Cambeul Posted September 11, 2009 Share Posted September 11, 2009 Hail Wolves. My buddy at my LGS just got his copy of the SW Codex (he is the Manager) and just both love it. Anyway he has been having some trouble against Imperial Gaurd and other Marine armies that bring some serios Long Range Fire Power, and having his troups survive long enough to engage the enemy. Right now he is making a 1500pt army that is roughly: Rune Priest Wolf Gaurd 8 Grey Hunters Rhino Wolf Gaurd 9 Grey Hunters Rhino Wolf Priest Wolf Gaurd 13~14 Blood Claws Land Raider Crusader Land Speeder - Multi Melta, do not think it had the second Heavy Weapon? I am not sure exactly what all his upgrades are but expect the usual Power Fist Melta Guns ect... What do you suggest he may do to alter his list? I was thinking Drop Pods instead of Rhinos but then that would leave his Land Raider to take all the Fire Power. Link to comment https://bolterandchainsword.com/topic/178291-long-range-woes/ Share on other sites More sharing options...
Firenze Posted September 11, 2009 Share Posted September 11, 2009 BUt the land raider CAN take the firepower. It is a tough cookie to crack. DPing would be good for shaking his army up. Link to comment https://bolterandchainsword.com/topic/178291-long-range-woes/#findComment-2107974 Share on other sites More sharing options...
the jeske Posted September 11, 2009 Share Posted September 11, 2009 Anyway he has been having some trouble against Imperial Gaurd and other Marine armies that bring some serios Long Range Fire Power, and having his troups survive long enough to engage the enemy. wolf scouts with melta weapons . drop pods with melta weapons . GH units with melta weapons[but not whole army just one and maybe a dread or two dreads and no GH in drop pods unless its 1750 or more]. its enough to control tanks. dont try to blow up tanks from range , its really hard in 5th ed [considering +4 cover even with 9-11 lascanons per army it takes ages to blow up stuff] and on top of that SW since 3ed sucked hard at long range shoting. Link to comment https://bolterandchainsword.com/topic/178291-long-range-woes/#findComment-2107983 Share on other sites More sharing options...
Firenze Posted September 11, 2009 Share Posted September 11, 2009 Jeske has a point. Meltas and Dreads help alot here. Shock and awe is what the list needs. The tanks in IG are a huge threat. Link to comment https://bolterandchainsword.com/topic/178291-long-range-woes/#findComment-2107991 Share on other sites More sharing options...
clanfield Posted September 11, 2009 Share Posted September 11, 2009 raiders are good but 250 pts in a 1500 pt game ? Link to comment https://bolterandchainsword.com/topic/178291-long-range-woes/#findComment-2108040 Share on other sites More sharing options...
RedMoon Posted September 11, 2009 Share Posted September 11, 2009 i wold say try to get a dreadnought in a drop pod. in my standard 1850 tourny army i have an ironclad in a pod and that fellow has saved my but on alot of occasions. i give mine the melta gun and 2 rockets so i can usually pop a tank the turn i land. then its a hhhuuugggeee target if they ignore it it runs amuck if they try and kill it there not shooting at my rhinos or land raider. even keeps my 2 vendis alive for the turn and there huge targets too. nobody like something in there lines the first turn. i know we dont get iron clads now but we can take a venerable which i think is better and even harder to kill in a pod. i say try it out. in 2000 points i have 2 iron clads lol Link to comment https://bolterandchainsword.com/topic/178291-long-range-woes/#findComment-2108066 Share on other sites More sharing options...
Nadir Posted September 11, 2009 Share Posted September 11, 2009 BUt the land raider CAN take the firepower. It is a tough cookie to crack. DPing would be good for shaking his army up. Yes but not for long. You need just to immobilized the LRC to get him out of action. When you are playing against IG, they will have at least few missile launchers and maybe a battle canon. I'm old fashined, so I would get as many Rhinos I could get. You can also take a wholedrop podding army, but it is scary mon. The whole flying thing. So, when you bring your Rhinos, Rune Priest is your HQ to get - guaranties additional and "free" smoke launcher. Link to comment https://bolterandchainsword.com/topic/178291-long-range-woes/#findComment-2108082 Share on other sites More sharing options...
Jaarl Stormfang Posted September 11, 2009 Share Posted September 11, 2009 When you say serious long range firepower, do you mean tanks, or heavy weapon teams, dev squads, troops with heavy weapons etc. If you mean the second, shoot them back I say. 3 packs of 6 long fangs with heavy bolters. 345pts, barely a dent in your army. 15 heavy bolters :rolleyes: ...or you could be less over the top. Link to comment https://bolterandchainsword.com/topic/178291-long-range-woes/#findComment-2108095 Share on other sites More sharing options...
Thorgrim Blackwolf Posted September 11, 2009 Share Posted September 11, 2009 Long Fangs are now dirt cheap and a squad in cover with good fire lanes will cause most things in the IG list to have a bad day. Though my favourite solution is wolf scouts and dreds in drop pods. Cheers Thorgrim Link to comment https://bolterandchainsword.com/topic/178291-long-range-woes/#findComment-2108109 Share on other sites More sharing options...
Cambeul Posted September 11, 2009 Author Share Posted September 11, 2009 Against the Gaurd I think it was 2-3 Leman Russ' Tanks (or the Irony) plus Heavy Weapon squads ect. He even got unlucky and dropped a Terminator Squad that was taken out by a Lascannon and 9 Flash Lights (lasguns) he tells me. Marines I think it was a Predator, Vindicator, and some other stuff. I think the Marine player is not as bad as going against the Gaurd. What do you think he should drop out fo his 1500pt list to pick up a Dread or Scouts or something? I was thinking maybe drop a HQ, probably the Rune Priest and keep the Wold Priest maybe? Or maybe downgrade the LRC to a Rhino and only have a unit of 10 in there so I guess 8 BC's and WG, and WP? Only downside is no assaulting out of the LRC I was also thinking of maybe getting instead of 2 GH Squads with 2 WG and a RP of 10 in Rhinos get 3 units of 5, 2 with WG, and 1 with a RP and put them in Razor Backs. Maybe give them all TLLC? or a couple and take some TLHB too. May also help with having more scoring units in the game as well? And am I reading the new Dex right that I can get 5 Lascannons or any Heavy in a Long Fang Squad plus captain. Link to comment https://bolterandchainsword.com/topic/178291-long-range-woes/#findComment-2108162 Share on other sites More sharing options...
Hotspur Posted September 12, 2009 Share Posted September 12, 2009 Personally, I'm a fan of land speeder typhoons. You can add the MM if you really want to get that close, but w/ a speeder, I'd advise against it. I've had pretty good luck with these guys; however, positioning is critical for them. I field a whole squadron, so there are six frag or six krak missiles flying every turn. It works out pretty well. Just learn to position them, make use of cover, and you'll do great with them. Link to comment https://bolterandchainsword.com/topic/178291-long-range-woes/#findComment-2109313 Share on other sites More sharing options...
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