Dont-Be-Haten Posted February 23, 2022 Share Posted February 23, 2022 See I'm on the opposite side of the visuals for the ATV. I think it really brings out the want-to-be wart hog from when I was a kid. So it looks keen to me. But that aside, the price for the ATV vs Attack Bike (which is derpy in its own right) is about the same monetarily and you get much more bang foe your buck. For the OP it is a great unit that can keep up with TWC as well as scoring you recon points all game if positioned right and is harder to shift with 8 wounds. Tactically there are few units that do as much as the ATVs in all aspects of the game. They don't need core either to be honest, which is a complaint against them. Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5799314 Share on other sites More sharing options...
Karhedron Posted February 23, 2022 Share Posted February 23, 2022 I play Blood Angels so for me the lack of CORE on ATVs is a significant drawback. My Characters nearly all use Jump Packs so I bring fire support that can keep up with them and be buffed by them like Attack Bikes and Plasma Inceptors. I like units that synergise so for me, Attack Bikes are a better choice than ATVs. However if you are playing differently and want a flanking unit to operate way from the bulk of your army, ATVs may be better. Lord Protector and XeonDragon 2 Back to top Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5799331 Share on other sites More sharing options...
CCE1981 Posted February 23, 2022 Author Share Posted February 23, 2022 (edited) I proxied an ATV in a couple of games they NEED Core, my opponent ignored them once he realized they couldn't hit anything. Out of a couple dozen shots they hit three times and wounded only once. Edited February 23, 2022 by CCE1981 XeonDragon 1 Back to top Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5799390 Share on other sites More sharing options...
Karhedron Posted February 23, 2022 Share Posted February 23, 2022 I proxied an ATV in a couple of games they NEED Core, my opponent ignored them once he realized they couldn't hit anything. Out of a couple dozen shots they hit three times and wounded only once. That seems a bit extreme. ATV's ignore the penalty for moving and firing heavy weapons so 2/3 shots should be hitting. XeonDragon 1 Back to top Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5799393 Share on other sites More sharing options...
CCE1981 Posted February 23, 2022 Author Share Posted February 23, 2022 (edited) "Should" for two editions I avoided plasma like the plague. My buddy kept pushing me to use it, so I finally agreed to play with all the plasma he wanted me to play. We played two games, in the first game I overheated all of the plasma on the first shot. On the second game I overheated with almost 2/3s on the first shot, didn't kill anything but my own troops. He never suggested I use plasma again. Edited February 23, 2022 by CCE1981 phandaal 1 Back to top Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5799398 Share on other sites More sharing options...
Dont-Be-Haten Posted February 23, 2022 Share Posted February 23, 2022 I proxied an ATV in a couple of games they NEED Core, my opponent ignored them once he realized they couldn't hit anything. Out of a couple dozen shots they hit three times and wounded only once. I mean they don't. Master Artisans goes a long way. Also recon points are free wins, especially if your opponent is ignoring them all game. You still have 6 bolter shots popping off also. But these are just suggestions as you wanted options per your OP. I look at the pros which out weigh the cons. Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5799400 Share on other sites More sharing options...
CCE1981 Posted February 24, 2022 Author Share Posted February 24, 2022 Yes, I enjoy the suggestions. I just have terrible luck with my EXACTLY average dice rolling, usually to my detriment. Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5799420 Share on other sites More sharing options...
Marshal Mittens Posted March 12, 2022 Share Posted March 12, 2022 "Should" for two editions I avoided plasma like the plague. My buddy kept pushing me to use it, so I finally agreed to play with all the plasma he wanted me to play. We played two games, in the first game I overheated all of the plasma on the first shot. On the second game I overheated with almost 2/3s on the first shot, didn't kill anything but my own troops. He never suggested I use plasma again. Auto-plasma hellblasters have 3 shots. Just don't overcharge, and you still get 15 high STR high AP shots. Up to 15 damage that usually wounds on 2 or 3 and most stuff only gets an invul against is still really good against a lot of armies, in my opinion. XeonDragon 1 Back to top Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5804027 Share on other sites More sharing options...
Karhedron Posted March 12, 2022 Share Posted March 12, 2022 If you are going to use plasma in significant amounts, make sure you have a Captain nearby to reroll 1s. Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5804035 Share on other sites More sharing options...
