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Fellblades

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Brothers, the time has come to expand my company! I'm currently floating around the 1800 point mark, and am trying to work a list up to 2500 points. Here's what I've come up with so far:

 

 

HQ – 355

 

Wolf Lord – Frost Blade/Storm Shield/WTN – 115 (in LRC)

Wolf Priest – Frost Blade/Storm Bolter – 120

Rune Priest – Frost Blade/Plasma Pistol/ Chooser of the Slain – 120

 

Elites – 318

 

Scouts – 5 scouts w/meltabombs, 3 Shotguns, 2 PW+BP, Wolf Guard w/ PW, meltabombs, combi-melta – 148

Ven Dread – Assault Cannon, Heavy Flamer, Extra Armor – 170

Ironclad Dread – 2 Heavy Flamers, Seismic Hammer and CCW - 150

 

Troops - 1102

 

Blood Claws – 9 BCs, 1 PW, 1 PF, Flamer, Rhino w/Extra Armor – 192

Blood Claws – 9 BCs, 1 PW, 1 PF, Flamer, Rhino w/Extra Armor – 192

Blood Claws – 15 BCs, 3 PW, Flamer – 232 (these guys will be in LRC)

Grey Hunters – 10 GHs, 8 bolters+CCW, 1 PF, meltagun, Rhino w/Extra Armor – 243

Grey Hunters – 10 GHs, 8 bolters+CCW, 1 PF, meltagun, Rhino w/Extra Armor – 243

 

Fast Attack - 150

 

Attack Bike – Multi-melta – 50

Attack Bike – Multi-melta – 50

Attack Bike – Multi-melta – 50

 

Heavy Support - 425

 

Whirlwind – 85

Predator – Autocannon, HB Sponsoons, Extra Armor – 90

Land Raider Crusader - 250

 

Total: 2500 Models: 61 PA, 2 Dreads, 7 Tanks, 3 Bikes

Comments and Criticism Appreciated

 

I really like this list, it throws alot of bodies at the enemy, but also provides enough covering fire to make them keep their heads down. The Rhinos and the LRC rush, with the ICs accompanying the BC packs. The LRC should act as a fire magnet, but can shrug off alot of punishment. My usual opponents are IG, Orks, Necrons, sometimes Tau, and lots more IG. Any insights you can provide would be greatly appreciated

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Looks like a very solid list. A little lacking in ranged AT, despite the three attack bikes, but that's just me. Also, unless the Ironclad is in a drop pod, switch him for a standard dread with some ranged firepower ... he'll have trouble making it to combat if he's slogging across the board.

 

Drop of the GHs on objectives and use the rhinos as mobile cover. But you probably already knew that. :)

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This should be in the army list section *Whistles for a Mod*

 

Still, as I have it hear *readies Red Pen 'o Doom!*

 

Brothers, the time has come to expand my company! I'm currently floating around the 1800 point mark, and am trying to work a list up to 2500 points. Here's what I've come up with so far:

 

 

HQ – 355

 

Wolf Lord – Frost Blade/Storm Shield/WTN – 115 (in LRC)

You should consider a Runic Charm here, it helps with the 3+ Armour saves every now and again.

Wolf Priest – Frost Blade/Storm Bolter – 120

Swap the FB for HPaB, far more useful.

Rune Priest – Frost Blade/Plasma Pistol/ Chooser of the Slain – 120

Nothing wrong, but a bit expensive for what he does. I'd consider an WGBL with a SS and FB here. Also, the CotS allows for an additional attack with a SS, so might be worth a look.

 

Elites – 318

 

Scouts – 5 scouts w/meltabombs, 3 Shotguns, 2 PW+BP, Wolf Guard w/ PW, meltabombs, combi-melta – 148

Consider swapping the Shotguns for BP&CCW's - Shotguns, whilst cool are pretty pointless in game.

Ven Dread – Assault Cannon, Heavy Flamer, Extra Armor – 170

Ironclad Dread – 2 Heavy Flamers, Seismic Hammer and CCW - 150

These probably ought to have Pods. The IC especially.

