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Castigator Tank
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==Crunch== By default the Castigator is armed with a twin-linked [[Autocannon]], two [[Heavy Bolter]] sponsons and a hull-mounted [[Heavy Bolter]]. For 5points it can switch out its [[Autocannon]] with a [[Battle Cannon]] and for additional 5 points you can arm it with a a pintle-mounted [[Storm Bolter]] and /or a [[Hunter-Killer Missile]] A vanilla Castigator is a good scource of anti [[MEQ]]. It´s [[Autocannon]] is S 7 AP-1 D2 with means a 50% chance of getting through [[MEQ]] armour and with potentially 12 attacks there is a good chance some [[MEQ]] will definitely die by the guns of your Castigator. The [[Heavy Bolter]]´s on your Castigator will aid further in turning those [[MEQ]] into meat giving you minimum 13 shoots per shooting phase. The [[Storm Bolter]] doesn´t really add that much killing power because of its AP0, but against [[GEQ]] and hordes it does add some additional [[Dakka]]. As a self defence against tanks you can add a ONE [[Hunter-Killer Missile]], but be sure to max out your damage with some miracle dice. (Or trust your girlfriends with their [[melta]] and [[multi-melta]] to do the job, use the miracle dice on their attack for more damage and invest those 5 points in something more efficient. Because team work makes the dream work.) Looking at the Castigator´s [[Battle Cannon]] we have a weapon with 72“ for long range support to soften up the targets. You have two shells for that: sanctified shells and pyro shells. Sanctified shells are S9 AP-3 D3 killers who are a nightmare for [[MEQ]] because of their AP and the blast rule. This means against squads of 6-10 dudes you are ALWAYS do a minimum of 3 attacks and against hordes of 11+ you ALWAYS do your full complement of 6 attacks. Against medium sized squads of 6- 10 this is [[awesome]] since nearly everything without a invulnerable save or FNP will most certainly take casualties. Against smaller squads of custodes or terminators however your number of attacks are less certain but still deadly. Now what about vehicles? The blast rule doesn´t apply here because tanks won´t come up in squads of 6-10 which means no certain 3 attacks. Which mean by average you do around 9 damage and this is enough to severely cripple the shoot vehicle. Meaning if you get the first strike and make sure you hit and wound your target (Miracle dice says „Hello“), it is either finished with the next shoot or you at least reduced it´s effectiveness. This makes it an effective vehicle/monster killer and bane of [[MEQ]]. The second shell is more of a [[GEQ]] and horde killer with its S6 AP-1 D1. Although it really only shines at large hordes were it´s full 9 attacks can be used. Against medium squads of 6-10 it has a minimum of 3 attacks and is outclassed by the [[Autocannon]] in S and attacks (minimum of 4) The pyro has the advantage of ignoring cover however, with might come in handy against [[Fire Warrior]] and their counterparts hiding in their trenches. So it really depends on which foe you are up against.
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