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 Post subject: Best Choice for Anti-Vehicle?
PostPosted: Mon Jun 09, 2014 7:21 pm 
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Hormagaunt

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Same rules as the anti infantry thread. Please debate with each other. Unless you're too scared.

Please list your top choice(s) for anti-vehicle unit, upgrades, number in the unit, supporting units, and play tactic.

Mine is 2-3 cfex with double devourers. They are general threats while moving up the board, even to enemy flyers, and BRUTAL against all vehicles in CC. It is 300 pts for two and you should screen them with small (15 give or take) brood of termies or hormies. They will need to use line of sight as much as possible as early as possible unless you have a spare v-thrope to throw them a 3+ cover in the open(with the 5+ from screen) because there is a lil too much AP 3 out there. If you don't like my idea feel free to tell me why YOU'RE WRONG!


jk


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 Post subject: Re: Best Choice for Anti-Vehicle???!!!
PostPosted: Mon Jun 09, 2014 7:46 pm 
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Biotitan
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This may be a little surprising, but a full brood of Lictors. And I'm not referring to the Lictor Forest Brood, though that would be cool, too. No, I mean a regular 3-man brood of Lictors arriving from DS. Its pinpoint arrival means I can really cramp an opponent's style by putting them where only a few units can get to them and force the opponent to either turn vehicles to face them and fire or maneuver nearby units to address them instead of my advancing force.

The flexibility is two-fold. If I put them right up against the rear armor they have 6 S6 shots with Rending and a 50% chance of hitting. If I choose to tuck them behind LoS blocking terrain within 12-15", they can camp there for a turn unmolested, then advance the following turn to assault with many S6 attacks, again with Rending.

This unit has served me incredibly well as a vehicle hunter, especially against gunline Tech armies that are vulnerable to sudden incursions to the backfield. It also helps having built-in Stealth and (likely) the ability to Go To Ground due to their arrival well outside Synapse, making the opponent waste a turn firing upon them.


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 Post subject: Re: Best Choice for Anti-Vehicle???!!!
PostPosted: Mon Jun 09, 2014 8:43 pm 
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Hormagaunt

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 Post subject: Re: Best Choice for Anti-Vehicle???!!!
PostPosted: Mon Jun 09, 2014 9:07 pm 
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Biotitan
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 Post subject: Re: Best Choice for Anti-Vehicle???!!!
PostPosted: Tue Jun 10, 2014 2:49 am 
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Norn Queen wut can has cookie
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I think he means a parking lot placed in such a way that you can't reach the back of the vehicles because there's no room to place your models there.

also: wrecks no longer count as dangerous terrain for anyone.

Still a nice idea though!

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 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Tue Jun 10, 2014 5:40 am 
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Hormagaunt

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How do you bust tanks, Vonny?


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 Post subject: Re: Best Choice for Anti-Vehicle???!!!
PostPosted: Tue Jun 10, 2014 8:56 am 
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Biotitan
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 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Tue Jun 10, 2014 11:04 am 
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Biotitan
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THINGS WHICH ROCKS
DAKKA - all kinds of brainleech devourers. Flyrants are the first choice cause of better movability

ELECTROSHOCK GRUBS - auto hit cause of template, removes a HP by anything but a 1. Awesome!

LICTORS - like the idea and 150 P seems to be fair if they can deal with one big fella AND cause trouble


THINGS WHICH SUCKS
CLOSE COMBAT - Because I dont see any fex get into CC with important enemy tanks. They will move away (Eldar, Tau) or be shielded by cheap other tanks (LR, Russ)

VECTOR STRIKES - because they are limited to 1 attack on tanks - meh

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 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Tue Jun 10, 2014 11:13 am 
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Hatchling
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I'm not sure, but the way I read it, is that fleshhooks do not posses rending anymore :/.
Apart from that, immobilisingm may prevent the targeted vehicle from turnign around, so at least the front gun is not a threat.
Next run assault, whcih is pretty tasty after all (strength six and 5 attacks each isn't sth. to laugh about, I think).


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 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Tue Jun 10, 2014 2:24 pm 
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Norn Queen wut can has cookie
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 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Tue Jun 10, 2014 2:56 pm 
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Hormagaunt

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 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Tue Jun 10, 2014 4:12 pm 
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Big One
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In order to keep my promised intention of being more active, i have to say thank you for this topic.
Special anti tank is something i always almost neglect in my lists. because i have really bad luck with my zoanthorpes and hiveguard.

i had the idea with the carnifexes too, but never tried.
the idea with the lictors is really cool.
and i never considerd those grubs.

@terrorfex
do you use them in addition to brainleech on your flyrants?
can you have 2x brainleech and the grubs?


harald

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 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Tue Jun 10, 2014 4:19 pm 
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Hormagaunt

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 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Tue Jun 10, 2014 6:19 pm 
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Great Devourer
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This seems like a topic worth preserving (especially for new players). So I'll move and sticky it.

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 Post subject: Re: Best Choice for Anti-Vehicle?
PostPosted: Wed Jun 11, 2014 8:04 am 
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Broodling
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This is not a competitive one but good for beginners which don't have many models. Buy Hive Tyrant and Trygon (need also termagant sprues)

Hive Tyrant
-2x Devourers with brainleech worms, Thorax- Electroshock grubs, Wings

If you have read other replies you know why this is good.

Trygon Prime
-Reaper of Obliterax, Ymgarl factor, Norn crown, Adrenal glads, Regeneration

You can take bonesword and lashwhip from hive tyrant box and make it look super since this has many upgrades.
Tactics:You deep strike to behind enemy lines. No mishaps. Shoot 12 s5 shots. Assault in next turn. Trygon has 7 attacks and s9 ap2 (include modifiers). Also gives good synapse and its durable. It can bring eg termagants (even 30 devourers :D ) with tunnel near enemy's objectives. Why this is not competitive? Because it costs 400 pts. Too priced.

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