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Are Melta Bombs really so powerfull?


jaro1410
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Tactical Sergeant can take them for 10 points. 

Then he has 2 melee attacks with strength 8, AP 2, Armourbane (re-roll failed to wound, or +D6 vs vehicles) and Instant Death (!!?!)

It is Unwieldy (fights in Imitative step 1) and has Detonation that I couldn't find anywhere in the index.

Am I missing something or is this unusually powerfull option?

What is the point of taking any other weapon options, they don't have Instant Death and cost more?

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2 minutes ago, jaro1410 said:

Tactical Sergeant can take them for 10 points. 

Then he has 2 melee attacks with strength 8, AP 2, Armourbane (re-roll failed to wound, or +D6 vs vehicles) and Instant Death (!!?!)

It is Unwieldy (fights in Imitative step 1) and has Detonation that I couldn't find anywhere in the index.

Am I missing something or is this unusually powerfull option?

What is the point of taking any other weapon options, they don't have Instant Death and cost more?

Detonation is on page 118 of the Loyalist (and possibly traitor) rule book. It means a meltabomb can only be used against Vehicles, Dreadnoughts or Automata, anything with a movement stat of 0 or "-", buildings or fortifications AND they can only make one attack with such a weapon regardless of any other bonuses to # of attacks or attack stat itself.

Thats why.

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On 8/1/2022 at 2:05 PM, Wugo_Heaving said:

It's probably a waste of points on a Sergeant, especially a Tactical. Even on an Assault Squad Sergeant  you're better of with a power weapon if you want extra hitting power.

The best place to take Meltabombs is on Destroyers. The whole squad can take them for 25pts.

 

I really like them on Recons.

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