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===Dedicated Transports=== *Both transports are open-topped, and meant to take on one type of target. Raiders provide an anti-tank shot, Venoms provide a *lot* of anti-infantry shots. Venoms get their Flickerfield for free, while Raiders to buy them so in the end, they cost about the same. The rule of thumb is to take transports not based on squad size, but based on what your passengers are doing. For example, a mech army can ignore Wracks in a Venom, but not if they're in a Raider. They can't ignore Blaster trueborn in a venom, for similar reasons. Aside from that, there are some additional notes. ** In terms of vehicle upgrades, Flickerfields are generally regarded as the best, as they give an added hope of survivability to raiders. Nightshields are controversial, but many disparage them as useless and expensive because many anti-tank weapons in other armies are 46", and DE vehicles can get glanced to death by bolters. If any vehicles in your army need Nightshields, they are the Ravagers, Razorwing Jetfighter, and the Voidraven Bomber. Aethersails are also controversial due to unreliability and restrictions, and only advised on Wych Squads; Splinter Racks are great, but only for vanilla Warrior squads in Raiders. Shock-prows are fun as they turn your army into a supersonic demolition derby game, but require great skill and care to use are only recommended for certain playstyles -''awesome ones''. Retrofire jets are OK on Trueborn squads in venoms, but if you want to deepstrike, man up and take Duke Sliscus and put It's Rainin' Men on your iPod. The other upgrades are either too limited or too situational. *'''Raider''' - You'll want these for assault troops for one simple reason. Raiders are *long* models. What this means is if you deploy them parallel to your table edge, you can rotate them at the start of your turn for an extra 2" inches of "free" movement. That, and most DE assault units are primarily anti-infantry. Of the upgrades they get that Venoms don't, Shock Prows are the most general-purpose, as tank shock has a lot of utility. *'''Venom''' - In addition to their normal AT bits, that they're smaller makes them better for Sliscus lists. Less chance of mishap and whatnot. Always pay the points to jack up your Splinter Rifle to a Splinter Cannon. They're Defensive Weapons either way and it must be said, the look on an Ork players face when your Transport pumps 12 Poisoned Shots into his unit is priceless. *'''Dais of Destruction''' - In case you want an HQ that takes up half to a quarter of your points (and who doesn't!) Vect can take this as a dedicated transport. Round armor 13 and three lances is potent, but will probably be a waste in all but the largest games. If you really want to give Vect an insane clown posse, one should note that this is the only dedicated transport that you can load up with Harlequins, and the Vail of Tears is pretty nice to have with Vect. ''Fuckin' fire magnets, how do they work?''
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