 

Troops - 1102

 

Blood Claws – 9 BCs, 1 PW, 1 PF, Flamer, Rhino w/Extra Armor – 192

Blood Claws – 9 BCs, 1 PW, 1 PF, Flamer, Rhino w/Extra Armor – 192

Blood Claws – 15 BCs, 3 PW, Flamer – 232 (these guys will be in LRC)

Grey Hunters – 10 GHs, 8 bolters+CCW, 1 PF, meltagun, Rhino w/Extra Armor – 243

Grey Hunters – 10 GHs, 8 bolters+CCW, 1 PF, meltagun, Rhino w/Extra Armor – 243

This is fine. Standard Rhino Rush build, should work well.

 

Fast Attack - 150

 

Attack Bike – Multi-melta – 50

Attack Bike – Multi-melta – 50

Attack Bike – Multi-melta – 50

These are your only real AT unless you're going to waste the GH's on Tank hunting. Ensure they get screened until they can pounce, as they are more fragile than T5, W2 3+ units might suggest.

 

Heavy Support - 425

 

Whirlwind – 85

Predator – Autocannon, HB Sponsoons, Extra Armor – 90

Land Raider Crusader - 250

Solid line up here, make sure you know what you can do.

 

Total: 2500 Models: 61 PA, 2 Dreads, 7 Tanks, 3 Bikes

Comments and Criticism Appreciated

 

I really like this list, it throws alot of bodies at the enemy, but also provides enough covering fire to make them keep their heads down. The Rhinos and the LRC rush, with the ICs accompanying the BC packs. The LRC should act as a fire magnet, but can shrug off alot of punishment. My usual opponents are IG, Orks, Necrons, sometimes Tau, and lots more IG. Any insights you can provide would be greatly appreciated

 

Ok, tactics time. The Raider is NOT your lynchpin. You know it, your enemy doesn't. The Grey Hunters and the smaller Blood Claw packs are more than capable of tackling the enemy forces if used well. You should spilt into three groups - the LRC and Dreads should be one, the the other two should be one GH and one Rhino borne BC pack plus at least one Attack Bike, two if it looks like that "unit" will be taking on more armour than it can cope with. The Pred and Whirlie should place themselves in the best position to harry enemy troops.

 

The tactic here is to use the LRC to identify the scariest enemy unit, point out how horrible the squad inside is and generally scare the enemy. It will probably die during the game, but war engenders sacrifices. Meanwhile, the BC's and GH's should aim to dismount and hit key units around T2, with a charge/countercharge ready for T3. Use the GH's to screen the BC's and the Rhinos to block enemy movement. The attack bikes and Scouts should cripple armour and by T5 you should have mopped up most enemy units. If the plan works.

 

Of course, plans never work quite that well. Fortunately, you can make things up on the fly with a Mech list - you'll need to!

 

Good luck - I expect Sagas and ale from you!

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Vassakov, thanks for all the imput. I agree with you that the IC Dread needs a drop pod, but the only problem is trying to find the points. I would like to keep the Rune Priest for the CotS, it help with all that pesky outflanking stuff. So any ideas for that?

 

EDIT: If I re-work the scout squad, I can get 10 pts back, so that leaves me with 25 points to chop off until I can afford that drop pod. One option is to ditch all my Extra Armor, but I really, really, really, dont wanna do that

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Alrighty, I know this will be moved eventually, but lets take a look at the list:

 

Brothers, the time has come to expand my company! I'm currently floating around the 1800 point mark, and am trying to work a list up to 2500 points. Here's what I've come up with so far:

 

 

HQ – 355

 

Wolf Lord – Frost Blade/Storm Shield/WTN – 115 (in LRC)

Wolf Priest – Frost Blade/Storm Bolter – 120

Where were you planning on sticking this guy? Also, drop the storm bolter for a bolt pistol or something similar. The stormbolter means you lose you true grit (ours doesnt apply to stormbolters, only bolters or combibolters). I personally find anything over a bolt pistol a waste, as I'm almost always in combat with my IC's, and maybe shoot a time or two in the course of the whole game.

