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Old 03-12-2008   #1 (permalink)
all-lucky7777
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Default Plasbattery tactic

Alright This is my best attempt at making an AP battery that isn't stomtroopers.

Hardened Vets, Elites Choice
-Hardened vet Sarge with Honorifica Imperialis, Plasma Pistol, Power Weapon/Fist (note that he is not an independent character, so this is safe!) and maybe meltabombs.
-3 Vets with either Meltaguns or Plasma Guns. The meltas have the dual purpose of being able to blow up tanks, but vastly take away from the AP theme. Also, if you take plasma guns the only thing you need on the sarge is a Plasma Pistol.
-3 Vets with Laspistol/Chainsword Combo. These give you more attacks in those nasty prolonged assaults, and get them over quicker.
-3 Vets with shotguns. This is important becuase the less you have to be in combat the better, and you can't charge if you dismount from a moving transport.
-Chimera with Whatever, but its nice to have a ML turret with a stubber mounted on it. Extra armor and Track guards are nice too.

the tactic goes as follows: You drive full speed (12") towards your desired target on the first turn, maybe second. Then second turn, you Get as close as you have to to be in order to double tap with the plasma guns. Then, unload! Theres not much with armor that can withstand 5 plasma gun shots at BS4 + 9 Lasgun shots + 6 chimera shots and not be seriously dented. The other Thought was to give them meltaguns and have them stalk armor, but have the ability to still do some damage and then charge the squad to finish it off. Use the chimera as cover. The hull weapon wont be able to shoot because the access port is in the back.

THe key is to get out of the APC, shoot like crazy, then finish them off next turn, or to get out, shoot, finish the horribly weakened squad with another squad of yours, then mount up and repeat. With any luck you can pull it off twice! Just imagine 5 dead termies from a round of shooting by Guardsmen...

Any thoughts?
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