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How do you deal with armor?


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Personally, I deal with armour using:

- Melta Speeders

- Drop Podding Combi-Melta/Asscan terminators

- Crapton of meltas in my GH squads.

 

Light armour goes down to AC/LC preds or dakkapreds, or dreads, or whatever anti-light-armour I feel like fielding on the day. :D

ive been toying with an uber squad of LFs... 2 LC, 3 ML and a wolf guard pack leader with TDA & cyclone missile launcher. 5 missiles to dispense as you see fit and 2 las cannons for tanks or the occasional large bug. and they now have a 2+/5+ save that they can try and make... and some close combat capability, in case the pesky scout squad wanders over to try and beat up on your long fangs, 3 power weapon attacks can scare off some of the more minor annoyances. maybe its a waste of a WG i dont know cause i haven't tested it out just yet.
Prior to codex release I was playing a 13th Co warband so am pretty use to not having much of anything for anti-armor. Due to limited mobility, I was using the gate psychic power to get melta guns up close to tanks, a melta/pf equipped bike squad, and a Long fang squad with 2ml/2hb. Now with the added mobility of drop pods I can get more units up and close with my meltas as well as adding additional Long Fang weaponry. I feel a lot better now with meltas and etc being in tight with the enemy a lot sooner then with my old 13th.
Lascannon/missile launcher dreadnoughts (I've never had a Monolith survive past turn one) and multi-melta Land Speeders.

 

You sir, are very lucky. Statistically, Monoliths are the hardest vehicle to take down.

 

Anyway, I'll give my Long Fangs a try this weekend and see how they play out.

a lot of people seem to be going for a lot of ML's (check me out with the lingo) over other heavy weapons is that purely for points reasons or because people own more ML's?

 

Cost effectiveness I would think.

 

It can reach out and smack something at 48" S8 AP3 or S4 AP5 blast. When you have 5 of them.. the effects tend to stack up.

my tourny list is very similar to yours and i have never had a problem with tanks. i know you said you dont like pods but you would be amazed how well a venerable dread with a multi melta is. you land it in first turn it blows up a tank then every thing shoots at it and ignores your rhinos cause nobody wants one of those any were near there lines. after that let your meltas in the grey hunters go to town. Anything that isnt a melta just isnt as good as it used to be at blowing up tanks. i rarely if ever take long range fire in my marine armies. my dread and rhino squads do all the work for me.

 

thats just my 2 imperial credits lol

what bits do you get in the devastator squad

 

my first and so far only army was picked up off ebay so i havent had a lot of experience putting them together?

 

i think ill be going with 3 ML's and two LC's in mine to keep the ranges similar, seems silly to take multimeltas when you cant use them as often as your other thigns

The Dev Box contains:

 

five multi-part plastic Space Marine Devastators and eight heavy weapons, including: a missile launcher, a multi-melta, two heavy bolters, two lascannons and two plasma cannons. The set also includes additional components allowing you to assemble one of the Devastators as a sergeant and add extra detail to the squad. Models supplied with 25mm round bases.

 

People do generally have spare ML's knocking around, too.

At 1500 I will run a five man scout squad with meltabombs, meltagun and WGPL with Thunder hammer, making this unit quite nasty when it turns up. I also field two GH packs with meltagun and WGPL with thunder hammers as well as a land raider with multi-melta if I get close enough

Bitzbox is amazing. I've placed several conversion orders with them. Highly recommended.

 

For me, I'm using an odd combination for tank busting. Melta Scouts and/or a Dreadnought, Dakka/LasPreds, but then either bikes or speeders. I can't decide between the two, speeders seem to be better anti-tank units but they're so fragile.

LS Typhoons. I field a whole squadron, so there are six frag/krak missiles flying every turn. If you can get them into position, where they're firing on side or rear armor, they are deadly.

 

I've always been a fan of the LFs, too. If they are deployed correctly, they can be as deadly, or more, than any tank. For my LF heavy AT setups I'd usuallt set them up with 2 LC and 2 ML; that usually lends plenty of range and plenty of armor popping power.

 

I know this is an old thread, but I couldn't help but put in a word for the LS Typhoons!

I don't rely on my LF squad as much as I do on my GH squads. My LF will pop stuff on a regular basis with their missile launchers, but in a tourney setting where my list is static from one opponent to the next, having the ML and HB makes them a very versatile squad.

