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===Heavy Support=== *'''[[Devastator Squad]]:''' Are whom you want in your Razorback. Good for plunking on a objective and raining death from afar. While not wholly the best option due to the changes of being able to split fire everything in the game, they have become slightly weakened by regular Tacticals and Company Veterans who can add a heavy weapon and not stress about choosing targets. Devastators do still have their place though; while mix and matching can work it is still generally best to all go with the same weapon and concentrate your firepower where you think you need it most. Grim Resolve helps them greatly, because a Devastator squad doesn't want to be moving during the game. **A couple of notes regarding extra gear this edition. The Sergeant has a signum which grants +1 on shooting hit rolls to a model in the unit within 3", which is ideal when used on a Plasma weapon as it then becomes impossible to commit suicide by overcharge. It also means that one weapon is incredibly likely to hit thanks to ''Grim Resolve'' ''(2s can't be rerolled, but become 3s anyway)''. The Signum no longer precludes his own shooting either, so feel free to give the Sergeant a Combi-Weapon and join in with whatever the squad is doing. ***Note that you ''do'' have to choose the model to buff ''before'' shooting - you can't roll and then decide. **Armorium Cherubs now behave differently: They can allow one model in the unit to fire twice in the shooting phase as long as you remove the cherub afterward. However, this might be best saved as a last resort, seeing as the cherub itself is now an squad member with a stat line rather than being just a marker, if you tend to go minimum sized units then this flying baby can be an ablative wound that can save you from losing one of your heavy weapons, and can be removed without any resulting hindrance to your morale, not that Dark Angels had any problems with that in the first place. And in FAQ, Hellfire Shell and Flak Missile stratagems still benefit from this little guy here. With Signum, a Missile Launcher can deal 2D3 MW at 2+ to hit, and rerolling 1s from Grim Resolve! **Despite the fact that they now share a slot with Hellblasters, Devastators still come out on top in plasma-based MSU: A minimum sized squad of Devastasors with four Plasma Cannons and Combi-Plasma comes out one point cheaper than five regular Hellblasters, but Devastators have more range, the same number or more shots ''(depending on range)'', more accuracy ''(thanks to the Signum)'', and can fit into a larger variety of transport options. Primaris Marines can fall back on their increased longevity, improved melee and depending on the weapon loadout can have more mobility. The difference also starts going sharply the other way when Hellblaster squads get bigger, since very few squads in the entire game have the ability to throw out 20 S8 shots, where Devastators can only add more bolter-bros. ***Since Devastators benefits less from an HQ that allows them to reroll hits. Any character that enhances their firepower or longevity is a better choice in the sixth Razorback slot rather than another Bolter. A Techmarine has more utility than a Librarian. As the longest range attack Interromancy has is 18 inches. Take the Conversion Beamer and Twin Lascannons over the Servo Harness and the other Razorback options unless your running them with Multi-Meltas. *'''[[Hellblaster]] Squad:''' For murdering high armor units accept no other as these fuckers come with '''-4AP''' super plasma guns. These guys will shit on anything that relies on armor saves. Only units that can be a challenge are T8 units but even then get close enough and/or use supercharge mode they can disintegrate most targets. Just don't waste them on hordes and have other units covering them from melee. Now they can be ferried about in T8 16W Sv3+ comfort thanks to the Repulsor transport! Combine this with plasma incinerators or the assault version and have your very own Fish of Fury but without the Tau-player stigma! Rejoice! Also one of the best units for your 'Weapons of the Dark Age' stratagem, for when you really need something dead. ** Foot slogging can be a issue but with their 30 inch guns they can do some work as long as they're super charged and supported with re-rolls to hit. Be surprised how much of a difference three inches comes into play with rapid fire too. ** Synergies abound with Dark Angels strategems. 3 damage on Overcharge makes vehicles shit themselves. Shooting after falling back ''with no penalty'' (on the odd chance they actually survived) makes Ultramarines jealous. *'''[[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 their bolt sniper rifles get three different ammos to use: Executioners will be your go-to (AP-2, Dd3, mortal wound in additional to normal damage on a wound roll of 6), Mortis because fuck your stealth units (AP-1, D1, ignores line of sight, ignores cover, gains +2 to hit-rolls), and Hyperfrag for overwatch (AP0, D1, but are heavy d3). All ammo types can target characters without them needing to be the closest units. They can alternatively be equipped with las fusils, giving them some anti-tank capabilities at S8 and 3 damage, but 'only' 36" range means they are somewhat easier to avoid than lascannon devastators. A nice tactical option is 2 las fusils and 1 instigator bolt carbine, giving the las fusils +1 to hit and wound and giving them deep-strike protection as they can move after firing overwatch. ** Consider a squad of 3 costing you 72 points. That gives you three shots that have the potential to put down the majority of characters in the game, and on average dice will kill a Commissar or Lord-Commissar (and equivalents) every turn. **While sniper scouts may out perform them en masse regarding overall mortal wound generation, these guys appear to have some nasty stratagems. Take a