CCE1981 Posted March 12, 2022 Author Share Posted March 12, 2022 I think I was working on an Imperial Fists Successor List with 30 Hellblasters at one point. I ran a Captain with the Eye of Hypnoth and an Apothecary with them. XeonDragon and Karhedron 2 Back to top Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5804051 Share on other sites More sharing options...
phandaal Posted March 12, 2022 Share Posted March 12, 2022 Assault Hellblasters are great. The main problem with them is they are hard to maneuver and/or hide. 10 non-flying infantry make a nice big target so you really only get that one chance to blast a priority target. XeonDragon 1 Back to top Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5804069 Share on other sites More sharing options...
Jorin Helm-splitter Posted March 12, 2022 Share Posted March 12, 2022 It depends on what you want to invest in. In my opinion the Multi-Melta ATV is point for point one of the best anti-tank units in the game. It outshines attack bikes by a large margin. 60 points vs 85 4 wounds vs 8 is a big difference. Both are very fast, easy to hide, but one has much more survivability than the other. While long fangs are decent Hellblasters are better all around. Either heavy for the base S8 D2 or S9 D3 overcharge or the assault variant for assault 3 to take on light vehicles. They maintain speed with being able to advance and shoot or remain stationary and still have a 24" threat range. It boils down to what you are willing to give up to make room for these units. The last option outside of Forge world that I would suggest is Macro Plasma redemptor dreads. I think three things hurt the ATV not being core, being a vehicle, and the general lethality of this edition. I don't think that they're bad I just think most people are going to take cheaper platform per MM because they just don't expect their units to survive the crack back. They just pushed heavy weapons too hard this edition IMO. On the subject of Long fangs, they've shown up in competitive lists kitted out with MM's in a drop pod. Being able to alpha strike on turn 1 is pretty big deal. That said without the drop pod, I do agree that Hellblasters are a better choice. "Should" for two editions I avoided plasma like the plague. My buddy kept pushing me to use it, so I finally agreed to play with all the plasma he wanted me to play. We played two games, in the first game I overheated all of the plasma on the first shot. On the second game I overheated with almost 2/3s on the first shot, didn't kill anything but my own troops. He never suggested I use plasma again. Auto-plasma hellblasters have 3 shots. Just don't overcharge, and you still get 15 high STR high AP shots. Up to 15 damage that usually wounds on 2 or 3 and most stuff only gets an invul against is still really good against a lot of armies, in my opinion. Yeah, this is how I use my hellblasters, you can over charge if you have re-rolls or don't have choice otherwise rely on volume to get the job done. They also are pretty good against armies like Orks where the t5 can be pain. Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5804177 Share on other sites More sharing options...
jaxom Posted March 12, 2022 Share Posted March 12, 2022 Plasma Inceptors particularly with Artisans of War. Also Land Speeders with multimeltas; 30" threat range for the +2 damage, can fly to pop out from hiding and shoot the highest priority threat. XeonDragon and Marshal Mittens 2 Back to top Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5804180 Share on other sites More sharing options...
XeonDragon Posted March 14, 2022 Share Posted March 14, 2022 "Should" for two editions I avoided plasma like the plague. My buddy kept pushing me to use it, so I finally agreed to play with all the plasma he wanted me to play. We played two games, in the first game I overheated all of the plasma on the first shot. On the second game I overheated with almost 2/3s on the first shot, didn't kill anything but my own troops. He never suggested I use plasma again. Auto-plasma hellblasters have 3 shots. Just don't overcharge, and you still get 15 high STR high AP shots. Up to 15 damage that usually wounds on 2 or 3 and most stuff only gets an invul against is still really good against a lot of armies, in my opinion. Agreed. They are also a unit that can make great use from an ancient: each time they die they can shoot 3 times (overcharge away!). Can be very nasty when paired with a chief apothecary to bring back each one that dies :D Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5804576 Share on other sites More sharing options...
XeonDragon Posted March 14, 2022 Share Posted March 14, 2022 Assault Hellblasters are great. The main problem with them is they are hard to maneuver and/or hide. 10 non-flying infantry make a nice big target so you really only get that one chance to blast a priority target. That is true, however they can make great use from an ancient: each time they die they can shoot 3 times (overcharge away!). Can be very nasty when paired with a chief apothecary to bring back each one that dies. It means you can get a lot, lot more out of them before they are wiped out as priority target. As much as I love my assault hellblasters, I've found company veterans with combi-plasma and storm shields do similar work as normal (rapid fire) hellblasters each turn and just hang around so much longer = better investment. I think HBs are a tad over-costed. If I play them, I play an ancient with them and run them with an apothecary to get the most out of them. Link to comment https://bolterandchainsword.com/topic/373189-anti-tank-think-tank/page/2/#findComment-5804577 Share on other sites More sharing options...
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