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  1. #1
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    crazy idea against IG

    Ok so I was thinking... It seems like a crazy thought but what about putting a dev squad in a tank full of meltas, and drive them close to a tank squad. That would make quick work of them, no?


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    Son of LO kevin vanrooyen's Avatar
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    If a transport moves the unit inside coun ts as moving, if they disembark they also count as moving. Units that move may not fire heavy weapons such as multi meltas, that means that you'd have to drive very close to the russes (and IG lines) disembark if you want to fire all of the multi meltas and wait a turn hoping the russes don't take their free 6" move that still allows them to fire all weapons and get out of melta range.

    As a Guard player I invite you to try it.
    IG Best Gen 1st overall of 10 DE 4th overall of 6
    Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11

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    well you just went and destroyed my idea lol well atleast now I know that wont work In theory it would be cool

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    Son of LO kevin vanrooyen's Avatar
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    452 (x8)

    Yeah sorry about that, it was a good idea in theory, but in practice is a different story. Anyway better your idea was proved bad before it got your arse handed to you.
    IG Best Gen 1st overall of 10 DE 4th overall of 6
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    If you drive a tank of multimeltas up next to a russ though, as long as the transport lives it can't pull far enough away (d6"+6" is only 12", and with a 2" disembark mvmnt you have it).

    So, use a rhino wall and pray to the dice gods smoke launchers save you!
    Last edited by VTSvsAlucard; May 18th, 2009 at 18:49.

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    Son of LO kevin vanrooyen's Avatar
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    452 (x8)

    Quote Originally Posted by VTSvsAlucard View Post
    If you drive a tank of multimeltas up next to a russ though, as long as the transport lives it can't pull far enough away (d6"+6" is only 12", and with a 2" disembark mvmnt you have it).

    So, pray to the dice gods smoke launchers save you!
    Disembarking from a transport means that you count as moving weather or not you move after disembarking. If you move you may not fire heavy weapons.
    IG Best Gen 1st overall of 10 DE 4th overall of 6
    Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11

  8. #7
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    797 (x8)

    Devastators don't really work well in rhinos as they only have 2 fire points. They work best hidden behind cover (i.e. area terrain). However, if they can for some reason take one of those new IG chimeras....

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    UnderWater Ninja-Tiger .. Xpyre35's Avatar
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    I still think this may not work, but solves the issue of moving on the SM turn. You can (somehow) drive up next to the Russ Squad. Remembering to stay 1" away from the vehicle. Then just pop smoke. Leave your guys inside. You rhino will most likely get popped, forcing your guys to disembark on the IG players turn. If the Russes moved to avoid the M.Meltas, then disembark toward the squad. They could only be 5"- 11" away. Still within range of a M.Melta with bonus.

    Now, this is all very circumstantial, as after the rhino is popped, they still would have to pass a pinning test, and some guard should probably charge you or at least unload a truckload of lasgun fire at you.

    If your Rhino, is intact after their turn, you'll be able to fire 2 M.Meltas from your top hatch. Given that the vehicle only suffered a Weapon Destroyed or Immobilize, and no shaken or stuns (very unlikely)

    Now another alternative, would be to have a standard Tactical Squad in a Rhino, with a regular melta, and a sgt with a combi-melta, as these are Assault type weapons and are able to fire, after moving. The Rhino could speed up the road, deliver the troops, and have a total high damage range of ~18" or full range at ~24". Given the 2" disembark would most likey just bring them to the front of the transport in the direction it was traveling.

    This same tactic could be used with the ever popular Sternguard squad, and a whole slew of combi-meltas.
    Last edited by Xpyre35; May 18th, 2009 at 19:17.

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    Command squad, 4 meltaguns, 4 melta bombs, same effect, with feel no pain. The tanks us the squadron rules they should be killed easily. Keeping them alive would be hard though.

  11. #10
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    Chaos beckons

    This is where chaos beckons. You see Chaos Space Marine Devastators, known as Havocs, can take special weapons. Drop four havocs in a Rhino with Meltaguns and you have a nice, reasonably cheap assault squad, good for crispy fried terminator or shish-landraider-kebabs.

    If you want to stay on the loyalist side of the line then I would suggest that the shooty command squad is the way to go.



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