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===Heavy Support=== *'''[[Long Fang|Long Fangs]]:''' The Space Wolves version of [[Devastator Squad|Devastators]], only older, wiser, and able to shoot better. 2 points a model more expensive, can't take the extra meat shield bolter marines, and don't have access to the Signum or Armorium Cherub. However, they're Ld 8 across the entire squad, and re-roll 1s to hit when they shoot (only one target unit per firing unit can be re-rolled against, but you weren't going to split their fire anyway); re-rolling 1s is more accurate overall (assuming 4 or more models are shooting) and you can add The Wolf's Eye for further reliability, but unlike with a Signum, the buff in no way stacks with a nearby [[Wolf Lord]]/[[Logan_Grimnar|Grimnar]]. They can also take a 5th heavy weapon toter. Their sergeant is inexplicably incompetent, and has to drop both his pistol and his bolter in order to carry a special weapon, but it can be a good excuse to give him something nice. When it comes to spending your points efficiently however, you probably don't want to waste 13 points for a plasma gun that is going to sit 48" away from everything else beside 4 [[Lascannons]]. Really, the ancient is just a wound for you to take off when the unit gets shot at. The Wolf Guard Pack Leader, if you take him, is easily at his most cost efficient ''without'' a terminator suit (which more than doubles his cost), but with or without one, he'll share the Long Fang re-rolling. On the other hand, If you give him Terminator armor he MAY take a storm shield (FAQ added it) in ADDITION to a combi weapon or heavy weapon. He's a 2 wound 2+/3++ tank that can dakka with the best of them. Triples the cost of the battle leader, but that 3++ can go a long way. For best results, stick these guys somewhere out of the way (since they're harder to buff anyway) with good sight lanes so they can spend every turn shooting. **It may actually be worth bringing a WGPL in [[Terminator]] Armor if, and only if, you were going to max out the units size for meatshields to protect your 4 big hitters; 4 Long Fangs with heavy weapons + sergeant with default loadout + WGPL in Terminator Armor, Storm Bolter and Storm Shield (the cheapest way to field him with a 3++) is 7 wounds, with two of those wounds being in a 2+/3++ meatshield - essentially 3 ablative wounds before you start losing heavy weapon LFs - *and* costs exactly the same as if you were to run 4 Long Fangs with heavy weapons + 1 LF default loadout + 1 sergeant default loadout + 1 WGPL, Bolt Pistol and Storm Shield, which has the same amount of wounds (7), however, only one of those wounds have a 3++, making it a little awkward to use. Considering the fact that it’s typical to run 2 separate LF units, not maxing our the unit size (thus lacking ablative wounds) isn’t the absolute end of the world if you’ve built your list with enough redundancy. **However, do not underestimate a 7W LF unit with 4 Lascannons, sitting on top of Ruins, unchargeable if they spread out over the edges (thanks, Chapter Approved!), having 3 ablative wounds, 2 of those wounds having a 1+ cover save, essentially acting as a buffer for Armor Penetration, forcing AP3 weapons to be wasted on a storm shield, and AP2 or worse to do nothing at all. All of this while your units are being babysat by a 60 point barebones WGPL, so both units reroll 1s to hit and wound, can’t be charged in Ruins/ tops of buildings if set up right, and you’ve gotta throw a metric shitton of shots to kill even one of the heavy weapon Long Fangs thanks to all the extra defence. A small premium in price compared to running a 5 man LF unit, but thanks to the CA fuckery, the only way your opponent is challenging these guys parked in backfield terrain is through dakka, so maxing out at least your anti-tank LFs is advisable if your list is lacking redundancy in that department. Plus you get to field a Terminator without it being cripplingly bad. ** Hell, If you want to REALLY go all out with thees dudes remember you can give the battle leader a shield/bolter and a CYCLONE MISSILE LAUNCHER. Yes, It's expensive. but with the aforementioned buffs it's another 2 D d6 heavy weapons added to your already dakka laden squad. This brings a single heavy weapon squad up to a potential of 7d6 damage long range shots, or just a fuckton of heavy/storm bolter and frag missile fire if you want to waste guardsmen. **One model can be equipped with a heavy bolter, even if the rest have lascannons, and this will