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===Fast Attack=== *'''Scout Sentinel Squadron:''' Weak armor, going to die second turn most probably. Fun choice of weapons. Key part here is they have Scout. So three Sentinels coming from the side or scout into cover blasting away causing havoc in the enemy ranks. But still. They are going to die. They are open topped. They are going to die. They have 10 armor. They are going to die. But they may as well take a tank or two down with them. If you want to be insane, Heavy Flamers all around can result in hilarious infantry murder. Most of the time you'll take them as a 40 point autocannon on legs. *'''Armored Sentinel Squadron:''' Armored heavy weapon pretty much. Can move around and fire, unlike heavy weapon teams but you only get one for a similar price. Can do decent in close combat, unlike heavy weapons. Even better choice of awesome weapons compared to Scout Sentinels, such as plasma cannons (but you'll never pick anything other than autocannons, otherwise you'd pick a vendetta, right?). Can be used to keep mobs in the inverse Tarpits, if going gets tough, and guardsmen are in danger. *'''Rough Rider Squad:''' Poor misbegotten Rough Riders. Yes they're cavalry, yes they're dirt cheap, yes they can be virtually guaranteed a 24" charge range if you use '''Move! Move! Move!''' on them...and they are ultimately a one-trick pony that is difficult to hide in cover, is fragile in close combat, near-useless against actual dedicated assault troops (go ahead and charge Genestealers with them...), and should they be tarpitted, die. Perhaps the only way to reliably use them is with Creed, Glory for Cadia and all. And for that investment, couldn't one buy another Hellhound? Alternatively, you can use them as a one-time anti-vehicle suicide squad, since Sergeant can carry Melta Bombs. Still, you can probably find a much better Fast Attack slot choice. **'''Mogul Kamir''' When you first see him, Mogul doesn't look that bad. An improvement over a Sergeant he replaces, with a Bolt Pistol instead of a LasPistol, 3 attacks + 1d3 attacks on the charge due to his Cyber-Steed. He grants Furious Charge and Fearless to his unit. And he isn't that expensive for a an upgrade character. And then you notice that he basically has "Rage" rule, meaning that you lose the control over that one unit who needs to pick targets wisely to survive. Thus, no matter how much he adds to the squad, it's all for naught. He can't even get Melta Bombs. Not recommended. At all. *'''[[Hellhound Tank|Hellhound]] Squadron:''' The Hellhound tank variants give you access to Fast Tanks. This can have its advantages, as you use them for movement-blocking, tank-shocking, or blasting enemies to oblivion. A low profile makes finding cover for it relatively easy, though cover-hugging isn't exactly the best use of this tank. There are three variants, each with a unique turret weapon, and the choice of hull-mounted Heavy Bolter, Heavy Flamer, or Multi-melta. **The standard '''[[Hellhound Tank|Hellhound]]''' is a very handy infantry-killer. If they're not Marine-equivalents (and even they will be hurting once the wounds pile up and they start failing saves), and not in a transport, they will die. The range of the Inferno Cannon means that you can expect them to hit enemy infantry starting on turn 1 (move 12", fire 12", cover another 8" with flame template). Ran in support of longer-ranged anti-tank weapons for popping enemy transports, Hellhounds can also serve to finish off units from disembarked vehicles. As a general rule however, the Hellhound does best with a Multi-melta, for it can only fire one weapon at Cruising speed anyway. Using Creed to outflank a squad of these is hilarious against horde armies. Do it. **The '''[[Hellhound Tank|Banewolf]]''' sacrifices the range of the Hellhound for a poisoned AP 3 flamer template. Banewolves will kill any infantry short of Terminators or similarly tough units. Their armor and speed give them unparalleled ability to be used for flushing enemy infantry from cover. This said and done, this may be the one variant you can afford to specialize; because the Chemical Cannon is a Defensive Weapon, adding a Hull-mounted Heavy Flamer means you're moving 12" and throwing out two really mean flame-templates. This tank is the epitome of offence over defence, on one hand, it can destroy an entire SM tactical squad in one turn, on the other hand, it can easily be put down by a Lascannon head-on. They are well known for making Tyranid and Chaos daemon players cry as you gib their monstrous creatures with as much ease as their cannon fodder. But then again, what doesn't make Tyranids and Daemons cry in 5th edition? **The '''[[Hellhound Tank|Devil Dog]]''' is the last one out, eschewing a short-range flamer, for a Melta Cannon. This weapon is unique in 40k, for being a blast weapon with the Melta rule. Partials do benefit from the melta die of course, meaning that these tanks are great for sending into the center of an enemy armored formation and intimidating your opponent into breaking up, lest he find himself losing multiple tanks! Alternatively, assuming one has reliable long-ranged anti-tank, the Devil Dog can be used for finishing off survivors of destroyed enemy transports. Add a hull-mounted Heavy Flamer, and the Devil Dog can flush troops out of cover (though not as efficiently as the Banewolf). While not a flashy vehicle, it gets the job done. Probably the best variant for most games. Enjoy arguing over how the melta rule works with scattering blasts though. *'''Valkyrie Assault Carrier Squadron:''' Goddamnit, why don't you have one? A Valkyrie is a relatively expensive flying Chimera, and it is well worth it. It has BY DEFAULT Extra Armor in its profile, which means the bad bitch can never be stunlocked. If you keep your Valkyries Turbo-boosting around the table, it's rare for them to die. Keep them alive to support your armor with a hard-hitting blast from its Multiple Rocket Pods. Valkyries eat infantry and shit brass, and work best with Stormtroopers or Veteran Squads, deep-striking the squad in the most annoying place possible, and then flying off to rain hell on the enemy. Unfortunately, it's totally outclassed for anti-infantry by the Hellhound. That said, it does upgrade to the... *'''Vendetta Gunship Squadron:''' 3 twin-linked Lascannons. Fast skimmer. Carries Guardsmen. Outflanks or gets into perfect firing position with Scout USR. Relatively cheap. There is no better option for fielding mobile anti-tank than this behemoth. Base height can be an issue as the only cover save you'll ever see is from Flat Out movement, but AV12 front/side arc and its default Extra Armor help to mitigate this drastically. Why would anyone every field a Valkyrie over this monster? *<b> FORGE WORLD:</b>'''Vulture Gunship:'''Essentially a 40k Apache helicopter, comes with a nose-mounted Heavy Bolter, and 4 wing pylons that are divided into two sets of 2 pylons that give space for two twin-linked weapons (one pylon on each side per weapon). This machine is very modular, able to adapt to ANY situation: Green Tide getting you down? Well, instead of two twin-linked weapons, you can actually attach a twin-linked Punisher Cannon!!! The ammo boxes do take up the other two pylons, but twin-linked means 15 shots hit instead of 10 (on average). Other weapons that only take up one of two spaces include: **Lascannon **Autocannon **Missile launchers **Multiple rocket pods **6 Hunter-killers (not twin-linked, 3 per pylon) **6 Heavy bombs (again 3 per pylon, but one pylon dropped per turn as apocalyptic barrage (3)) **Multilasers **Hellstrike missiles (not twin-linked, 1 per pylon) **And of course, the single twin-linked Punisher Cannon I would personally recommend <s>buying</s> spending too much on all possible weapons and not gluing them in place; maybe use magnets or some other such method, just make sure you can change the Vulture's armament easily to ensure it is never left wanting in a battle, because the main strength of the Vulture is its adaptability. *<s>You don't <u>really need</u> a Vulture. Valkyries and Vendettas are terror enough.</s> THOSE WORDS ARE BLASPHEMY!!!!
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