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How to take down Mephiston?


Newobmij

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I'm going to be going up against a Mephiston led Blood Angels army this weekend in an 1850 point game. This sucker has 5 wounds and a 2+ armor save, Weapon skill 7 6 attacks and toughness of 6, so I'm trying to figure out how best to kill him. Now, I'd like to be able to just fry him from across the board with lascannons and such since he has no invulnerable save, but terrain doesn't always allow that. I normally try to run a pack of Thunderwolf Cavalry, and was thinking about giving one of the five a frost blade and another a storm shield. If I manage to assault Mephiston with the Thunderwolves, he'll go first, causing an average of 2 power weapon wounds. My Storm Shield will likely prevent one wound, resulting in me distributing 1 wound to one of my wolves (I make sure each one has different wargear for allocation purposes). I return with 23 possible rending attacks as well as 6 power weapon attacks hitting on a 4+, so on average 11 or 12 rending and 3 power weapon hits, then the rendings wound on 5+ for an average of 2 normal wounds and two rending wounds. The power weapon at strength 6 needs a 4+ to wound for somewhere between 1 and 2 wounds. If I'm lucky as hell, he'll fail one of his armor saves and die in the first round of combat. Otherwise, he's giving out another one or two wounds to one of my thunderwolves on the next turn before I drop him. Now, this is also using a lot of mathhammer, which does not always work IRL, so does this seem viable to people who've played against him? I'll still have a 2 lascannon, 1 plasma cannon, and 2 heavy bolter longfangs squad to back me up, but they'll likely be busy firing at landraiders, dreadnoughts, and Stormravens. This will also likely tie up a large chunk of my army that won't be freed up until the last turn of the game. Any other ideas on this?
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I completely forgot about the force weapon rule. Damn, this means that even with a successful storm shield invulnerable save, he's not just causing a wound each turn, he's dropping a thunderwolf. Given the fact that I'm now attacking him each turn with 1 less wolf, the thunderwolf charge doesn't seem like such a great tactic against him. Attacking him with a Rune Priest is also suicide since his initiative of 7 means he'll go first and likely cause a wond to force weapon kill my guy before I can even attack.

Plasma, melta, or tarpit are the most reliable ways. Failing that, a lot of power weapons. A lot of them.

 

Counting on TWC to do the job is just going to end in tears. Don't forget that he rolls around with Unleash Rage and Sanguine Sword, so unless you manage to nullify his psychic powers with a Rune Priest, he's going to be throwing out enough S10 hits to wipe a squad of TWC via Instant Death without much trouble.

just a tip from a BA player, Mephiston is rarly ran on his own. He will most likely have a retinue of Honour Guard, or San. Guard etc so that he will have ablative wounds in case of mass plasma/melta fire. I usually run him with a large squad of Assault Marines screened with other Assualt marines so that both units will act as meatshields for him.

 

His powers are Unleash Rage, Sanquine Sword, and Wings of Sanquianas and he can use all three of them each and every turn. For thoses who don't know, (if pases all the tests) he will striking at S10, move as if he had a JP, AND gives himself and squad rerolls to hit. On top of all this is his amazing stat line which is, well, amazing ;) .

So, to counter the above killiness, have a Rune Priest nearby to alleviate him of his powers. also, if you block his Wings, it'll slow the rest of the squad as he is most usually ran with JP guys.

 

Another thing, Never, EVER assualt him with IC's becuase of his Transfixing gaze rule. this thing makes your IC take a Leadership Test with a -4 modifier.(!!!!) If you fail, then he gets to reroll to hit and to wound just in case you blocked unleash rage. this guy is simply a beast if he has appropriate meatshields.

Now, how to kill him. I would do as you suggested and use ThunderWolves AFTER you get rid of his squad. Also, massed shooting with bolters does NOT work. Once, a guy unleashed 30+ bolter rounds at him by himself, and he only failed a single save because of his T6. so plasma and maelta are probably your best bet or things which cause instant death

my 2 cents

Rafen

(btw i didn't bother reading any posts beforehand so sorry if i repeat any info given beforehand

just a tip from a BA player, Mephiston is rarly ran on his own. He will most likely have a retinue of Honour Guard, or San. Guard etc so that he will have ablative wounds in case of mass plasma/melta fire. I usually run him with a large squad of Assault Marines screened with other Assualt marines so that both units will act as meatshields for him.

 

Another tip from another BA player: Mephiston cannot join squads or have a retinue like that. So no ablative wounds for him. He is not an IC and can't join anyone.

First off, Mephy cannot join squads, so most likely he will hide behind some squad or tank to obstruct view on him. Priority number one is to have a Rune Priest somewhere nearby to block most of his spell casting.

 

The most easiest and cost effective way to get him down is to soften him up with some melta, plasma, laser shots and then charge him with Grey Hunter squad, pop down a banner and you have a really decent chance to bring him down. He may plow around 3-5 GH's a turn but if you roll at least mediocre with your fist and mark, you should be fine.