let you use the strategem of firing one shot for D3 mortal wounds, without having to roll to wound. This is nice because you can still use the unit's ability to reroll 1s. Mortal wounds on a vehicle will help nicely. **Always outflank them via Cunning of the Wolf, given them Keen Senses and The Wolf's Eye when they arrive and shoot anything with innate reroll 1s to hit, ignoring penalty to hit, and rerolling all failed wounds. If you don't outflank them, they won't live past turn one. *'''[[Hellblaster]] Squad:''' If you want long-range plasma weaponry, stick with Long Fangs with plasma cannons; they cost only slightly more than Hellblasters do (assuming the sergeant carries a plasma gun, which he should - the cost difference will become slightly more noticeable with a 5th [[Plasma Cannon]]), while re-rolling their own 1s. If you do take [[Hellblaster]]s, ignore the Heavy variant entirely, and only take the Assault variant if you're certain you'll spend most of the fight more than 21" from the enemy, as it's only better at more than 21" out but less than 30", after accounting for Movement. The Rapid Fire variant will outperform a Plasma Cannon out to 21", since they don't mind moving, and underperform (due to the rate of fire going down) from 21" to 36", on top of which you need a Wolf Lord along to provide the re-rolling 1s trick. This variant is also the cheapest, clocking in at 3 points less than a Long Fang with Plasma Cannon, or 5 more than the Sergeant with a [[Plasma Gun]], meaning a 6-man squad of each has a 10 point gap in favor of the [[Hellblaster]]s, but again, they need a [[Wolf Lord]] to shine. *'''Eliminator Squad:''' The Primaris scalpel compared to the Primaris sledgehammer that is the Hellblasters. They have the same +2-for-being-in-cover camo-cloaks that Scouts get, and they can take either an anti-tank las fusil or a bolt sniper rifle that gets three different ammo options to use: Executioners for standard character sniping, Mortis because fuck your stealth units (ignores line of sight and cover), and Hyperfrag for overwatch (AP0, D1, but are Heavy D3). All ammo types can target characters without them needing to be the closest units. Alternatively, gear them up with 36" Heavy 1 S8 AP-3 D3 las fusils, and let them harass enemy armor from cover. **''Sniper:'' At only 72 points for the unit, this is one of the cheapest and most effective Heavy Support choices in the Marine range. Psykers and buffing characters are ubiquitous, so this unit will be useful in almost any game while cheaply filling out a Spearhead Detachment or serving as a useful ''Relic Tax'' for units like the Leviathan Dreadnought. ***The '''Mortis Rounds''' allow for Eliminators to effectively shoot through all-terrain much like Tyranid Hive Guard. Eliminators can be completely within cover and simply fire through the battlefield to effectively threaten and kill enemy characters and other units. While this disallows the use of the more damaging '''Executioner Rounds''', it does allow Eliminators to engage from cover and out of LoS with essentially no risk to the unit. ***Comparing these to Scout Marines equipped with sniper rifles is really an apples vs. oranges debate as one is a troop choice and the other is a dedicated anti-character support unit. **''Anti tank:'' The las fusil is a relatively cheap way to get almost-lascannons on the field, but note that of all their weapon options, this is the one conspicuously ''lacking'' the ability to target Characters who aren't the closest unit. Taking this really does convert them from being a Scout Sniper replacement to being a Devastator replacement. **The optional Instigator Bolt Carbine for your Sergeant trades heavier firepower for the ability to scoot out of charge range immediately after firing Overwatch (which is to say, ''before the enemy can actually get their melee attacks in''), letting you kite melee units across the board when your sniper perch eventually get overrun. And, unlike a regular Fall Back maneuver, they'll still be able to attack without penalty in their next shooting phase since they're not technically in combat yet. Also, despite the relatively limited range and firepower (24" Assault 1 S4 AP-1 D2), it can still freely target characters just like the Sniper Bolt Rifle, for what it's worth. *'''[[Land Raider]]''' Now that the vanilla [[Land Raider]] isn't forced to fire all its guns at the same target, it's gone from schizophrenic to an effective all-rounder. For example, you can use its [[lascannons]] to pop a