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Unit of the Week: Tarantula Air Defence Battery


Jolemai

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Welcome to part six of the Blood Angels Unit of the Week Series!

Following the release of the 9th edition Supplement, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Forge World and Forge World Legends comprise parts five and six.

Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.

Without further ado, here's this week's entry:
 

sml_gallery_62972_10568_1098.jpg Tarantula Air Defence Battery


What are you thoughts here folks? How best would you use the Air Defence Tarantula datasheet found in Warhammer Legends: Forge World?

  • To compliment a list, or to build a list around? Will the Chapter Approved changes affect your list(s)?
  • What units (if any) will you be babysitting? Alternatively, what will be babysitting this unit?
  • How many models per unit?
  • Are you buffing this unit? If so, how?
  • Stratagems of note?

Over to you.

Please note that Tarantula Sentry Battery will be discussed elsewhere.

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A poor forgotten unit. It gets bonuses against AIRCRAFT, but most AIRCRAFT get Hard-to-Hit, meaning Tarantula would be hitting on 5+ only . It's also a bit overcosted for an immobile D6 shots weapon platform.

Still T5 and 4 wounds with AoC mean it will not die to a sneeze. A battery of 3 could probably be an annoyance against jetbikes or jump-infantry without AoC.
I'm thinking 3, to increase impact of those D6 shots per model.

Edited by Majkhel
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Previous editions don't matter at all.

D2 against AIRCRAFT isn't awful (neither is STR 7 AP-2 that is buffed T1) and as a VEHICLE, it can receive a Techmarine's buffs. Targets the nearest viable FLY unit first so tbh it's actually a decent backfield objective holder (like many Tarantulas/support weapons). It also doesn't cost CP to take due to the BA keyword, so that's a bonus too. Maybe I'll try one out next time I use a Tarantula and report back :thumbsup:

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These feel to me more of a scenery piece or objective marker. Like you are playing a campaign and your stealthy vanguard forces need to destroy them or something. They look too cool to leave on a shelf, but aren't good enough for an army list, and that's not too bad. At least they are fun to use for that.

In practice, I can see them being useful in a flyer-heavy meta, but how common is that? I believe they still get -1 to hit against flying units, which is unfortunate when you look at almost every other AA piece out there. And with their D6 shots, lacklustre strength and AP, and low damage, I would argue pressing heavier weapons into AA without any buffs would be more useful. That said, 40pts per model isn't bad, and they are pretty tough for that cost.

In all honesty, using them seems somewhat inefficient, I would rather use Hunters or Stalkers, being tougher and more mobile with better damage to boot. They do have one big advantage though, they can be used in any Imperial army. If you are making a gunline army, then they can be useful, otherwise I'll skip thanks.

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