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=====Heavy Support===== *'''Cyclops Demolition Vehicle:'''Funnier than when other Regiments take it because unlike them, you can drop this right next to the enemy. You can't drop it close enough to actually threaten them, since it won't explode past 6 inches and you'll be more than 9 inches away, but it's still a very disquieting 60 point ball of worry - and, of course, if you drop it next to some enemy ''melee'' units, they ''really'' won't want to deal with it themselves. *'''Elysian Heavy Weapons Squad:''' Like Vanilla counterpart, but you gain deep strike, so they become even better. You lose lascannons and autocannons compared to vanilla guard, but with deep strike, you get some free positioning without resorting to transports. Mortars are for blobs and missile launchers deal with armour and monsters. Heavy bolters are meh since tarantulas do the job of two heavy bolter teams but for the double, the wounds, better toughness, and armour save, for three points cheaper in exchange for having to shoot the closest infantry squad, though you were probably using the turret as a distraction anyway. "Move and fire" order combos well, giving you assault missile launchers or mortars. Parking these squads in cover will do worlds of good for them as all three weapons have decent enough range. These will be common as infantry squads lost heavy weapons and vets will be used to deliver melta/plasma/flamers into close quarters environments, where heavy weapons will be a tad out of place. **Weapon selection should be Missile Launchers for Anti-Tank, Mortars for Anti-GEQ and Heavy Bolters for Anti-MEQ and TEQ. **Mortars are dirt cheap, missile launchers are not. While most opponents will cringe at the idea of throwing their precious shooting at mortar squads (especially when they are hunkered down) engaging missile launchers is a much more palatable activity. From my experience mixing squads to contain 1 missile launcher and 2 mortars seem to work best. Mortars try to deploy out of line of sight while the missile team try to be minimally exposed. Once you start taking fire you can remove the mortars first (or the missile launcher if you have no need for krak missiles). It makes the missiles more cost effective as far as resilience goes. *'''Tarantula Battery:''' Astoundingly cheap, and while you can't give it orders, you ''can'' drop it right next what you want it to shoot. It will take the movement penalty to shooting the turn you drop it, of course, but so would a dropped heavy weapons team. The sheer number of twin heavy bolter turrets you can simply drop in your enemy's way is fantastic. These things pack a lot of T5 wounds, providing excellent anchors and speed bumps for whatever your enemy throws at you. Naturally, bait your opponent, then clean house with your dedicated firepower. They are small and ''love'' cover.
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