vehicle and then follow up with the heavy bolters to wipe out an infantry squad. This is assisted further by the new Power of the Machine Spirit, which lets it ignore the normal penalties for moving and firing heavy weapons. It's a good metal box for ferrying your [[Wulfen]] or [[Terminators]] so they can get straight into combat but it lacks the little extra kick for your assaulting units without assault launchers. With T8, 16 wounds, and a 2+ armor save it'll be a tough nut to crack even with anti-armor weaponry. **'''Land Raider Crusader''' As ever, the Hurricane Bolters will shred any infantry within 12"(24" thanks to the beta bolter rule) - you have twenty-four bolter shots supplemented by another 12 assault cannon shots. The Frag Assault Launchers also help in regards to transporting and supporting its cargo, since it causes d3 mortal wounds on a 4+ if it finishes a charge within 1" of an opponent. But whatever you do, take the multi-melta. Neither the assault cannons nor the hurricane bolters have enough AP to significantly reduce a MEQ's armor save, and anything with T7 or more (e.g. other vehicles) won't even get their paint scratched. It carries 16 models, so it's still arguably your best choice for transporting Terminators, Wulfen and big mobs of Blood Claws (or You can just use a Stormwolf instead). **'''Land Raider Redeemer''' 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. Carries 12 models. Can easily [[rage|cockblock]] a charging unit with 2d6 automatic Flamestorm shots. **The flamestorm cannon can, because of flamer autohits, crisp some flyers if you are close enough. Consider if it is worth to put your Land Raider in the open. *'''[[Predator]]''' Predators now get their own special [[autocannon]] profile; it seems like the predator can turn into a monster. For 10 fewer points than a pair of [[lascannons]], you drop to 2 less strength and AP for 2 more shots on average, and guaranteed 3 damage, rather than rolling with an average of 3.5. I don't know how an [[autocannon]] can paste Nobs easier than a [[demolisher cannon]] but we'll just have to take it. Roll it with an Autocannon and side mounted [[lascannons]] for a versatile (but expensive) fuck machine. **The Dakka [[predator]] has become good again, being able to chuck out [[dakka|2D3]] [[Autocannon]] and 6 [[Heavy Bolter]] shots per turn. Consider further augmenting its firepower with a [[Storm Bolter]] or a [[Hunter-killer missile]] too. *'''Vindicator''' With the pie plate replaced with 6 hits at the most and MEQs and TEQs now allowed at least some kind of save, the vindicator took a huge nerf. However, with the changes to the wound formula, S10 became ''very'' important, and chucking out what are effectively D3 lascannon shots onto an enemy tank isn't something to look down on. With T8 it's bound to shrug off a lot of fire it might soak, but now it suffers from the same schizophrenia the vanilla [[Land Raider]] used to. It is an assault gun that's meant to take down buildings, according to the fluff, but it is unlikely to harm one much in the game. The [[Demolisher cannon]] is a heavy weapon, so your paltry D3 shots are going to be hitting on 4s if you move (buildings can be very hard to hit, apparently). Getting only 1d3 attacks against a single unit is unreliable and not too scary, as is getting d6 attacks against infantry blobs. The best use of it is probably taking on groups of elite units or vehicles, such as large squads of terminators. But there are other models that do the job better. *'''[[Whirlwind]]''' The [[Whirlwind]] has two gun options, Castellan at 2D6 (average: 7) shots of S6, and Vengeance at 2D3 (average: 4) S7, AP-1, and D2. With the higher strength of this weapon, the hits you do get will make short work of most infantry, but the ideal purpose of wiping out cheap blob units remains out of reach. You have to choose which gun to take when you build the list, so the latter choice results in a 9% more expensive tank overall while dealing more damage to anything with at least 2 wounds or 2+ saves. **The Vengeance launcher is functionally a twin [[autocannon]] that paid 1 point for both +24" (*1.5) range and the ability to fire outside of LOS; the Castellan launcher is more like an assault cannon that paid 4 points for +1 shot but +1 AP and lots more range, with non-LOS targeting. The net result is that which is better is strictly a question of wounds - Castellan is better against 1-wound models, while Vengeance is better against 2+. *'''Hunter:''' No longer explicitly