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Anti-armor in the 1750-2000 point range


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How much anti-armor do you guys carry in a 2000 point game?

 

My Eldar opponent is normally all mech or Wraithlord castle, Tyranids is Nidzilla, Space Marine is Mech, Daemonhunters with Chimeras and GKTs in LRCs..etc.

 

How much anti-armor do you guys normally take to stop such a threat? This is 1750-2000 point games.

Vs. Nidzilla... sternguard with melta attachments, and after that using the acid rounds can put a hurting on MCs. Vulkan is your boss here and bob's your uncle. TH/SS termies also do wonders on squishing big bugs.

 

Everyone else just melta, melta, melta, and vulkan is your boss, with TH/SS termies in an LR for that extra you're boned factor.

 

Vs. Eldar thunderfire cannon can be really handy as well.

I might have it easier since I play Chaos, but every unit in my army is able to handle atleast AV11 reliably and often up to AV13.

 

Krak Grenades against rear armor

Power Fists in squads

Meltaguns in a variety of locations

Some mix of AutoCanons/LasCannons for medium-long range shooting

Winged Daemon Prince

 

If I had to come up with a ratio though, I'd start with something like this:

1 "strong" and 1 "decent" anti-tank unit per 500 points.

Strong = Multi-Melta Attack Bikes, LasCannon Predator, Combi-Melta spam Sternguard in a Drop Pod etc

Decent = Single Meltagun or Power Fist in a Tactical, Hellfire Dread, Cyclone Missile Terminators etc

I recommend the ever-reliable and hella-expensive triple-scoop-of-lascannon Predator.

 

It guarantees that what it shoots at in a turn, will be dead, or dying.

 

Missile launchers are quite good, as are the occasional multi-melta. You might even try a Vindicator, especially in the case of carnifexes and wraithlords.

 

-Proteus

How much anti-tank to take?

 

80-90% of my army should be able to scratch any tank short of a landraider, and more than 50% should be able to glance AV 14 at the least.

 

At 2000 points I expect to have 3 HQs, 4-6 tanks, and about 8 squads of infantry and/or bikes. So I should have 7 or 8 units with meltaguns, meltabombs, or lascannons. Another 3-4 units should have powerfists or thunderhammers.

 

Dedicated antitank though? Id say one unit that excells at and is geared to the destruction of armor per 500pts, rounding up in all cases. So in a 2k list, perhaps a TLLC dread, pair of MM attack bikes, WG squad with 3 combi-meltas led by a WGBL, and a landraider or Predator annhilator as an example. When supported by squad based meltas and the occaisional powerfist that should be enough for most enviroments- though note that doubling up on certain kinds *like say 4 MM attack bikes and 2 landraiders* is perfectly reasonable with a theme list or if it fits into your tactics better.

It really depends on your normal opponents.

 

If playing against Eldar or SM's/CSM's/etc primarily then I'd say about 8 ranged AT weapons of various sorts (S8/9) is what I'd aim for generally. My CSM's typically have 7 combi-meltas and 6 Oblits, so 13 there (although most are 1-shot) in addition to having krak grenades on everything, a flying Daemon prince, and some powerfists in there and that typically suffices.

 

If playing against the armored wall of the Imperial Guard and it's mechanized hammer of doom, then pack in absolutely every meltagun, powerfist, meltabomb, krak grnade, autocannon, and lascannon you can and pray it's enough when you get stuck facing 15 tanks and skimmers in a 2000pt game.

I make sure the vast majority of my army has at least one weapon capable of defeating armored vehicles. It is target of opportunity. It isn't that I send all of my units after enemy tanks, but which ever one doesn't need to go after something else that turn can take the pot shot at the tank. If my opponent is spamming tanks, then I simply have a target-rich environment. :P
I make sure the vast majority of my army has at least one weapon capable of defeating armored vehicles. It is target of opportunity. It isn't that I send all of my units after enemy tanks, but which ever one doesn't need to go after something else that turn can take the pot shot at the tank. If my opponent is spamming tanks, then I simply have a target-rich environment. :P

Good man! Adaptable and capable... thats what space marine should be.

 

If I can make flexable eldar aspect warriors a staple of my xenos list then most players should be able to get flexable marines ;).

Really depends on the oponents list. Las cannons aren't worth it against Nids or armies with light armor like Chimera spam IG or Rhino mechmarines, Missile Launchers are a better choice. And, since missiles are always a good choice, so it's good to have a core of missiles augmented by meltas if serious armor action is expected. IMHO current SM have problems building flexible "all comers" lists and are more geared towards extremly powerfull tailored lists.

In 1500+ I usually go out of my way to get at least a full squadron of speeders and a full squad of attack bikes. And then there's the land raider with its multimelta and twinlinked lascannons, missile launcher on one tac squad, plasma cannon on another, etc.

 

I also like to give my biker units meltaguns and multimelta attack bikes, and I prefer my sternguard with meltaguns and combimeltas.

 

Usually it's a lot of anti-tank spread out throughout the army.

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