Rune Priest – Frost Blade/Plasma Pistol/ Chooser of the Slain – 120

I personally like this idea, as it lets you cast stormcaller on the LRC, which as posted in another post, dramatically increases the survivability of your tank. Toss this guy in with the LRC so that he's always going to be in range.

 

Elites – 318

 

Scouts – 5 scouts w/meltabombs, 3 Shotguns, 2 PW+BP, Wolf Guard w/ PW, meltabombs, combi-melta – 148

See if you can fit in a MG with the scouts. Personally, a getup that I like is: MG, 2xPW, MB's all around (5 man squad). Comes to about 120 pts if memory serves, and you can deal with just about anything sitting back there, but the unit is also staying cheap (as these guys about 7/10 are one trick ponies, eating some heavy fire the turn after they come in). The MG in the unit will allow you to go after transports, popping the vehicle and then being able to assault what's inside. If you rely on assault only for tank killing, you end up losing that tactic.

Ven Dread – Assault Cannon, Heavy Flamer, Extra Armor – 170

Consider giving this guy a ranged setup if you arent going to toss him into a DP. With BS 5, giving him a TLLC, ML, EA, SL (puts him at about 193 pts if memory serves) gives your army some very nice long ranged punch with great accuracy. I personally have almost always run one of these badboys and I dont think i've ever been let down by it. Also, if you make this guy an HQ choice, it gives you room for another elite, and also saves you about 80 points worth of IC (not to mention, you really dont need to plop IC's in 3 separate squads).

Ironclad Dread – 2 Heavy Flamers, Seismic Hammer and CCW - 150

Again, if this dude isnt in a drop pod, I wouldn't take him. Marching a dread across the board will bring him in range of a lot of nasty anti-tank. If you are going podless, ranged dreads really help the survivability. I know some ppl swear by marching dreads, but I have 6 dreads in my possesion, and I really dont like that tactic. All it takes is one crack in your screening force, and boom, you are out 150 pts. Consider dropping this guy to free up some points.

Troops - 1102

 

Blood Claws – 9 BCs, 1 PW, 1 PF, Flamer, Rhino w/Extra Armor – 192

Blood Claws – 9 BCs, 1 PW, 1 PF, Flamer, Rhino w/Extra Armor – 192

Blood Claws – 15 BCs, 3 PW, Flamer – 232 (these guys will be in LRC)

Grey Hunters – 10 GHs, 8 bolters+CCW, 1 PF, meltagun, Rhino w/Extra Armor – 243

Grey Hunters – 10 GHs, 8 bolters+CCW, 1 PF, meltagun, Rhino w/Extra Armor – 243

Looking good here. Personally, I'm not a huge fan of BC's in a rhino, as you cant assault of a rhino if you've moved, and they rather suck at shooting compared to a squad of GH's. If I had a choice, I would try and work the points to drop those guys for a pack of 6 GH's in a razorback to act as objective holders. A pair of those back w/ the ranged support, and then 2 GH rhinos pushing forward w/ the BC's in a raider would be a nasty advancing force, especially with the scouts coming on to help around midgame. GH's are where it's at for me for the midranged fight, blasting the crap outta everything, and either taking the charge or charging whatever needs to be in CC. Just remember, being in CC means you cant get shot during their shooting phase, so it's not necessarily a bad idea to just go ahead and charge with your GH's.

Fast Attack - 150

 

Attack Bike – Multi-melta – 50

Attack Bike – Multi-melta – 50

Attack Bike – Multi-melta – 50

Love 'em. Cant go wrong w/ a good ol attack bike. I honestly am one of those slightly "touched" wolves that likes to have BC bikers as well, as long as I have a WGBL or WP w/ HP&B's to lead them. The IC can dish out lots of extra wounds, which helps this unit in CC. But the ability to have 12" moving flamer and/or PF's is priceless. In this list though, I wouldn't bother. I dont take them unless i can get at least 4 and an IC in there, which puts the unit around 270ish pts (foggy on exact number).