AA, this weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not. While not an efficient damage dealer, this model is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5' range lascannon that can reroll hits. Won't spit out as much damage as your other Heavy Support options, but incredibly reliable. *'''Stalker:''' Now a very flexible gun, it gets +1 to hit against flying things, while suffering a -1 to hit versus non-fliers. For a Stalker to be worth taking, it likely needs to be buffed by an HQ to make it more accurate, otherwise, other weapon systems on other vehicles are more productive. Fliers are very popular early in 8th and this is a good anti-air vehicle. It is fairly productive in other roles as well, providing a 48" range and 2 Damage with 6 shots at plasma strength and a Heavy Bolter's AP. The poor AP is mitigated by the Damage done per shot. The tank is tougher than its own weapon, a rare T8 Rhino chassis. *'''Repulsor Executioner:''' Jury's out on this on. 6 Capacity with some big guns. 284/293 Base depending on the gun, +12 points with the two options. Steep price, but it fires the main gun twice (when you move 0-under half current M Value). One is a Heavy 2 72" Monster at S10 AP -4 3-6 damage on a D6 cannon and the other is what you'd expect from plasma, but with D6 shots and starts at S8 AP -4 (pumping up to S9). This baby also gets a heavy onslaught Gatling cannon stock as well as a few other guns you sometimes forget to fire (seriously, there are a lot), including a Twin Heavy Bolter. It can also be upgraded with an Ironhail Heavy Stubber and Icarus Launcher if you feel inclined to do so. It has 18 S5 AP-1 shots and a metric ton of various S4 shots, some S7 as well, allowing it to reliable mulch opposing infantry. The Heavy Laser Destroyer can tear through enemy armour reliably and the Macro Plasma can remove medium and heavy infantry. **Properly supported, this thing can annihilate swathes of the enemy army. A Captain (better yet, a Chapter Master) and Lieutenant will never be a bad idea. And if you bring two of them, they can quickly turn the tides of conflict. However, it is a major investment in points and dollars. You need to maximize your opportunities to get the most out of it. If you can, then an Executioner or two is the sort of heavy fire support the army craves. If you can't... Well, Marines are used to losing in 8th anyway-Don't be stupid, get the Lieutenant and bring a Techmarine!!!! **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 which 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. Taking the Plasma loadout, however, saves points and requires closer positioning of the tank. 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 6 man Primaris infantry unit on top of repulsor fields. Thus, this writer regards the Executioner as a very gun laden Infantry Fighting Vehicle (IFV), not a true battle tank. You can take a battle tank's weapons loadout, and certainly, that may be necessary at times, but this tanks true calling is in direct support of infantry. The executioner is really just a beefed standard repulsor and really should be used in a similar fashion. Its slow-moving double shooting rule is perfect for sitting behind a wall of aggressors marching up the board as both units extract maximum firepower potential from hardy buffing characters. ====Forge World==== *'''Whirlwind Hyperios:''' While it's still best used against aircraft because of it's +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D3 D isn't something to take lightly. *'''Rapier Carrier:''' A dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to "light" super heavies like Knights if taken with Laser Destroyers or act as artillery if you use the Quad Launchers (added in the FAQ). Now coming stock with a 12-shot quad bolter at 3/4 of what you pay for a devastator squad armed with same, on a fairly sturdy chassis. Fills out the heavy support requirements of a Spearhead detachment real nice, but keep the gunners safe or it gets auto-removed just like the Thunderfire Cannon. **Quad Heavy Bolters are terrible, costing more than 2 twin heavy bolters for the same guns. **The average damage from a laser destroyer is less than its weight in lascannons - 183.33% of the damage for 240% of the price; the difference in strength will never matter against practical targets, while the improvement to AP will come up and won't make up the difference. **As a result, hands down your best bet is always going to be the Quad Launcher. ***In Shatter mode this will, for 