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as per title; a general thought census about everyone's opinion on some of the other tanks we're getting that haven't been much talked about. namely, the hellhound variants and all the artillery cannon tanks.
i only got a brief look through the codex today (held it for 2 hours but ended up chatting with others most of the time) and am going back tomorrow but i did notice several things that caught my eye.
leaving out the manticore, deathstrike, and the hydra as i think those have been fairly covered in the other threads
*first, the hellhounds; lost the previous roll 'to hit' and partials rule at the cost of half the range and a slight retriction on how you place the template when throwing your fire.
*the devildog, a double-ranged blast meltagun.
*and the bane wolf (ie chemhound), which can horribly mutilate any MEQ or worse with it's 2+poison and low ap value, but as i read it; it fires like a Redeemer placing the template from the turret and not able to throw it sideways, which is a much needed check to keep its power in place.
then the artillery
*basilisks as before, but can't direct fire inside they're 36" range as per previously. same for all the rest of the tanks in their rule simplification though the other 2 just have shorter minimums, aside from the medusa which is direct fire only.
*griffons are almost half the cost of the rest but come with mediocre weapon profiles but have a nifty re-roll scatter ability to their barrage.
*the medusa has the longer though not much longer ranged demolisher cannon
*and the colossus, while about average strength, ignores cover and splatter MEQs.
don't know about you all but right now, but i'm thinking on grabbing 2 of those 'ignore cover' MEQ-killers for my collection... the perfect answer to all those heavy infantry trying to hide out of sight and harm.
got 2 hellhounds already and i think right now i'm keeping them as the regular variant... chucking promethium napalm just seems so much more intimidating than spraying fumes to me.
how bout everyone else?
Hellhounds - More risk in getting so close (but still better than 3rd edition!) but more accurate. This will still be an awesome choice against any non MEQ army. And can be useful for flushing out MEQs in cover by sheer number of hits.
Devildog - Blast plus BS 3 means a good bit of scatter. Not great for attacking enemy tanks (except big ones maybe) but could insta kill some nobz or fry a squad of terminators if the scatter is not too bad. Melta Blast is just so cool
Banewolf - Super short range, but extremely nasty. The only way to get this close enough will be screening it with other chimera chassis or sentinels or something. Death to Plague Marines and any MEQ in touches though.
Basilisk - COMPLETELY UNCHANGED from the old codex if you took the upgrade to fire indirectly. The Earth Shaker can still fire directly. READ PAGE 58! Still good at taking out MEQs who are not in area terrain.
Griffon - The cheap and accurate Griffon. A good match up for any of the other barrage types IF you can mix types in the same squadron. Aim with the accurate griffon, then use barrage rules with the stronger tank. Can't see these being great when used alone, as every second unit in 40k is fearless or ATSKNF.
Medusa - A long range Demolisher Cannon? Yes please. Good bye enemies of mankind, you better hope you have an invulnerable save!
Colossus - Taken in squadron could really rain (fiery death) on any MEQs parade.
Arch Overfiend & Grand Despot
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Devil Dogs. You can upgrade these boys to have Multimeltas in stead of their hull heavy bolters which gives you 2x 24 inch Melta shots, ok ones blast but still. As they're Fast vehicles you can move at combat speed and fire both. Which for the price is a pretty nasty little tank.
Hellhounds: Yup got 2 of these boys aswell. Always loved them and i'm glad to say my love hasn't gone. The range has halved but auto hitting is good enough for me. Again being a fast vehicle just means it can pelt across the battle field and torch things that think themselves safe.
Banewolf: As what Omegoku said. Shot range but its a mobile fast Marine killer. Even if its a suicidal lunge towars a Devestator squad. It will make things like assault squads think twice about getting too close to the guard lines while one of these boys is about.
I've not seen to much talk about these boys......
Eradicator: I play City fight a fair amount and I'm just loving this boy. 3 heavy flamers and a str 6 weapon that ignores cover? yeeeeeeeeeeeeeowch! ok against anything with a 3+ save it's not going to be amazingly effective, But a str6 ordinance temple is still wounding most things on 2's.
Punisher: Do i need to say more? with 3 heavy Bolters thats 32 Strength 5 shots a turn ON the move. With the Order "bring it down" to twin link a unit or squadron, You can say good bye to most units. Theres only so many 3+ saves marines can pass.
I wasn't impressed when the range of the Hellhound was cut and they don't figure now (in any form) in my future IG plans. I would rather take more LR variants, Chimis or Valks.