 

As mentioned above, don't ever engage him with IC. Only exception would be TH/SS Thunderlord with Saga of Bear and even then your chances are not so great.

 

To sum up - bring Runepriest for spell control, shoot with high AP and mow down with Grey Hunters.

If you do go thunder wolves dont use the power sword or Frost blade but use the hammer, If you get just one hit in he will be striking at I1 the next turn so thats just one extra chance of getting him before he gets you and makes sure the hammer will hit it again.

 

But i would bolter him to death or rocket his but with longfangs rather than going in CC, maby some wolves to act as a speed bump,

It's hard because with his powers, Mephiston is mobile and deadly powerful. His 6 Strength 10 attacks with Preferred Enemy ensures he's great against both infantry and armor, and he'll grind through most anything he touches, army or not.

 

As mentioned, a Rune Priest is MANDATORY if you want any hope of stopping him. His powers make him damn powerful, but also highly mobile. A Rune Priest with the Null Staff to cancel at least Wings of Sanguinius and Sanguine Sword will be a blessing, as he won't be absolutely balls-out retarded.

 

I've found rather than grind him slowly with a unit at a time, saturate him with either firepower or combat (or both). Ensure he goes down fast, and you'll not only minimize the damage he does to you, but you'll preserve more of your force to deal with the rest of the Blood Angels army.

 

Logan Grimnar solo has a relatively high chance of going toe to toe with Mephiston, powers or no powers (he's already wounding on 2+, and the wings won't help, so Unleash Rage is the power that you want to stop) and if Grimnar swings his axe as a Power Fist, he'll slowly grind Mephiston into the ground. Having a buffer unit with a Power Fist or Thunder Hammer to help out will guarantee the odds swing in Logan's favor.

 

Unfortunately there is no cost-effective way to deal with Mephiston. Very little in the game can actually go toe to toe with him (point for point) and expect to reliably survive and take him down quick. About the only thing is Thunder Hammer and Storm Shield Terminators, and that's banking on you making all those 3+ saves. Just pack lots of high strength, low AP firepower (Meltaguns and Plasmaguns) to deny him his high Toughness and his 2+ save, and finish him off in combat with Power Fists and Thunder Hammers.

 

EDIT: The last time I faced him, it took my standard 1500 point Space Wolf list an entire turn to take him down, and that's without tooling specifically to counter him, and with full understanding of what he is capable of. And I still lost almost 2 full Grey Hunter squads positioning to do so.

 

DV8

I face him a lot..... but a lot less nowadays. Some of the locals that I play regularly wont' take him anymore, so I see him less often. :)

But you see my avatar? That's my take on Arjac.... and when you look at that avatar, you're looking at the guy who can smoke Mephiston. The problem is, he needs a really expensive buffer...

Don't forget that Mephiston IS always alone. You can't put him in a squad.

 

It really depends on the variant of Mephiston you are playing. I think the most vicious one is where guys put him in the Storm Raven with some other stuff.... basically this thing is so fast it's just ridiculous and it basically removes your ability to shoot him in transit.

 

First off realize that the character is overpowered (the guy can take squigoth's down in 2 turns). And the smaller your game is, the more powerful he becomes (ever try getting rid of him in a 1000 point game?)

 

Secondly, I do agree that shooting is best. But I would add in that the defensive measures of a Rune Priest are decent because he will be looking to fire off a few powers a turn. Plus I have tried JAWS for fun, but he is going to have to roll a 6 for you to pull this off. (I haven't been this lucky yet)

 

The most potent time I took him down was (believe it or not) using Logan Grimnar. Other games I am using precious grey hunter squads to buy time (but at great expense) but he just fires through these.... but Logan stood toe to toe. Most Mephiston players see Logan as a big threat, so Logan inevitably takes a good spanking worth of attacks. A nice invulnerable save and enough wounds help Logan live. BUT the killing blow will most likely be dealt by someone else in your squad so keep that in mind.

 

My combo is Logan + Arjac (or some cheap Hammer dude, even non-Terminator ) It's expensive but successful. Logan alone is more points than Chuck Norris.

My combo is Logan + Arjac (or some cheap Hammer dude, even non-Terminator ) It's expensive but successful. Logan alone is more points than Chuck Norris.

 

But we all know that points aren't always a good indicator of power level. Just take a look at Mephiston and how much he costs in comparison to Logan Grimnar :)

 

Chuck Norris is probably only 250 points, and auto-wins the game for you on a re-rollable 2+.

 

 

DV8

Agree on Arjac, but I don't think you need Logan as well. Put Arjac in a reasonably cheap squad (hunters or claws, doesn't really matter. Although as the squad is sacrificial you're probably better off using claws). Point in the direction of Meffy and roll dice = win. Arjac can't be targetted individually by the Meff as he isn't independent. Hitting on a 3+ (WTN) and wounding on 2+ should see GothMeph go down in 2-3 rounds. Throw in a Wolf Priest for the re-rolls for fun. Having a rune priest nearby to stop his powers is almost mandatory.
Seriously?

 

No one have mentioned 2-3 vindicators....

