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== Devil Dog == [[File:Devil_Dog.jpg|250px|thumb|right|The Devil Dog. Note the tank commander [[Meme|who wants to be driven close to the enemy, so he can hit them with his Melta Cannon.]]]] Sometimes there are no alternatives. Sometimes you just want to strap on your [[Power Fist]] and punch a dude through the chest. When all else fails there's the '''Devil Dog'''; fielding the unique [[Melta Cannon]], once the ''only'' Blast weapon to have the Melta rule in the entire game. Nowadays it is perfect to vaporise anything with a 2+ save, tanks or Monstrous Creatures. Remember that the tears of a [[Grey Knight]] player whose entire unit of Paladins was just vaporised by a cheapo tank are considered a delicacy on [[/tg/]]. Bottle them and share them with the [[Neckbeards|guys]] at your [[LGS|local game store]]. All in all, it's the closest the Guard has to a medium tank: an armored vehicle that sacrifices armor for speed and power. Use the speed to get it in position fast, and the power to make back its points. === Crunch === In 8th, the Devil Dog's Melta Cannon was thankfully turned into an Assault weapon as, meaning that you can hit D3 times with a standard melta profile, and re-rolls of your D6 damage at half range. This means that you've got a decent shot at taking down all but the toughest of tanks in a single blast, which is a ton of fun. It's also semi-reliable against tough units of TEQs, but the low rate of fire is an issue when facing units of at least 5 models large. While it seems logical to take the Multi-Melta to supplement this, consider that it's a Heavy weapon, the Devil Dog has no way to mitigate this (unless, of course, you dedicated this Devil Dog to the Gallant People of Tallarn) and it has a BS of 4+ at best. This configuration cranks the cost up to a worrying 128 points, which is quite a lot for a unit that'll likely end up getting taken out of the battle in a single turn. In 9th, the Devil Dog and (all Hellhound weapons, really) were turned into Heavy weapons. The melta cannon also buffed to S9 AP-4 D6+2(+4 within half range). While you no longer get penalties to move and fire heavy weapons, you cant advance and fire anymore, but not that you really need too. The Multimelta now pairs very nicely since their ranges complement each other (only the melta cannon has 24"), and while only the Multimelta can shoot into melee, only the Melta Cannon can shoot out of it. With the 9th edition codex, the Melta Cannon also got the Turret Weapon special rule, making it noticeably better at actually hitting its targets. However, keep in mind this *does not* affect your secondary weapon, such as a multi-melta.
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