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  1. - Top - End - #271
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by Illiterate Scribe View Post
    Ordo Malleus Inquisitor Lord, land raider (295).

    Allied Hereticus Inquisitor Lord, land raider (295).

    5 Storm troopers (50).

    5 Storm troopers (50)

    Land raider (250).

    Land raider (250).

    Land raider (250).

    1440 points, add 60 points of wargear and upgrades to taste.
    ....

    That's.....that's just scary.
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  2. - Top - End - #272
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Worse still, the guy plays regularly at our local group. Surprisingly enough, however, those sorts of tactics become useless at apocalypse level - it essentially creates an environment so target rich that a Warhound can make its points back on the first turn.

  3. - Top - End - #273
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by Illiterate Scribe View Post
    Ordo Malleus Inquisitor Lord, land raider (295).

    Allied Hereticus Inquisitor Lord, land raider (295).

    5 Storm troopers (50).

    5 Storm troopers (50)

    Land raider (250).

    Land raider (250).

    Land raider (250).

    1440 points, add 60 points of wargear and upgrades to taste.
    Fraid not.

    Look in the Daemonhunters Heavy Support listings - you need a GK Grandmaster or Brother-Captain to take any GK vehicles. Landraiders are very much GK vehicles.
    Last edited by Lorn; 2009-01-19 at 04:06 PM.

  4. - Top - End - #274
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Eh, in a Black Templars army its legal to use 14 Land Raiders, so. . .
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    Avvies by Z-Axis, now bearer of 3 divine rank.
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  5. - Top - End - #275
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by Shas'aia Toriia View Post
    Eh, in a Black Templars army its legal to use 14 Land Raiders, so. . .
    Hm, how so? I imagine the majoraty of that is dedicated transports.

  6. - Top - End - #276
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Of course. Ever single non-fast attack Templars unit can take a Crusader as a dedicated transport. Throw in 3 heavy support choices, and you now have an army worth more than an autographed copy of the bible!
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    Avvies by Z-Axis, now bearer of 3 divine rank.
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  7. - Top - End - #277
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    They've fixed up the enormous land raider army problem in the new codex though as you can only take one terminator squad of each type with a land raider as a transport.

    We get redeemers anyway though.

  8. - Top - End - #278
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by Lord Mancow View Post
    They've fixed up the enormous land raider army problem in the new codex though as you can only take one terminator squad of each type with a land raider as a transport.

    We get redeemers anyway though.
    Dang. Only one of each terminator squad? Where does it say that?
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  9. - Top - End - #279
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    I recently had the idea of a tau army specifically tailored to take out things with rules that make them super-tough, except against instant death.(like plauge marines and necrons.)

    i havent got it all worked out yet, but it has battlesuits. lots of them. also Farsight. also, fusion blasters on all the suits except farsight, as well as loads of markerlights and seeker missles.
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  10. - Top - End - #280
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    fusion blasters? wouldn't shadowsun fit in better then? also couldn't the brother captain for grey knights take a land raider? giving you your "grey knights" issue and you get to keep the land raiders.
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  11. - Top - End - #281
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by Wandiya View Post
    fusion blasters? wouldn't shadowsun fit in better then? also couldn't the brother captain for grey knights take a land raider? giving you your "grey knights" issue and you get to keep the land raiders.
    Yes, but a Farsight army can have 19 crisis suits versus the 12 of a shadowsun army.
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  12. - Top - End - #282
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Just a question whats the stats for a fusion blaster? it would need S8 to instant death plague marines so they don't get Feel No Pain and how are you going to take objectives? sounds like all you're fielding is battle suits so where are your troops choices? if you can make any army list that would be appreciated.
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  13. - Top - End - #283
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Fusion Blasters are 12" Str8 AP1, assault I believe.
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by JMobius View Post
    Dang. Only one of each terminator squad? Where does it say that?
    I think that Mancow was saying that you only can have one of each type of terminator squad in a land raider.

    To Wandiya, you should know what the stats of a fusion blaster are, considering you have my copy of the Tau codex at the moment. Fusion blasters are S8 AP1 Range 12" Assault 1. It's fun to equip your crisis team with them and missile pods and a multitracker, then Deep Strike on the enemy tank and kill it.

    By the way, any army kills Crisis suits with fusion blasters as fast as possible anyway. Also, if you're in 12" of Plague marines, you've lost already.
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  15. - Top - End - #285
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Only one terminator squad and one terminator assault squad per army may take a LR as a dedicated transport, you can of course still take 3 for your HS choices for a grand total of 5 possible landraiders in a standard marine army.

  16. - Top - End - #286
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Again, Chaos just plain wins. We have two codexes, and can get way too many specialized armies. Land Raiders really aren't that good. I don't like them. They are expensive, but not unless they're full of Terminators are they great. Except in small games which can be min-maxed too much.
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  17. - Top - End - #287
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Land Raiders are simply awesome, there is nothing better than an AV 14 all sides transport which can hold 12 models... now agaisnt Tau, yes they may have railguns, but if you know what your doing... close combat termies right in there face without a scratch on them...
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  18. - Top - End - #288
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    Daemon

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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Monoliths are better.

    Also, if a Tau player really wants to kill something, he generally can. Too many railguns can destroy anything.

    Where Land Raiders really excel, like all transport vehicles, is that the opponent doesn't know what's in them. Try using four Rhinos and a Land Raider. The opponent has no idea which one to attack.
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  19. - Top - End - #289
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by xanaphia View Post
    Again, Chaos just plain wins. We have two codexes, and can get way too many specialized armies. Land Raiders really aren't that good. I don't like them. They are expensive, but not unless they're full of Terminators are they great. Except in small games which can be min-maxed too much.
    You do realize that the Space Marines alone have Ultramarines, Space Wolves, Dark Angels, Blood Angels, and Black Templar codices? Then there's all the other Imperial codices--Imperial Guard and the Inquisition. So you can't really say Chaos is better because it has two codices...who are completely unrelated to each other.

