survives with the hunter-killer or the sponson lascannons. </tab> <tab name="Sicaran Punisher"> The Punisher says "fuck GEQ's"; 36", heavy 18, S6, AP-1, D1. Enjoy making Orks and Tyranids and Tau and Guard and Eldar cry. </tab> <tab name="Sicaran Arcus"> Another Sicaran variant, acting like a bigger Whirlwind Scorpius, this one is armed with a multi-launcher; 48", heavy 2d6, S6, AP-1, D2, blast and ignores LOS. If you're taking an Arcus over a Scorpius, you're already ahead in terms of points efficiency for what you're buying, but since you've paid a CP for this thing, make sure to kit out the sponsons, too. </tab> <tab name="Sicaran Omega"> Its Omega Plasma Array has two modes; in its normal mode (36", heavy 6, S8, AP-3, D2) it can easily wipe MEQs. It has the standard Imperial plasma overcharge (+1S, +1D, suffer one mortal wound on hit rolls of UM1) which allows it to melta light armour and TEQ's as well as support against the heavier Vehicles. If you are taking the HB sponsons consider the Deredeo with plasma arms and Aiolos as they are the same points for very similar firepower but with the Deredeo being more survivable. </tab> </tabs> *'''[[Rapier Armoured Carrier|Rapier Carrier]]<sup>FW</sup>:''' A heavy weapon platform that comes with one bolter Marine babysitting it who doesn't actually exist for almost all rules purposes - except that he genuinely occupies table space, meaning you can position him to make the Carrier more awkward to charge, as other models can't actually stand on top of him. T5, W5, and Sv3+ make it somewhat like a Centurion. Give it one of the weapon options below. <tabs> <tab name="Quad Heavy Bolter"> It's four heavy bolters welded together. 85pts for this vs 130pts for a heavy bolter Devastator Squad, or 90 for a t.a.c Firestrike makes this the most efficient choice for that loadout. The Devastator Squad has twice the W and the ability to use Fortifications and Transports, while this model with its higher T can ignore small arms fire more easily. The Firestrike has a better BS and Sv, but firing half the shots at 2 more S is inferior, even with the higher BS. </tab> <tab name="Quad Launcher"> Comes with two firing modes. Shatter shells (a.k.a. fuck TEQ's) are 24" heavy 4 S8 AP-2 D3. Thunderfire shells are 60" heavy 4d3 S4 AP0 D1, blast and ignores LoS. At 120pts, it costs the exact same as a Thunderfire Cannon and its Thunderfire shells even have the exact same profile, making it worse, since its BS is worse. The differences are that this unit gains a second weapon profile and the Thunderfire cannon is tougher (+1W, +1T, Sv2+) and comes with a Techmarine baked into the cost instead of an extra bolter. The other obvious comparison is to a Devastator Squad carrying missile launchers - a full squad runs 150 points to the 120 you're paying here. Against a hard target, Shatter mode is slightly more efficient than the Devastator Squad's krak missiles, while against a soft one, it depends on target unit size just how much worse this is, but suffice to stay the Devastator Squad's frag missiles will outperform you, by a lot. In other words, stick to the Devastator Squad. </tab> <tab name="Laser Destroyer"> The other expensive option clocking in at also 120pts. 36" heavy 3 S10 AP-4 Dd3+3 makes this the anti-Monster/Vehicle Rapier, easily outperforming a quadruple lascannon Devastator Squad for points efficiency. On the other hand, it can't compete with a quadruple multimelta Devastator Squad, even when it takes a movement penalty ''and'' fails to get into melta range. </tab> <tab name="Graviton Cannon"> The big daddy of the man-portable grav-cannon, and the other cheap option. 36" heavy d6 S6 AP-3 D2, blast and becomes D3 against targets with Sv3+ or better. This deals 7 damage base, up to 8 and 12 with blast, or 10.5, 12, and 18 against targets with good saves, all for 85 points. By contrast, grav-cannon devastators (which are at S5, don't forget), deal 17 base (after accounting for the one BS2+ dude), up to ''34'' against good saves, for 130 points, which means the Carrier absolutely has to shoot a unit of size 11+ to pull ahead, so you should probably skip this. </tab> </tabs> *'''[[Mortis Dreadnought]]<sup>FW Legends</sup>:''' Your go-to dakka dread. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double up on weapons the regular dread can't. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, multi-meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare. *'''Deimos Pattern Relic Predator (FW Legends):''' Take a Predator, give it an extra wound, and slap the Relic keywords and Martial Legacy rules on it. The huge difference is the access to turret weapons and the ability to also take sponson heavy flamers. <tabs> <tab name="Plasma Destroyer"> Plasma Destroyers fill in the usual plasma niche, but it's garbage. 36", heavy d3, S7, AP-4, D1, blast, it's the same as the plasma cannon on a Dreadnought. It can opt to gain +1S and +1D for the usual suffer-MW-on-hit-roll-of-UM1, but that's not going to happen because frankly you're not going to take this weapon. </tab> <tab name="Infernus Cannon"> Have you ever looked jealously at the Blood Angel Baal Predator? No, me either. 18", heavy 2d6, S6, AP-1, D1, auto hits means you can do shots of Tyranid and Ork players tears during the game. Don't forget, Deimos Predators can also take sponson heavy flamers. * Could see potential use with Salamanders, depending on upcoming stratagems that survived from 8th and if it can benefit from Vulkans aura or maximum-attacks-with-flame-weapons Warlord Trait. </tab> <tab name="Magna-Melta Cannon"> The mac-daddy of melta weaponry. 36", heavy 2d3, S8, AP-4, Dd6, blast, +2D if within 18". This is most likely better anti-tank than the Annihilators twin lascannons. </tab> <tab name="Conversion-Beam Cannon"> The weapon that gets better with distance. Starting at 0-24", it is heavy d3, S6, AP-1, D2, blast. It gains +1S, +1AP, and +1D for every 24" further up to 72" (0-24", 25-48", and 49-72"). A good anti-tank addition to a gunline, but possibly not as solid as the las Predator. </tab> </tabs>
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