single unit, be patient, then blow a hole in someones head come turn 3. Then hug an objective and clap your hands :) ** When comparing them and Scout Snipers, two things weigh in an Eliminator's favor offensively: Their gun has AP-2 and does D3 damage. Added with their two wounds, easy ability to get a 2+ even against AP-1 firepower, and variety of rounds that enables them to find use in almost any targeting situation, they are better in this role than Scouts. ** Also, a single unit has 6 T4 wounds on a 3+ with +2 on cover saves. This makes for a remarkably tough little nugget, and quite possibly some easy bait for long range dakka. leave your opponent wondering if he should target your Land Raiders full of nasty bruisers, or your heavily dug in snipers which can kill his nasty bruisers. If they waste their heavy firepower on a 72 point unit while your terminators got all the more closer, you should be in a good position. *'''[[Whirlwind]]:'''Not great, not bad, but fairly cheap. The real toss-up is what launcher to put on it. 2D3 S7 AP-1 D2 shots, or 2D6 S6 AP0 D1 shots. As you are wounding on 3+ vs T3-5 or 4/5+ vs T7 anyway it's probably better to go for the the average 7 shots instead of average 4, and it is cheaper too. But it all depends on what you are facing. Not much damage potential, but sticking it behind a big rock it can lend a few hits where ever you want them and stay safe. If you're planning to take the vengeance launcher for the extra damage, consider the vindicator instead. ** Stating that the Whirlwind is the cheapest way to get anti horde on the table. Supported by a long range character and in pairs they can knock down hordes rather quickly and decently. The Vengeance launcher shouldn't be underestimated as D:2 and -1 AP allows it to reach far and knock out medium to light infantry units hiding way in the back like Guard weapon teams or wear down a unit in the open. *'''[[Predator Tank]]:'''Your basic battle tank. Its Predator Autocannon has gone from mediocre to great in one swoop. With 2D3 shots at S7 AP-1 and 3 D this is arguably better than the twin lascannon turret since it will fire twice as many shots on average. The low AP is a handicap VS 2+ save units though, but against units with good invulnerable saves that doesn't matter. The Predator autocannon is the [[just as planned|PERFECT]] weapon against [[Roboute Guilliman|Rowboat Girlscout]] or custodes with storm shields. Srsly. Take cheap heavy bolter side sponsons for anti-horde or two lascannons for vehicle destruction. Note that it is not much more survivable than a rhino since its only T7 and a 3+ save, so keep it in cover or out of range of dedicated anti-tank weapons. Or just take three with lascannons to mess with anyone fielding Imperial Knights or titans, especially with the Kill-shot stratagem to help. It is more expensive than devastators, but it is a lot more survivable even without being able to use cover much. *'''[[Vindicator]]:''' Heavy D6 is pretty okay, but can vary wildly so save some re-rolls for this. If you roll a 6, it's great, but 1 or 2 shots not going to cut it. re-rolls from captains and lieutenants will help a lot, especially since it often needs to move to get things in range. At T8 it is quite resilient, S4 bolters only wound on 6's and missile launchers and autocannons wound on 4+ and 5+ which is quite an improvement over the T7 other rhino variants. At it's point cost it can now be quite effective if you roll well enough and can get it in range standing still. The Intractable stratagem makes it more useful to DA as you can get charged just to pull out of combat and fire away. *'''[[Hunter]]:''' Finally the Dark Angels get access to a dedicated anti-aircraft weapon without having to resort to Forgeworld. Unfortunately it came an edition too late and shooting at aircraft no longer requires dedicated weaponry. In any case this weapon delivers a high strength hit equal to a lascannon, gaining +1 to hit against targets that can '''FLY''' ''(including skimmers and/or jump infantry)'', though this bonus is largely irrelevant considering that it re-rolls missed hits whether the model is flying or not, but you are otherwise guaranteed to hit things hard with this vehicle, until it starts taking damage and becomes less accurate. As it has a 60 inch range, no penalty when firing on ground targets, and respectful firepower, it can also act as long range anti-tank artillery. *'''[[Stalker]]:''' The other dedicated anti-aircraft weapon; though Stalker has more dedication to anti-aircraft since it suffers a -1 to hit against non-fliers on the flip side to its +1 against flyers. 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. **The Stalker ''could'' be valuable 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. However, the weapon is comparable to a Whirlwind Vengeance Launcher, which has longer range for the same strength, AP and damage profile, albeit with a random of shots, but considering the Vengeance launcher is more accurate and doesn't actually need to see its target, the Whirlwind may be a better all-round tank if that's all you need. *'''[[Land Raider]]:''' The classic Land Raider turned from an outclassed fortress to a fortress that gets shit done. With a total of 4 lascannon shots, 6 heavy bolter shots on top of [[Awesome|16 WOUNDS]], and a 2+ save. Add a multi melta on top of that for even more firepower. Vehicle changes make some vehicles move from obscurity to being a force to be reckoned with, and the regular land raider is no exception. Remember, it doesn't suffer the -1 penalty for moving and firing its heavy weapons. Unfortunately there is no such thing as a "Deathwing" Land Raider this edition, so you can't have venerable tanks any more. Still, the Land Raider makes itself become a force to be reckoned with with its sheer amount of firepower and long lasting ability. Still has its transport of 10 models to zip guys