I run a list mostly mounted in Drop Pods, with an equal mix of anti-infantry and anti-tank. I kit out my Long Fangs with 2xML and 2xLC, and I have two Grey Hunter squads with meltaguns and thunder hammers. I have two other GH squads armed with two plasma guns, and two GH squads with two flamers, so my troops alone can deal with most threats. I don't like special characters much, but I took Arjac anyway because I have an obsession over thunder hammers.

 

Heavy tanks are left for my melta squads, my plasma squads deal with Terminators/heavy infantry, and my flamer squads drop as close as they can and start ripping up infantry with the masses of hits from their flamers. Even Marines will fail their saves sometime!

I like to us Land speeders with an assault cannon and a multi melta. This is effective against light and heavy vehicles, as well as infantry. Running 2 of them comes out a little expensive point wise but they are effective.

 

Also, what options can the landspeeder typhoon take?

I like to us Land speeders with an assault cannon and a multi melta. This is effective against light and heavy vehicles, as well as infantry. Running 2 of them comes out a little expensive point wise but they are effective.

 

Also, what options can the landspeeder typhoon take?

 

The LST can take the ML and a HB or MM. If you choose to take the ML, you lose the option for any chin mounted weaponry. I don't mind, though, as the ML is a dual purpose weapon.

 

I kit mine out w/ the MM for extra AT; at 100 points per, they're not cheap, but they do their job wonderfully.

I've been going w/ a dread TLLC; ML and 2x MM; HF Speeders, and well as the evr important Typhoon. 2 krak missiles a turn are great, since you can sit far back in your deployment zone and still bring the pain. The option to fire frags is also great for going against light inf. Then meltaGHs, of course.
I'm going to give the list I have above a try.

 

It's supposed to be a all-comers list, so it's built to fight every one. The only thing I need to do is change my playstyle; I normally rush forward and attack.. but this list forces me to stay behind and shoot, and counter-attack with Ragnar. It'll be different from what I'm used to, but this is the only way I can see Space Wolves staying competitive with anti-armor.

 

and that's the new space wolves trick....we have to abuse our short ranged firefighting superiority and then send in the CC god of doom to take out what guns can't.

Drop Pods, should be taken in 3+ in order to be effective. 1 Pod is just too weak both psychologically and cost effectiveness.

 

I take one drop pod with grey hunters every game and it works great...they have a melta and a combi melta and they just drop on objectives closer to enemy lines while my LRC rushes to meet up with it...really awesome 1-2 punch and you never need to roll for reserves for it :huh:

How do you Wolf Brothers feel about Dreadnoughts in Drop Pods?

 

When I was playing C:SM, I took Ironclads and they were absolutely fantastic. Normal Dreadnoughts, however, are not so hot. Especially when you consider the fact that you can get 6x Long Fangs w/ X amount of weapons for them.

Point for Point the SW long fangs are tbe best buy.

 

A MM/typhoon is almost as much as 6 Long Fangs with 5 ML's, MM/HF is half.

 

You can put 15 missile Launchers in 3x6man squads for 420pts. If you need more tank busting than that I would rely on the odd Melta guns, melta bombs, and the krak grenade. You can sprinkle in other hvy wpns to taste.

 

I have run the following...LF (5 plasma cannons), LF (5 Lascannons), LF(5 ML), LF (5HB w/HB rzr back). The 5xLC kills everything dead and draws enormous fire. The 5HB is my fav, often over looked, devastating for troops and light armor and so very cheap. The 5 PC are anything under armor 14 killers. These guys make your opponent change his tactics before you even deploy them.... You can also add in the odd rzr back to LF's... increasing their mobility, protection, and fire power...Put a WG with cyclone in a 5ML squad.. allows you shoot 3ML here and 4there...very nice. Long Fangs are stand outs in the codex IMO.

 

I have not tried a 5Mulit melta squad yet, but is on my list.

 

OBEL scouts equipped for take all comers can pitch in as well. Basic dreds to back up your Long Fangs are tight too, if you have elite spots left.

 

Fast attack unit should be Thunder wolf cavalry, fenrisiaon wolves, or bike blood claws in small packs with Melta bombs in my mind.

 

In my test games so far, I have run 3 long fang units each game. They have been huge. Generally my opponent changes their deployment to their disadvantage and can not recuperate under the amount of fire they throw. At times, I have rhino's full of GH's that never get out, shoot, or assault all game. Well used Long Fangs are that good. When you combine this with Bjorn and allowing you to reroll your pick on who chooses sides....wow.

 

SW's have the capacity to be a very, very solid sit and shoot army.

 

my two fangs,

BDS

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