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Which tank should i take?


rangemaster

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I have a army that is mainly troops. it's space wolves, which i've been collecting and painting for a few years and am now going to get into seriously.

 

 

Skip down to see my question (this is not for the army list section)

 

I have

2 lone wolves (obviously separate units)

1 rune and 1 wolf priests

6 blood claws (1 unit no wolf guard because berzerk charge)

9 blood claws (1 unit + wolf guard)

9 GH (+WG) 1melta

9 GH (+WG) 1melta

6 GH (WG) 1 plama gun

1 Rhino (which unit should utilize this?)

5 long Fangs (WG) lascannon, 2x H.bolters, multi melta, h. flamer, plasma cannon

Ven. Dred.

5 scouts (H. bolter)

 

coming soon wolf lord+ wolf guard in term armour

 

 

 

+++++++++++++++HERE IS MY QUESTION++++++++++++++++++

 

i've been thinking of getting a heavier support for these troops so they don't all get killed off by heavy guns.

i hear the whirlwind is interesting because you park it in the back and it baradges the enemy. I love the concept of hitting multiple models in one shot. But i also like the land raider because of the twin lascanons. plus it could carry my wolfguards or blood claws. I was hoping that tank shock actually killed models when it ran into them, but i read the rules and feel really jipped now. lol.

 

which works best for the army outlined above?

Everyone says that the LR is better, but could someone write out a hypothetical battle using either tank ( I would like to see how effective it is) if LR are is better, who is it more effective against hordes of troops or monstrous creatures? anyone know of math-hammer and have enough time to type it out would be greatly appreciated.

 

 

 

Also any tactics suggestions would be greatly appreciated

 

Thanx

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Well Id reccommend another rhino to start with, and a Whirlwind for support... and another Dreadnaught- even the AoBR dread would be good.

 

Another rhino would help your mobility a little, and protect your squads from small arms fire.

 

But if your just splashing a bit of armor the whirlwind is best. Why? Because it doesnt require line of sight- you can park it behind a big peice of terrain and just keep firing all day- remember you take cover saves from the center of the template, not the firing model when using ordnance barrage weapons. Great vs hordes as it often wounds on a 2+ and ignores all saves, and even against marines it wounds on a 3+ and is pinning.

 

Few opponents are dumb enough to come to the table without something capable of tackling a landraider... and if its your only real armor on the table, or pared with only a rhino or two its going to die, and quickly, because its priority #1. Especially if its TLLCs or MM is your main antitank weapon.

 

Should you decide to go for the whirlwind then I serious reccommend you invest in getting some more anti-tank long fangs... lascannons and missile launchers to kill enemy ordnance *like basilisks and executioners* before they screw up your troops.

 

Id also say to you that if you ever buy rhinos you should instead buy razorbacks, and that your whirlwind has the same capability- if you simply refuse to glue down the back hatch *wich kindly fits in a snug depression anyways* you can switch out the rhino hatch for the razorback/whirlwind hatch at any time, giving you alot of flexability for 5 bucks.

 

Also, if your footslogging then you do yourself a disservice by not taking TDA equiped pack leaders in all your squads- the ability to shrug off krak missiles, reaper launchers, and battle cannons should never be underestimated... and the extra PW/PF doesnt hurt either. Also, each squad should be full size... because theres no reason not to have as many wounds/shots as you can get.

 

Lastly, I think youd do well to get some fast attack options- Landspeeders in particular, but swiftclaws would probly do the job too. Just for the sheer in your face and quick reaction times of both units, itll let you close with enemy heavy weapon teams, take out heavy tanks, and tie up assault units early in the game while your footslogging squads set up good positions.

A Land Raider crusader can carry 16 models. So you combine the blood claws and chink them in one. Then throw a heroe or a WG pack leader in there.

 

Rhinos are awesome for getting Grey Hunters around. Max the Squad and chnk them in a Rhino with extra armor and they are a mobile force.

combining the blood claws sounds like a good idea but i have the 6 BC as leaderless on purpose to allow the headstrong rule. they are my suicide marines. I currently have meltas in 2/3 GH squads. I will work to complete the GH squad and add to the BC squad that uses a WG.

 

I'm better with troop tactics than vehicle tactics.

So do i footslog around the field and shoot shells at the enemy? or do i pack a squad into an LR and roll it into the opposing force?

 

I probably will pick up another pack of LF, and get a razorback.

 

skyclaws or swiftclaws?

 

How does that sound?

quick question slightly relevant to the above. How should i equip my terminators. one wolf lord and 4 guard. I plan to use chainfists and the assault cannon and thundersheilds and hammers. i want to make it a fairly versitile group but be leaning in the close combat direction. suggestions? I hear that chainsists help them "walk through" tanks. how true is this?

Grey mage is right - you have long fangs, heavy weapon squads, tanks, zoanthropes, destroyers...hordes of xenos scum and heretics just waiting to pop that one tank. Rhinos, in my opinion, are cheap enough that you can run one or two and still be strategically viable, but you don't want a significant investment all alone out there. A whirlwind you can hide behind something (maybe), and it *can* (if the Scatter Gods favor you) do some real damage, thus forcing your opponent to either allocate resources to hunting it down and killing it (dropping a squad behind it rather than behind your rhino or another, honestly, more worthwhile target) or suffer the consequences. Anything else you have to run up or keep in clear line of site, so popping it will only tie up his units for one round of shooting, rather than forcing him to (re)deploy his units to kill it. Hope that makes sense.

 

Armor does better in large numbers. My Sallies use a vindicator, dreadnought, landraider, and two rhinos, and its still not really enough.

 

The whirlwind also has the side benefit of being easy to switch between a rhino or whirlwind-just don't glue the turret or hatch in place.

Grey mage is right - you have long fangs, heavy weapon squads, tanks, zoanthropes, destroyers...hordes of xenos scum and heretics just waiting to pop that one tank. Rhinos, in my opinion, are cheap enough that you can run one or two and still be strategically viable, but you don't want a significant investment all alone out there. A whirlwind you can hide behind something (maybe), and it *can* (if the Scatter Gods favor you) do some real damage, thus forcing your opponent to either allocate resources to hunting it down and killing it (dropping a squad behind it rather than behind your rhino or another, honestly, more worthwhile target) or suffer the consequences. Anything else you have to run up or keep in clear line of site, so popping it will only tie up his units for one round of shooting, rather than forcing him to (re)deploy his units to kill it. Hope that makes sense.

 

Armor does better in large numbers. My Sallies use a vindicator, dreadnought, landraider, and two rhinos, and its still not really enough.

 

The whirlwind also has the side benefit of being easy to switch between a rhino or whirlwind-just don't glue the turret or hatch in place.

 

 

I like your point there. i have a carnifex that i've magnatized and i think i'll do something similar to that with a rhino/whrilwind.

 

as for the scatter gods, so far i'm 6/6 in my scattering attempts. i was pretending my rhino was a whrilwind and muckin about with a friend to see how effective it was. Nailed it every time. i have yet to actually scatter. but it's a big marker.

 

which heavy weapons should i take for my next squad of long fangs?

 

THNX

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