 

Heavy Support - 425

 

Whirlwind – 85

Predator – Autocannon, HB Sponsoons, Extra Armor – 90

In all honesty, these need a bit of beefing up for 2500. At that point level, i'm trying to fit in 2 Landraider variants, and I wouldnt leave home without a vindi. If you are pressed for models, 2 vindis and a crusader works well. A dakka pred I think will come up a bit short for what you need (you have lots of shooty troops, grab something that can take out swathes of troops OR a tank w/ 1 shot). The Whirly is always a fun choice, and honestly, you may wanna keep it to make the most out of the "anti-cover" missiles. Taking out scouts/rangers/IG in cover with this thing is definately advantagous. So maybe keep the whirl, drop the pred for a vindi, and have the LRC. You can get more ranged fire power from the vendread if you went ranged, and the AB's definately help here as well.

Land Raider Crusader - 250

As I've said before, dont leave home w/o the EA on this baby, as it will help you in critical situations. The two upgrades I always always always take are EA and the MM (this baby is a nice bit of added punch for sure). Some ppl like the extra SB as well, but I dont bother. But I refuse to try and field a crusader w/o EA, as at least once or twice a game it will get stunned, and I dont want to be left in a vulnerable spot because I cant move where I want to. Also, for tactica, plow forward the full 12" first turn and pop smoke. This will let you get in combat most likely 2nd turn, and the smoke should ensure that you make it that far (just pray to the dice gods a little bit)

Total: 2500 Models: 61 PA, 2 Dreads, 7 Tanks, 3 Bikes

Comments and Criticism Appreciated

 

So, that's my advice in a nutshell. As always, my style might not fit for everyone, but I've played with great success playing the way I play. One thing to possibly consider is fielding a small unit of sniper scouts (try 5 scouts, 4 sniper rifles and a HB). This unit will run you something like 90 or 95 points, so it's silly cheap, but it gives you the ability to take out monstrous creatures in a couple rounds of shooting. In my last game against necrons, he brought along The Deciever, and in 3 rounds of shooting the snipers took him down between forcing saves w/ the rifles and the hellfire round from the HB, where otherwise I would be forced to fire all my heavy weaponry at it instead. The snipers just allow you to save your heavy guns for something that matters a little more, where you can land 3 wounds a turn, forcing saves with the snipers.

 

Other than that, for pure mech, you have a viable force, I think a little experience with the units will go a long way towards streamlining it and realizing what ppl like myself and Vass mean when we give ya our suggestions.

 

Edit: whoop, just realized the Vendread is already HQ, just under the wrong spot :lol: So disregard that part of the advise

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Vassakov, thanks for all the imput. I agree with you that the IC Dread needs a drop pod, but the only problem is trying to find the points. I would like to keep the Rune Priest for the CotS, it help with all that pesky outflanking stuff. So any ideas for that?

 

Fellblades,

 

I'm fairly sure that CotS only keeps enemy units from Infiltrating (within 24"); it does nothing to prevent Outflanking.

 

Valerian

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You should note that your Venerable Dreadnaught is NOT an Elites choice- hes an HQ.

 

Why? Because you need a 4rth one, and hes the only person available at the moment. Edit: Also, you have four elites if you take him as an elites choice... remember, pack leaders take up an elite slot if you take any at all.

 

@ Valerian. Its an often argued point that CotS prevents one from outflanking using the infiltrate special rule... as it says they may not deploy using the special rules granted them by infiltrate- wich would include deploying in reserve as an outflanker. If they are outflaking from the scout rule, or say Khan... well thats a different story.

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Thanks all for your great replies, I'm making some changes to the list and I will soon post an updated list in the proper section, even though I dunno how many views it will get over there.

 

EDIT: heres the link to the new list, please go and take a look. New List

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