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Don't Forget the Combat Drugs:
Tip:
Make counters for each one so you don't forget.
Here is a nifty document I found to help with this.
Note this was not created by me.
Reaver Jetbikes:
![]() 5 reavers with 2 blasters and a succubus with haywire grenades makes for one bad day.
I use them for tank hunting and bunker assaults but a few ideas is to add a Hammy or Lord with them for added punch. I know its costly but adding a succubus with a tormentor helm and a power weapon is not a bad move. Also, turbo boosting around the board is fun, and effective to get to those hiding biovores, whirlwinds or devastator squads that need to go.
Hellions:
![]() Great looking models but I feel that they are primarily Secondary combatants. They are good when charging and with the right combat drugs roll they can be a real menace . I have taken out 2 lictors with them but they all got killed in doing so. Giving one a blaster and a syrabite with poisoned blades or an agoniser makes a good surprise for any opponent. The new Jink rule for the board and Hit and Run finally makes them worthy of a slot in many generals eyes, but I used them before then and surprised some folks in a RTT Tourney. I have seen 3 hellions with a blaster deep strike and kill a whirlwind, very cheap if you can pull it off.
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