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Unit of the Week: Predator Annihilator


Jolemai

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Welcome to part two of the Blood Angels Unit of the Week Series!

Following the release of the 9th edition Supplement, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Finally, part five will be dedicated to the reinforcements from Forge World.

Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.

Without further ado, here's this week's entry:

sml_gallery_62972_10568_1098.jpg Predator Annihilator

What are you thoughts here folks? How best would you use your Annihilator?

  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • Will you be running multiples?
  • How are you buffing this unit?
  • What Wargear Options do you prefer and how much does it depend on the above choices?
  • Stratagem synergy or note?

Over to you

Please note that the Baal Predator, Deimos Pattern Relic Predator, and Predator Destructor will be discussed elsewhere.

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Four Lascannons and an average tank chassis ain't bad at all (no ones taking the HB!)

 

However non-CORE vehicles are something that suffer from a real lack of synergy and this one is no different.

 

Techmarine can obviously give it +1 to hit, which is a solid buff given all the firepower but there isn't much outside of this to help it.

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The problem with the Predator Annihilators has always been that against a pure horde it struggles with the wrong weapon load out, against a heavier force that it wants to shoot at it struggles to survive being a priority target. The keys for me if I'm spending the points investment on an Annihilator are:

  • Concealment - If you don't have first turn, the Annihilator should be as well hidden as possible, if not possible to hide it, consider keeping it in reserve and eat the lost shooting from being off the board, if you let the opponent shoot at it freely, it will die...
  • Redundancy - even though it's carrying 4 Lascannon, I need more high strength shooting as well or if my opponent focusses on it I've lost a useful capability - I like Multi melta attack bikes in this role, their low slung easy to hide nature combined with strong damage if they get close means they force a choice for an opponent with movement shenanigans if they are trying to draw a line on me, Alternatively if I'm springing for a Land Raider I'll often try to fit the Annihilator in too to draw fire away from it - either way some of my Lascannons live.
  • Distraction - similar to the attack bikes above, if taking an Annihilator make sure your opponent is never in a position where it is the only thing that can hurt him turn 1, make him make choices and it can live to do all that juicy damage.
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As Cleon said, having extra anti-tank units is a must for me. A lone Predator is easily taken out but if it's one unit alongside others with similar weaponry it forces some decisions in target choice.

 

I have an Annihilator as my oldest 40k vehicle and I have to say it is one of the vehicles I take more regularly than others. Part of that is probably nostalgia but I do like the mobile platform with 4 lascannons. Some games it takes a load of fire early and blows up without doing much, other games everything it fires seems to hit and roll well for damage. Even with 4 lascannons it's a bit of an RNG machine in that regard so I tend to view it as sort of an anti-tank casino. If it rolls well, awesome! If it rolls badly or gets blown up early, hopefully something else got to do damage instead.

 

At the cost I feel it's not a major loss if it's a priority target for the enemy but at the same time if they ignore it to go after other targets it can put out some serious damage over the course of a few turns.

 

I used to camp a Captain nearby for the reroll aura but with that changed in 9th I've not felt the need to 'tether' it to anything, which is actually nice and freeing.

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