Jump to content

GK anti-armor: what are my options vs AV14?


thade

Recommended Posts

Has anyone here considdered sing a techmarine with conversion beam, joining a purgation squad in a rhino and using the astral aim ability? If the Techmarine is with the purgation squad, he can use Astral Aim right? :devil:

The techmarine would benefit from Astral Aim. However, there is a problem in that the Conversion Beamer's range really doesn't mesh well with any Purgation squad weapons. After all, the Conversion Beamer wants to be at least 42" away, and the longest-range weapon Purgation Squads have access to is 24".

 

I also wouldn't want to give my opponent a 4+ cover against a single hit. It's fine when you're firing 16 S7 Rending shots at armour, cause you're gonna force a couple covers saves and chances are 2-3 will get through, but 4+ against a single hit is too much variance. You want the dice thrown in you favour, not theirs.

Has anyone here considdered sing a techmarine with conversion beam, joining a purgation squad in a rhino and using the astral aim ability? If the Techmarine is with the purgation squad, he can use Astral Aim right? :P

What CQ said.

 

However, pretty much everything I said earlier about multiple techmarines with OSRs would apply to conversion beamers as well. Only it's cheaper. <_<

The techmarine would benefit from Astral Aim.

Holy crap, is this true?! I missed that GK Codex Techmarines have the IC rule...

 

So, 2-3 techmarines with conversion beamers attached to a Purg squad with no upgrades equals incoming cheese-fest.

 

Holy Emperor, that is an irresponsible amount of firepower.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.