DapperDave Posted May 28, 2010 Share Posted May 28, 2010 Ok, so I think I've developed a base list (or least a generic structure) that I'm comfortable with, but I have one consistent difficulty: AV 14 - either in the form of a land raider, or a wall of leman russes. So first, here's what normally makes up my list: Wolf lord on thunderwolf with frost blade, 4++ and two fenrisian wolves. He's joined by 5 thunderwolf cavalary, one with power fist. Wolf priest either with a maxed squad of sky claws or blood claws (with power fist). Elites are generally variable or not used. Troops are 2 squads of maxed grey hunters (lately i've taken to footslogging, but I've been known to go with drop pods or rhinos in the past - i have 3 of each) plus any blood claws. FA is usually for the thunderwolves, and any sky claws with one slot open for whatever. Heavy is usually 2 long fang squads with 5x MLs and a landraider crusader if I go with the blood claws. So here are the options or ideas I've come up with, along with the ups and downs I see: A) Wolf scouts with melta + wolf guard with combi melta can work well against tanks that sit in the back, but unreliable (either might come in too late, or can't infiltrate into position). B) Wolf guard in PA with combi meltas in a dpod - come in reliably and are likely to land safely - but could scatter out of melta range (or might not have enough room to place dpod where I need them). C) Mix in other weapons in long fangs, specifically lascannons or multi meltas (possibly dpod in a team of multi-meltas?) las cannons aren't generally good at av 14, multimeltas suffer from range (unless in dpod - but then can't fire their first turn) D) Dreadnoughts, either multi-melta and dropped in, or with TL-LCs - expensive, LCs again not great vs 14, also, since i tend to not field much armor (if any) all AT weapons will be directed at the dreadnoughts. E) Landspeeders with MMs - cheap, but very likely to die once in melta range - so likely to only get 1 shot off. So what do you guys think? Is there any thing I'm missing? Note, I've left out melee options because they either take too long to reach tanks in the back, or don't hit a moving vehicle enough to reliably do anything (and if a landraider is stationary, it's either already dropped off it's payload or already got immobilized by something). Thanks in advance. Edit: I should also say that I normally play around 1500 - 1850 pts. Link to comment https://bolterandchainsword.com/topic/202716-help-with-av14/ Share on other sites More sharing options...
wiplash Posted May 28, 2010 Share Posted May 28, 2010 wolf lord / iron priest / wolf guard battle leader / thunderwolf cavalry or thunderwolves with a thunderhammer hitting S10 on rear armour, potentially lower than 14 wolf lord in larger games field him with a squad of thunderwolves or fenrisian wolves to beef up the squad, they have up to 24" assault range meaning that you should be able to assault by turn 2 iron priest cheap as he comes with TH standard field him with 4 cyberwolves for attacks and wounds WGBL - just a cheaper version of the wolf lord thunderwolf cavalry - can only take one TH so probably use in combination with one of the above other than that melta weapons and meltabombs Link to comment https://bolterandchainsword.com/topic/202716-help-with-av14/#findComment-2415848 Share on other sites More sharing options...
DapperDave Posted May 28, 2010 Author Share Posted May 28, 2010 Like I said, I don't consider assaulting to be a viable option. If a landraider is trying to deliver it's passengers, it will move 12, so even if you sacrifice the frost blade on the wolf lord (and give up his I5 - which is important to his survivability) you'll get 6 S10 hits with him and 4 from the rider than at 6s to hit and 5+ to pen, it's likely to not do very much. Also, I already include most of what you've described in my lists (I didn't mention melta bombs, but they're usually what I use if I have spare points). Link to comment https://bolterandchainsword.com/topic/202716-help-with-av14/#findComment-2415860 Share on other sites More sharing options...
MagneticFreak Posted May 28, 2010 Share Posted May 28, 2010 Well, you clearly have an assault oriented force, so if you want to deal with tanks without assaulting, than shooting is the only option. Melaguns are your friends. A single Speeder with MM would perform well IMO, but you could perhaps use 2. Link to comment https://bolterandchainsword.com/topic/202716-help-with-av14/#findComment-2415868 Share on other sites More sharing options...
Godhead Posted May 28, 2010 Share Posted May 28, 2010 Meltaguns and Str 10 is what i've found to be the most effective way to get rid of armor 14. Two units that some people swear by are longfangs and wolfscouts. Both of which have left me high and dry on numerous occassions. So they sit at home now. The thing about Lascannons is that if you have enough of them, they will bust up AV 14. Unfortunately it gets too expensive to make sure you have enough to do it quick enough. You can always try 10 GH's in a DP with 2x meltaguns. It works pretty decently. I like speeders though. They are fast enough to meet a LR on its course to dump its cargo in your lap. They also have the option to deepstrike should there be a line of battletanks that you cant get to fast enough with infantry. MM's are nice in this since they gain the extra pen as long as you are within 12" of your target. Arjac is a house as well. His 6" hammer throw is nasty. At BS 5 he hits on 2's. I came to this realization against necrons as he wrecked the 1st monolith and my TWC wrecked the other. TWC with their Str 10 special weapon is awesome sauce IMO. 5 attacks on the charge at str 10. YES PLEASE. In a unit they are hard to kill. Wound allocation gives your opponent headaches and they have a big footprint, so they can multicharge alot of things. Stack the 12 inch charge range on top of that, and once initial contact is made, it's not so hard to move into combat with that tank in the back of those guardsmen. Logan with a squad of longfangs with Lascannons is another good option. Tank hunters effectively makes those lascannons str 10 instead of str 9. Now you don't even need to worry about crossing the field and enduring a turn or two of fire. You can start popping str 10 shots at your opponent right away. Now I dismissed wolf scouts early on, but one thing that I see people do, that I don't (don't have enough scouts with Meltas) is take two packs. 5 scouts with a meltagun. It's cheap and scary to those tanks on the backfield. It also helps minimize the negative effects of using them. You get two chances to come in with them, and you get a second chance basically to make sure they come on where you need them. Personally, if I field them again, it will absolutely be with this set up. That's about all I've got in the way of helping you take out AV 14. In my 'ard boyz list I had 4 mms, 2 lcs, 4 melta guns, 1 combi melta, arjac, and a twc unit with a powerfist. No matter what AV14 is a HARD TARGET, so get your girl to blow on your dice, equip your guns and hope the Emperor guides your aim, because those tanks don't go down easy. Link to comment https://bolterandchainsword.com/topic/202716-help-with-av14/#findComment-2415869 Share on other sites More sharing options...
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