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Warhammer 40,000/6th Edition Tactics/Imperial Guard/Armoured Battlegroup
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===Elites=== *'''Commissar Tank:''' Basically a CCT with orders replaced with Lord-Commissar-esque Ld-10 bubble. Even without orders BS4 Lemans are great. See Command Tank entry for details of extreme nid destruction, and useful ways to hold your home objectives with the Ld10 bubble these guys give. *'''Destroyer Tank Hunter Squadron:''' Destroyers aren't ''bad'' per se. They have a Strength 9, 72" range, Ordnance cannon (well, laser array), which ''will'' demolish most of what it hits in one shot, and now that it's twin-linked, it's even better than the Vanquisher (10% more likely to damage AV14 and it gets better from there). The problem is cost; the Destroyer runs 25 points more than the Vanquisher, which is already a pricey tank suffering from a meta problem ''named after itself.'' In an edition dripping with high-HP vehicles and monstrous creatures, a unit that fires just ''one'' shot, no matter how reliable that shot is, tends to fall by the wayside. In a more casual list, it's right at home; throw some Camo netting on it, park it in a corner of the field in some nice cover (the tank's low profile will easily net it a 50% obscured cover save, which the camo netting boosts to 3+) and it will be a reliable source of damage for the whole game. *'''Atlas Recovery Tank:''' Ironically, the Atlas is kinda terrible at what it's made to do, which is towing tanks. Basically, you can tow an immobilized tank d6+2", or d3+2" if it's a Heavy vehicle. You can also tow immobile gun platforms and the like. For 85 points, this is basically counter-productive. Sure, you can get into better positions, but it's not like you'll get there very fast. Also, both tanks can only make Snap Shots while towing, not to mention you're putting another potential kill point on the table while lessening the possibility of killing something. However, there is one really big caveat that makes it worth considering: Tech-Priest Enginseers within 6" can reroll failed Blessings of the Omnissiah repair rolls, ''and'' they can make a second repair attempt, which can be on a different tank than the first one. This makes Enginseers incredibly efficient, but you're still dropping 85 points on a fairly pointless tank. *'''Armoured Fist Storm Trooper Squad:''' Stormtrooper squad in mandatory Chimera. Can't deep strike, but otherwise the same. *'''Tech-Priest Enginseer:''' Here to fix your shit. Hide him behind a tank wall, give him servitor retinue and pair him with Atlas for maximum effectiveness. You can get two per FOC, and they do not steal your Elite slots. That and they can take a Trojan which buffs your tanks. **'''Trojan Support Tank:''' It's basically a 35 pt. Chimera with AV 10 on all sides and only six transport slots. It also has the Support Vehicle special rule; a single Tank or artillery model within 6" gets the Preferred Enemy (Everything!) USR. It's cool and all, and definitely a good way to tow your Enginseers around, so it definitely merits inclusion, but it's not such an amazing force multiplier as to be an auto-include.
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