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post #11 of 91 (permalink) Old 01-07-07, 11:56 PM
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I woulix rending by taking it out of shooting. Presto, problem solved.

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post #12 of 91 (permalink) Old 01-08-07, 04:29 AM
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Every list has its cheese. Taking a few is fine, too many is being a twat, but everyone has them so you may as well use them.

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post #13 of 91 (permalink) Old 01-08-07, 04:52 AM
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Quote:
Every list has its cheese.
Ork cheese? (And Speed Freeks are a different army list).

Sisters cheese?

Grey Knights cheese?

I just find these grand statements are often wafted about right before someone admits they play Iron Warriors- :lol:
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post #14 of 91 (permalink) Old 01-08-07, 01:41 PM
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Did it suddenly get cold in here? Brrr.... :lol:

one thing I want is the ability to split my fire everywhere, it makes no sense that a squad of 10 guard or marines or whatever all have to fire at 1 target with everything, is the guy with the lascannon not smart enough to realize maybe he would be better off firing at the massive tank looming overhead instead of the little man no bigger than a squat running at him, or is that far too complex for the 10yr olds?

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post #15 of 91 (permalink) Old 01-08-07, 01:49 PM
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Quote:
Originally Posted by The Son of Horus
The problem here is that the assault cannon is supposed to be an anti-infantry weapon, not something that's better at opening up the best armor in the game than dedicated anti-tank weapons.
Are you sure about this? Based upon teh rules for it one would think it is a jack-of-all-trades weapon. It's anti infantry and anti armor. Looks like it was intentionally designed that way.

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post #16 of 91 (permalink) Old 01-08-07, 01:59 PM
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Ork: Warbikes. Grots are surprisingly effective for the points cost.
SoB: Exorcist's general awesomeness, Immolators being able to move 12" and fire (and reroll wounds), four meltaguns in a mounted squad, two meltaguns(pistols) in a jump pack squad
GK: S6 force sword on the leader, true grit with stormbolters, the shrouding, Psycannons

In EITHER SoB or GK we have Callidus and Eversor assassins (insanely effective), "Metalstorm" inquisitors (cheap HB dev squad), being able to use two psychic hoods to block one power, in DH there's an item that lets you get first go, and in WH there;s one that lets you get choice of where to set up. you can ally the lists together and take both!

They may not all be super-mega powerful, but if used properly they can make people squeal about cheese

And, for the record, I don't play iron warriors.
And my Tau army only has one devilfish, and it's for pathfinders who don't even use it.

And my marines only boast three LSTs and no AC terminators. I tend to favor scouts for my troops (usually take at least four troops choices, at least half are scouts.)

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post #17 of 91 (permalink) Old 01-08-07, 08:46 PM
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Quote:
Originally Posted by pathwinder14
Quote:
Originally Posted by The Son of Horus
The problem here is that the assault cannon is supposed to be an anti-infantry weapon, not something that's better at opening up the best armor in the game than dedicated anti-tank weapons.
Are you sure about this? Based upon teh rules for it one would think it is a jack-of-all-trades weapon. It's anti infantry and anti armor. Looks like it was intentionally designed that way.
Jack-of-all-trades yes, but it's anti-tank ability is too good. This they could fix by making it AP1 on 6s and losing the rend. With Tank Hunters they could still penetrate a Predator, but be unable to hurt a Land Raider - for that they need things better suited to the job, like missiles and lascannons.


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post #18 of 91 (permalink) Old 01-09-07, 09:25 PM
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It only has a two foot range. It is handicapped enough. You gotta get the thing into range before it can be used.

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post #19 of 91 (permalink) Old 01-09-07, 11:50 PM
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yeah...

It's not like every unit that can carry one is either extremely fast, able to deepstrike or equipped with a fuckton of armor ;-)

I like ACs, and used in moderation, I see no shame in taking them (hell, my cityfight list has five, two of which are twinlinked), but I will say they are a bit too good against tanks...or at least have the potential to be. I went three straight gaes where my Baal predator got its ass smoked before it could pop a single tank, and it usually got to fire before it got toasted.

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post #20 of 91 (permalink) Old 01-10-07, 01:48 PM
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Quote:
Originally Posted by Galahad
yeah...

It's not like every unit that can carry one is either extremely fast, able to deepstrike or equipped with a fuckton of armor ;-)
Let's see....

Land Speeder totnado - Easily shot down by massed bolter rounds and anything stronger. It's got no surviveability. When I take them mine usually go down inside of two turns. People don't let them last long.

Dreadnoughts have a relatively weak armor compared to a lot of other tank types out there.

Terminators once they deep strike they will probably only get to use that AC once before they are assaulted or shot to peices.

AC's are good, but they have short range and any decent player will make anything carrying one a priority.

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