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====Forge World==== *'''[[Hades Breaching Drill]] (Forge World):''' Recent update hit it hard. No more S10 goodness, no more melta cutter shots, and if it fails to wreck a vehicle or the building its popping from under, it would just die. You can no longer ride vets (and therefore score objectives with them) using Hades - it comes with its own shotgun-armed veteran team, and they even cannot charge from the hole it leave behind. On the bright side, Hades is no longer lumbering, meaning it actually can ram something, and it gets Chimera armor instead of Rhino. *'''Field Artillery (Forge World):''' There are two kinds of Artillery units in the Guard arsenal: small squad-sized units whose job it is to deal with a specific enemy very, ''very'' well, and larger, platoon-sized units whose job it is to deal with ''everything,'' though not perfectly. Field Artillery falls into the former category. They're immobile, dirt cheap, durable, and eat blobs for breakfast. Heavy mortars are what you expect them to be - stronger mortars with bigger blasts. Like the ones on the Griffon, but without Accurate Bombardment. Quad guns on the other hand spam enormous amounts of weaker anti-infantry blasts with extra -1Ld for the pinning test penalty (for total -2). 12 S5 blasts would kill a ton of bugs/orks/other guard (especially under «fire on my target»), and have a good chance to pin down heavier infantry (like, say, terminators). Take them to nostalgia about the passed times of Thudd Guns. **'''Tactical Note:''' The choice between taking these and a squadron of Wyverns is largely down to you; Wyverns offer a weaker base profile but get rerolls on everything, making them better against most targets (except other vehicles, since the heavy mortar's ordnance power can punch through the side armor on some units; the Wyvern doesn't reroll vs AV). On the other hand, as vehicles, they're vulnerable to assault and high-AP weaponry, whereas your artillery crew are just vulnerable to assault and tend to stick around if given cover, given their high shooting toughness. In terms of actual money, however, the Wyvern is by far the easier option; as a Forge World model, Field Artillery will gouge you. *'''Salamander Command Vehicle (Forge World):''' Fast scouting open-topped vehicle with Chimera armor. It can burn some infantry with flamers, but it's not a Hellhound - the main reason to use the command Salamander is it's ability to reduce enemy cover save by one. This works great with heavy tank/artillery lists. *'''Atlas Recovery Tank (Forge World):''' Basically a Leman Russ tractor - this thing is designed to tow immobilized tanks and help Techpriests in their field repairing attempts. Towing is fun but mostly useless, but double repair rolls per turn is good in a heavy mech list. Also the "transport" rule have been removed from the Atlas in FAQ. So no cheap AV 14 transport for primaris psyker.
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