  20. - Top - End - #290
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by Altima View Post
    You do realize that the Space Marines alone have Ultramarines, Space Wolves, Dark Angels, Blood Angels, and Black Templar codices? Then there's all the other Imperial codices--Imperial Guard and the Inquisition. So you can't really say Chaos is better because it has two codices...who are completely unrelated to each other.
    Yes, that did occur to me. But Guard and the Inquisition haven't had a codex for two editions, and the other space marine armies are cheating. So, yeah.
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  21. - Top - End - #291
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by xanaphia View Post
    and the other space marine armies are cheating.
    How so?

    Try and be more constructive by saying "Chaos is better because of x (logical) reasons." or "Space Marine Armies are worse because of y(again, logical) reasons."

  22. - Top - End - #292
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by xanaphia View Post
    Too many railguns can destroy anything.
    Too...Many? Railguns? Does not compute.
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  23. - Top - End - #293
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    but there is a problem to having so many fusion blasters, assault hordie armies will wipe the floor with you unless you are rich enough to tailor a army to all the codex's and to all variants within them.

    Xanaphia did you ever think about laziness and my inability to find lost objects unless i spend ~4hours doing a grid search of my house? anyway i got my answer a lot on here then if i had to go looking through the codex because i probably would've have gotten distracted.

    to Cheesegear too many railguns is along the lines as minimum path finder squads with railguns and lots of broadsides and a max sniper drone squad *checks codex to see if commanders can take railguns* OK they can't but that doesn't make sense because if lowly Shas'la can have a uber powered weapon why can't a Shas'o or Shas'el?
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by Wandiya View Post
    if lowly Shas'la can have a uber powered weapon why can't a Shas'o or Shas'el?
    Because the commanders are too proud to be lugging around a massive Boom Gun.

    Besides, what's the point of having junior officers around if you can't make them carry heavy things for you?
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by Oracle_Hunter View Post
    Because the commanders are too proud to be lugging around a massive Boom Gun.

    Besides, what's the point of having junior officers around if you can't make them carry heavy things for you?
    It's because Crisis Suits rely on mobility as well as firepower. Broadside suits are pretty much stationary when they fire.

    Besides, it is possible to have too many railguns. After all, the broadside suits don't have access to the railgun submunitions like the hammerheads with railguns do. It's really bad when you run into assault hordey armies, like tyranids or chaos daemons (all of which have invul saves--which are bad to low shot, low AP weaponry).

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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by Wandiya View Post
    but there is a problem to having so many fusion blasters, assault hordie armies will wipe the floor with you unless you are rich enough to tailor a army to all the codex's and to all variants within them.

    Xanaphia did you ever think about laziness and my inability to find lost objects unless i spend ~4hours doing a grid search of my house? anyway i got my answer a lot on here then if i had to go looking through the codex because i probably would've have gotten distracted.

    to Cheesegear too many railguns is along the lines as minimum path finder squads with railguns and lots of broadsides and a max sniper drone squad *checks codex to see if commanders can take railguns* OK they can't but that doesn't make sense because if lowly Shas'la can have a uber powered weapon why can't a Shas'o or Shas'el?
    Because those are not railGUNS, those are rail RIFLES. big difference. also hammerhead railguns are good for those horde armies, what with being able to lay down a strength 6 blast instead of a strength 10 shot.
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  27. - Top - End - #297
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by tribble View Post
    Because those are not railGUNS, those are rail RIFLES. big difference. also hammerhead railguns are good for those horde armies, what with being able to lay down a strength 6 blast instead of a strength 10 shot.
    I'd still be interested seeing how this army went up against yer generic HUNDRED ORKS, ALL IN TRUKKS force.

  28. - Top - End - #298
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by Illiterate Scribe View Post
    I'd still be interested seeing how this army went up against yer generic HUNDRED ORKS, ALL IN TRUKKS force.
    ...very well, actually.

    IIRC, that's a S6 Large Blast being used against AV 10 Open-Topped trukks. The more Hammerheads, the more Doom (tm) for da Boys.

    Really, the only thing more terrifying is a trio of Warwalkers dual-wielding Scatterlasers. 24, S6 shots per round FTW
    Last edited by Oracle_Hunter; 2009-01-20 at 02:55 PM.
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Welp, what with a new GW store opening up not 6 miles away from my apartment, it seems I finally have the impetus needed to get back into this...

    Planning on starting a Thousand Sons army. Question: I know that Thousand Sons is notoriously close combat weak. Should I spring for a hard close combat unit (right now Khorne Berserkers is what's on the list. Rather have Plague Marines, but budget constraints and all...) or just go straight with the shooty?

  30. - Top - End - #300
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    Default Re: Warhammer 40k -II- Tactics for the Tactics God

    Quote Originally Posted by Cristo Meyers View Post
    Welp, what with a new GW store opening up not 6 miles away from my apartment, it seems I finally have the impetus needed to get back into this...

    Planning on starting a Thousand Sons army. Question: I know that Thousand Sons is notoriously close combat weak. Should I spring for a hard close combat unit (right now Khorne Berserkers is what's on the list. Rather have Plague Marines, but budget constraints and all...) or just go straight with the shooty?
    I'd get at least one unit with decent melee capability so they can slow down the enemies and give more time for the ranged units to deal damage.

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