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What are they and how do they work? They're mentioned in the IG stormtrooper entry, but no explanation is given. Same for the armory, they are mentioned, but no explanation is given.
Thanks a lot. I had looked in the index, but all I could find was the entry for meltaguns. It's all so clear now.Severian said:Check your BGB - in short you hit vehicles in assault as normal eg. you only get one attack, if it is stationary you hit automatically, moved 6 hit on 4+, moved more than 6 hit on 6+. The meltabombs are strength 8 and you add 2 dice 6 for armor penetration. They work a charm always give them to my assault squad. 8)
Yeah, but it's not a full squad. I designed them around tank hunting, giving one guy a plasmagun and one guy a meltagun. The sarge has a plasmapistol and powersword, and then I have just four hellgun troopers. So I was thinking, since I didn't take ten, I could use the extra points I saved (from not buying extra troopers) to buy them all meltabombs. I like the 8+2D6 AP, is very nice.Jacobite said:Quite expensive though, if your looking to cut costs - I'd recommend taking them on a Sergent/Vet Ser and giving the rest of the squad normal Kraks.
I use them on a marine assault squad so a bit of difference ... but if you are blowing up a tank with them try and hide behind the tank to avoid the nasty incoming fire (usually a flank attack) and you get to hit the side armor ... oh, did I forget to mention that you better say your prayers to the emperor that you don't roll a 6 on the damage tables after you get that penetrating hit? Especially with guard it is just going to ruin your day if you get caught in the explosion. :shock:LongBeard said:I'd generally stay away from Melta bombs, especially on expensive assault squad. Generally you want them tied up In combat where they can't be shot, If you take the risk and go for the MB charge kill It or not your going to be sat In the open with you 200pts+ unit waiting to be shot.
If your playing guard I'd go for deep striking vets with melta guns ftw, whatever deep strikes won't/shouldn't survive so max out on the three specials and add the PP If the points are available.
Two words. Drop Troops. Yes, Vets can Deep Strike. And they already have Infiltrate thrown in for free. And since I expect them to die anyways, I don't really worry about whether their save is 4+ or 5+.Cadian81st said:Yeah, but vets can't deepstrike, nor do frags and kraks come standard. Stormies also get a better save than vets. I understand the point though about deepstriking and being trapped for a turn, so I think I might infiltrate instead. You have to be 12" away from an enemy model, but I cans still move, shoot, and assault. So that way, I can move up six, shoot at some of them w/ my plasma gun and pistol, and my melta, and then assault the next vehicle that's there.
Oh and LongBeard, that's how much my seven man squad w/ infiltrate, MB, meltagun, plasmagun and pistol, and powersword. I took the plasmagun because I figure their BS is slightly better, and their armor is better too, so I can risk it. Plus, it's got more range.