to wherever you want. So, use it how you want! **'''Land Raider Crusader:''' Just like the regular, the Crusader version gains all of the cool bonuses of before but now has the ability to fire up to [[Awesome|24 Bolter shots]] when in rapid-fire range. Still works well as a Terminator transport especially as those guys lost an inch of movement. Great for horde killing and Termie transporting. Go nuts. **'''Land Raider Redeemer:''' Still isn't a bad unit but a LRC may be a bit better. While the flame storm cannons are good and all you have to roll D6 each time meaning it can fuck you over when you need a good hit. The Crusader puts out a ton more shots and at longer range AND it has greater transport capacity. Although the flame storm cannons are auto-hit and have higher strength and AP but a much shorter range and much less shots. Certainly not a bad unit but the crusader may be better, especially with a larger transport capacity; very important for a terminator army. Also, much like the heavy flamer, the flamestorm cannons are not Assault weapons either, so you cannot shoot after you advanced. ***'''Math Hammer:''' 24 bolters vs 2 Flamestorms, a surprisingly close match in certain cases. Less so in others. Vs normal, 1 wound, T4, 3+ MEQs, the Flamestorm's very slightly win out (3.11 to 2.88 wounds), but obviously have far less range. However, things start to perk up at T5, and multi-wounds. Against TEQs (T4, 2+, 2W), Hurricane Bolters only do 1.33 wounds. Flamestorms do 2.33x2 (or 4.6). Against bikers (T5, 3+, 2W), it's a similar result. Bolters doing 1.77, while Flamestorms do 3.11x2 (or 6.22) wounds on average. If you expect elites, go Redeemer, but in an edition all about the horde, the Crusader will tend to win out. It does still have it's niche. ***If the Bolter Discipline beta rule is in effect, the Crusader is just insane. 24 bolter shots (28 if you have a storm bolter strapped on) at 24" all day, every day. You still have a twin assault cannon on top of this... The Redeemer has its niche, but the Crusader with beta rules is quite great! **'''Land Raider Solemnus Aggressor (Chapter Approved):''' For when two Hurricane Bolters just aren't enough. It's a Crusader pattern that drops its transport capacity to 11 in exchange for getting two Heavy Bolters on top of its normal armaments. Currently restricted to Open Play only. *'''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 armor 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 its +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D3 D isn't something to take lightly. Combine with 'Data Link Telemetry' and RW land speeders (of all types) to automatically hit ground targets once you have scoured the skies. *'''Rapier Carrier:''' A dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to "light" superheavies 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. **<s>Quad Heavy Bolters are terrible, costing more than 2 twin heavy bolters for the same guns.</s> **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 cant. 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. As the Relic Deredeo can do the same job. *'''Contemptor Mortis Dreadnought:''' It can do everything the regular Mortis could but is superior in just about every way, with BS 2+ and Atomantic Shielding. It can also take a Cyclone Missile launcher just like the Relic Contemptor. Making twin Heavy Plasma Cannons a little redundant. So always take Cyclones if you have the leftover points. Unless running with Multi-Meltas. As it won't benefit as much from the extra shots if the Contemptor Mortis is within twelve inches of the target. **One of these with a pair of twin Heavy Bolters (yes, that's 4 Heavy Bolters total) will, by and large, outperform its weight in Heavy Bolter Devastators, which is very rare in the vehicle world. The Contemptor Mortis is serious contender in a Dreadnought-heavy army for the non-relic slot you're using to let you bring a Leviathan or Relic Land Raiders (see below). *'''Siege Dreadnought:''' This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts as a souped up heavy flamer 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:'''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 in exchange his whole loadout has gotten huge buffs. Mix this up with a company master / chaplain to boost those hits. It comes stock with 2 Heavy flamers and 2 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 7d3 shots when targeting a mob of Conscripts, or [[Rape|14d3]] 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 Titans, 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 shots Lascannon with a few twists: they only have a range of 36" instead of 48, they do a fixed 3 damages (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 damages. Trade-off being that if they shoot that way, 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 slighty 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 Annihilitor 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 old school Land Raider. This is actually the first of the "pure dakka" Land Raiders. It's small amount of internal space means that it performs poorly as a transport. Rather you take the Proteus as "the leader" of your armored spearhead. Comes standard with two Twin Lascannons. It's weapon upgrades are: a Heavy Bolter, Multi-Melta, Twin Heavy Bolter and Twin Heavy Flamers. Take either the Multi-Melta or the Heavy Flamers. As the Heaver Bolters lack the damage output of the other weapon options. Equipment enhancement are Heavy Armor or the Explorator Augury Web. Reducing its space to six models. Still enough room for a Devastator Squad or Pseudo-Sternguard Company Vets and the HQ to buff them or the Proteus. The Augury Web is better as it prevents enemy units from deploying from within 12 inches of the Proteus. *'''[[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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