With all the tasty heavy support choices, I will have to take some of the tanks for my fast attack. I'll probably take a vendetta as a lone fast attack and maybe a chem tank or melta tank. Soo many choices, then all the great infantry... ugh... -_- I'm probably going to pair up a griffon with a colossus and burn away meqs. For my other heavy supports 2 hydra tanks and then for final, a LRBT and a demo or something. Omg, the choices!
Personally, I've always loved the griffon. cheap, and kind of effective vs anything if you force enough cover saves. 9 of them is... 630 points? LOL, that would be fun.
Something people are forgetting with the hellhound and varients is that they are a fast vehicle so get their extra move, also that low strength poison weapon is technically a defensive weapon so you can stick a decent hull wepaon on there and be able to use it to good effect.
Also the range isn't that bad, its 12" plus the template whcih is 9" ish so thats 21" range with no partials or rolling to hit. the wepaon has got nastier and the vehicle faster so it is in fact bettet than the current codex.
Unfortunately the orders can only be given to infantry so you cant get the twinlinked from the tanks (it crossed my mind too lol).
I do think that we now have a nice large selection of tanks to choose from.
Just a thought but a first turn hellhound rush against orks. did anyone try this with the current rules? it seems like itll have more scope inthe new codex as you will be able to direct your tanks to better positions.
Hellhound. I am a little sad over this guy. I love the HH in our current codex, but the new HH has me worried. You have to get rather close to enemies to fire the cannon. Yes it autohits, but the fact that you might be in assault range (or melta range) after, means that HH will not be lasting as long. At least we can place the narrow end up to 12" away, and position the wide end beyond that.
Meltahound. I am not to keen on this tank. Personally, I am thinking I would rather take a Vendetta and flank enemy armor w/ 3 TL LC. Again, you have to get 12" away to make it count (roll double dice).
MEQhound: Might be interesting. The best way to use this guy is to keep him behind your armor, and jump out when the MEQ get close. And chances are, it'll die after it attacks. But ap3 templates that wound on a 2+ can be nasty.
LR Eradicator. This tank fits the roll where I used our current HH. It can stay out of CC range and dump fire into mobs. In fact, this is why I would never take a HH unless I already filled up my heavy slots, for 30 more points than a HH you get a AV14 tank with 36" range. It will last much longer. Depending on your local metagame (got Orks?), this might become an extremely common tank on the field.
As for Arty.
Basilisk. It can still fire directly (no minimum range) if needed, but imo, the basilisk is not our best choice for arty. The 36" minimum range for indirect means that you'll be placing him in the corner, and that makes it extremely vulnerable to outflankers and DS. In addition, for 15 more points you can get...
Colossus S6 ap3 ignore cover? Awesome. Minimum range 24" max 240"? Even better. This will be making it to the table in many lists imo. In fact, I plan on using my current Basi as a Colossus as soon as i get my new codex
Griffion. Another great option. for 75pts it's cheap, S6 means it wounds most infantry on a 2+ and ap4 means anything but a MEQ will go splat. In addition, you can reroll the scatter meaning that you are more likely to hit. Yes, MEQ get saves, but for 150pts you can drop 2 pie plates a turn. For a take all comers list, i'd rather have 2 Griffions than one Colossus, considering you'll most likely cause over twice the wounds.
And then of course, you could try crazy things like pairing a Griffion with a Colossus. Fire Griffion first (reroll scatter, more accurate), and then drop the Colossus on them.
@ omegoku: not sure what was up with the p58 reference, that's Pask's page (ie the tank ace character).
as for the basilisk, i'm still not convinced that it can fire at no minimum range, while only the griffon and colossus have a special note that says they cannot direct fire. the basilisks gun still has a minimum range attached to its actual weapons profile (ie 36" - xxx").
much unlike our current codex where it just has a max range of 120" with the special rules section incorporated for the 36" indirect minimum.
collaborated with a few others in the store; be they staffers, regional manager, or the powergame RaW crew and after they read it a few times, everyone generally came to the same conclusion.
i beleive it is the Barrage rule that allows bassies to fire indirectly, and directly.
May the "Nurgley Goodness" protect you!
Think you could explain how the Hellhound template must be placed? Is it like the Apocalypse big flamer template? ie. Part of the template has to be within 12" of the Hellhound, and the narrow end of the template has to be closer than the thick end?
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