45 points, outdo two lascannons for 50 points, as losing a point each in strength and AP is more than made up for in doubling its attacks, and the difference in damage is not only slight, it also deals predictable damage, making it invaluable in many contexts, such as shooting Quantum Shielding. **In Thunderfire mode, this will shoot what amounts to 8 heavy bolter shots, losing a point of AP in exchange for indirect targeting and improved range. This is inferior to the Quad [[Heavy Bolter]] option, so you should regard it as a bonus to the Shatter mode, rather than a good gun in its own right, and take this gun for the purpose of killing off enemy heavies, not massacring enemy lights. *'''[[Mortis Dreadnought]]:''' 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. **For the classic twin [[autocannon]] rifleman setup, you're usually better off with a regular dread. They have the same stats for a few points less, and it's the only gun the normal dread can double up on. Only take an autocannon Mortis if you really need a heavy support instead of an elite. *'''Contemptor Mortis [[Dreadnought]]:''' Better than the standard Mortis in every way, from the BS 2+ to the 5++. Apart from that, it can do everything the regular Mortis can, only better. *'''Siege Dreadnought:''' This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts as a souped up heavy flamer (but costs more than a twin heavy flamer, for reasons) and a seismic hammer with built-in meltagun that suffers from a -1 to hit but will wreck anything that gets hit. With the ability to re-roll all to wound rolls of 1 in the Fight phase when targeting a BUILDING or a unit with a movement stat of 0", its niche as a building killer should be obvious. *'''Relic Leviathan Dreadnought:''' [[RAPE|'''I AM THE DESTROYER OF ALL THAT EXISTS, THE ANATHEMA OF LIFE, HATRED, AND WRATH GIVEN PHYSICAL FORM, I AM THE FUCKING LEVIATHAN DREADNOUGHT. POINT ME AT ANYTHING, AND IT WILL DIE, FROM THE LOWEST OF GUARDSMEN, TO THE BIGGEST OF TITANS.''']] ''Ahem'', enough of that nonsense! But Mr. Leviathan does have a few good points. The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual ''Titans'', packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. It packs a Strength and Toughness of 8, with a 2+/4++ saves line, and a whopping 14 wounds. In addition, it actually received a fairly decent points decrease in 8th edition, having dropped in cost by 50 whole points even after all wargear is accounted for. A few things were lost though, as the Leviathan no longer has his frag-launchers (but it did get its hunter-killer missiles back in the FAQ) but in exchange his whole loadout has gotten huge buffs. **It has two Heavy Flamers which can't be swapped out for anything, and two Leviathan Siege Claws (Sx2 AP-3 D3 Re-roll failed wounds against Infantry) with in-built meltaguns stock. ***The Claws can be swapped out (without losing the meltaguns) for Drills, which up the AP and D to -4 and 4, but you stop re-rolling failed wounds against Infantry. ***The Claws can also be swapped out along with their meltaguns for: ****'''Cyclonic Melta Lance:''' Capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight (leaving it sufficiently weakened that it will no doubt then die to being slammed with 15 additional wounds in melee). *****Note that this actually has worse AP than the Bombard (although it will usually only matter against Land Raiders and the like, as against any Invuln save at all or a 3+ save or worse they'll tend to equal out), with better rate of fire against 4 or fewer model units and worse damage against Monster/Vehicle/Titanic models but better damage otherwise. A Leviathan with 2x Bombards costs 275, while 2x Lances costs 325, which means that against a Land Raider, the Lances are only better inside melta range. The Lance will do better against vehicles where the difference in AP doesn't matter, regardless of range (such as any 3+ vehicle, or a 2+ vehicle with an invuln), provided the target unit has 4 or fewer models. It will also do better against infantry units of 4 or fewer models, but as soon as the target unit has 5 or more models in it, the Bombard will simply take over. ****'''Storm Cannon Array:''' Has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of multi-wound models, without suffering from overkill. This makes it the perfect weapon for dealing with models like Terminators. *****This is basically a seriously up-gunned heavy plasma cannon, with ''quintuple'' the usual shot volume and one worse AP in exchange