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===Dedicated Transports=== "[[METAL BOXES|Look! Raiders! RRRRAAAAIDEEEEEEERS! Our enemies hide in '''CARDBOARD BOXES''', DA KOWARDS! TEH FEWLZ!]] " Both transports are open-topped, and meant to take on one type of target. Raiders provide an anti-tank shot, Venoms provide a '''lot''' of anti-infantry shots. Venoms get their Flickerfield for free, while Raiders have to buy them so in the end, they cost about the same. The rule of thumb is to take transports not based on squad size, but based on what your passengers are doing. For example, a mech army can ignore Wracks in a Venom, but not if they're in a Raider. They can't ignore Blaster trueborn in a venom, for similar reasons. Aside from that, there are some additional notes. Oh, and never forget that these are pretty much '''the most fragile vehicles in the game.''' Now that glancing hits send vehicles to smithereens, pretty anything with S4 will take your spiky flying ships down, so neglect cover saves at your own risk. Also, there's nothing in the BRB that says that passengers are affected by Jink, so don't be afraid to jink to protect your Raider; Your Warriors inside can still fire as usual. *'''Raider''' - You'll want these for assault troops for one simple reason. Raiders are *long* models. What this means is if you deploy them parallel to your table edge, you can rotate them at the start of your turn for an extra 2" inches of "free" movement. That, and most DE assault units are primarily anti-infantry. Of the upgrades they get that Venoms don't, Shock Prows are the most general-purpose, as tank shock has a lot of utility. Another one good upgrade is splinter racks, perfectly good for the warrior shooting platform (especially with Duke). *'''Venom''' - In addition to their normal AT bits, that they're smaller makes them better for Sliscus lists. Less chance of mishap and whatnot. Always pay the points to jack up your Splinter Rifle to a Splinter Cannon. It must be said, the look on an Ork players face when your Transport pumps 12 Poisoned Shots into his unit is priceless. The Venom did get hurt by 6th Edition's assignment of 2 Hull Points to it instead of the average 3 (which the Raider has). *'''Dais of Destruction''' - In case you want an HQ that takes up half to a quarter of your points (and who doesn't!) Vect can take this as a dedicated transport. Round armor 13 and three lances is potent, but will probably be a waste in all but the largest games. If you really want to give Vect an insane clown posse, one should note that this is the only dedicated transport that you can load up with Harlequins, and the Vail of Tears is pretty nice to have with Vect. '' Fire magnets, how do they work?'' But if you really think it's worth it, and to [http://1d4chan.org/wiki/File:Cry-moar.jpg see your opponent just cry], pair Vect with the Duke and deepstrike this monstrosity right behind his lines. Guaranteed to kill a good chunk of their army on turn 3, and almost all of it if he clustered them together. * Here's a fun tidbit that a lot of people won't expect - as Raiders are oddly shaped (compared to a standard [[METAL BOXES|METAL BAWX]]), their front armour and side armour really flow together. Keep in mind that you draw an X across the 'corners' to determine where these facings are. In short, raiders can easily poke their nose out to get a shot at a target, while still covering their side armour completely (and getting a 3+ cover save for their trouble a lot of the time). Clever movement and positioning will go long way to making your paper boats more survivable.
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