for one better D, and an inability to Overcharge. Costs 5/6 the amount two of the cannons would cost you, though. It is far and away the most efficient gun you can take against most targets of 4 models or less - it will actually outdamage both the Bombard and the Lance against anything T6 or less and T7 Sv 4+ or worse, and that's assuming the target has enough wounds left that no damage gets wasted. *****For serious, take this gun seriously. It is far and away the most generally useful of the lot; a pair of them will murder most anything foolish enough to get in your way. ****'''Grav-Flux Bombard:''' Now your dedicated horde killer. It deals 1d3 shots, and gains an additional 1d3 shots for every 5 models present in the target unit, which means the Leviathan can get a whopping 11d3 shots when targeting a mob of Conscripts, or [[Rape|22d3]] if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn. It also does more damage (5, rather than 2) against Vehicles, Buildings, and Titanics, making it more useful than the Lance in many cases. *****A pair of these is the way to go for horde scrubbing - 2d3 shots every 5 models in the target means you average 4 shots for every 5 targets. The gun is only 18" and you'll take a BS penalty (typically down to 3+) for moving and shooting with it, taking you to 3 1/3 and 2 2/3 hits for every 5 targets, respectively. At S9 AP-5 D2, ''usually'' one wound per target is all it will take; assuming you're up against T4 or less without an invuln save, you're looking at 2 7/9 or 2 2/9 (after moving) dead ''for every 5 models in the target'', or around 50% casualties. Hopefully Morale will do the rest of the work for you, or you can just bring two of these things. *'''Deimos Vindicator Laser Destroyer:''' This thing brings to the battlefield the unique Laser Volley Cannon, which is a 2 shot Lascannon with a few twists: they only have a range of 36" instead of 48, they do a fixed 3 damage (so a little less than the average you do with 1D6) and can be overcharged to go to S10 AP-5 with a fixed 6 damage. The Trade-off being that if they shoot with this profile, they take 3 mortal wounds on each rolls of 1. If it does not move, however, it can shoot twice, but not in overcharged mode. Also note that it gets +1T and +1 wound compared to a predator, but moves 2" less. All in one, this tank is kind of odd. It costs roughly the same as a classic predator with a full lascannon setup, and can pump 4 shoots if it stands still, for an average amount of wounds slightly lower. Its overcharged mode might give you an edge on T5/T9-10 opponents or target with extremely high armor saves, so what you lose in range you get it back in versatility, at price: 2 shots against 4 and the risk of wounding yourself. Between increased durability, shorter range and movement, and varying fire modes, it is hard to draw a clear line between the Predator Annihilator and the Vindicator Laser destroyer in term of battlefield role, but the later being clearly less efficient while on the move, you might want to invest your money in other Forge World models. *'''Relic Land Raider Proteus:''' The Proteus has two 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. (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 Armor instead to give it a 5+ invulnerable save, though it too reduces the Proteus' transport capacity. *'''Land Raider Helios:''' Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind's different missile types, and it can transport 6 models too. *'''Land Raider Prometheus:''' A fun toy for your Warlord - if he's embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn't reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 12 heavy bolter shots absolutely terrifying to light infantry. Carries 10 models. *'''Land Raider Achilles:''' The rage-inducing and expensive Achilles is back in a big way in 8th ed. T8 with 19 wounds, a 2+ save, and a 4++ Invuln save for good measure makes this raider insanely tough. The Achilles is armed with a hull-mounted Quad Launcher and 2 sponson-mounted TWIN Multi-Meltas (Heavy 2). The Quad Launcher can fire Shatter shells at Heavy 4 S8 AP-2 3 Damage, or Thunderfire shells at Heavy 4D3 S5 AP0 1 Damage (and can target units not visible to the Achilles). It can also grab a hunter-killer missile and a Storm Bolter for a little extra dakka. This weirdness is compounded by a transport capacity of 6, including terminators and jump pack models. Seriously, go look up a picture of this thing.
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