Turn one, BOOM he's a smoking crater... Done ^^,

 

 

'Cept he's t6, so can't be insta killed.

 

Stick with plasma, melta and failing that power weapons, just remember he hits at I7 and is the bane of IC's (Transfixing gaze is nasty)

he has no invul save but will probably always have 4+ cover.

Long Fang Squad 1:

-Pack Leader:meltagun

-Long Fang 1: Lascannon

-Long Fang 2: Lascannon

-Long Fang 3: Lascannon

-Long Fang 4: Lascannon

-Long Fang 5: Lascannon

 

Long Fang Squad 2:

-Pack Leader:meltagun

-Long Fang 1: Lascannon

-Long Fang 2: Lascannon

-Long Fang 3: Lascannon

-Long Fang 4: Lascannon

-Long Fang 5: Lascannon

 

Long Fang Squad 3:

-Pack Leader:meltagun

-Long Fang 1: Lascannon

-Long Fang 2: Lascannon

-Long Fang 3: Lascannon

-Long Fang 4: Lascannon

-Long Fang 5: Lascannon

 

 

That ought to do it, or you could send Arjac and some power weapon Wolf Guard at him

Long Fang Squad 1:

-Pack Leader:meltagun

-Long Fang 1: Lascannon

-Long Fang 2: Lascannon

-Long Fang 3: Lascannon

-Long Fang 4: Lascannon

-Long Fang 5: Lascannon

 

Long Fang Squad 2:

-Pack Leader:meltagun

-Long Fang 1: Lascannon

-Long Fang 2: Lascannon

-Long Fang 3: Lascannon

-Long Fang 4: Lascannon

-Long Fang 5: Lascannon

 

Long Fang Squad 3:

-Pack Leader:meltagun

-Long Fang 1: Lascannon

-Long Fang 2: Lascannon

-Long Fang 3: Lascannon

-Long Fang 4: Lascannon

-Long Fang 5: Lascannon

 

 

That ought to do it, or you could send Arjac and some power weapon Wolf Guard at him

 

Very inventive and creative <_< Seriously, I don't see the need for those meltaguns.

So far it seems the best approach is to just stay out of combat with him and take him out at range. I do not own a single terminator figure in my army, as they are a huge points sink. I may rethink that and pick up a few to make one have a Cyclone M. Launcher to join my long fangs, and a three dudes to pal around with my second Rune Priest, whom I may get a terminator figure for as well.

 

The majority of my wolf guard have always been wielding storm bolters. I know they have base 2 attacks in close combat, but the ability to walk around and fire two S4 shots each at 24" is more than worth it IMO. 16 bolter shots coming in at a squad my opponent thought was safe 30" away (6" move 24" range) is great.

 

Mephiston, however, will laugh through a hail of bolter rounds. On average 10 or 11 shots will hit, maybe one or two will wound (needing a 6), and his 2+ armor will shrug it off like it was nothing.

 

Having two Rune Priests with Living Lightning might work. I've used this to fry Daemon princes as they marched across the battlefield on more than one occasion, though maybe it's just the fact that I almost always pull off 5 or 6 S7 attacks with each Rune Priest and they roll lots of 1s. One RP is stuck in the back with the Long Fangs, while the other jetpacks about the board to get good placement for Tempest's Wrath or JOTWW depending on which I give him.

 

Arjac and Logan seem like way too many points I'd have to invest in them as a counter to a 250 point guy. I'd have to drop my Land Raider and Predator Annihilator to use them, and that's a lot of twin linked lascannons that are needed to take down tanks and Stormravens.

Long Fang Squad 1:

-Pack Leader:meltagun

-Long Fang 1: Lascannon

-Long Fang 2: Lascannon

-Long Fang 3: Lascannon

-Long Fang 4: Lascannon

-Long Fang 5: Lascannon

 

Long Fang Squad 2:

-Pack Leader:meltagun

-Long Fang 1: Lascannon

 

...

 

Very inventive and creative :) Seriously, I don't see the need for those meltaguns.

For when (not if) he gets too close

I'm going to be going up against a Mephiston led Blood Angels army this weekend in an 1850 point game. This sucker has 5 wounds and a 2+ armor save, Weapon skill 7 6 attacks and toughness of 6, so I'm trying to figure out how best to kill him. Now, I'd like to be able to just fry him from across the board with lascannons and such since he has no invulnerable save, but terrain doesn't always allow that. I normally try to run a pack of Thunderwolf Cavalry, and was thinking about giving one of the five a frost blade and another a storm shield. If I manage to assault Mephiston with the Thunderwolves, he'll go first, causing an average of 2 power weapon wounds. My Storm Shield will likely prevent one wound, resulting in me distributing 1 wound to one of my wolves (I make sure each one has different wargear for allocation purposes). I return with 23 possible rending attacks as well as 6 power weapon attacks hitting on a 4+, so on average 11 or 12 rending and 3 power weapon hits, then the rendings wound on 5+ for an average of 2 normal wounds and two rending wounds. The power weapon at strength 6 needs a 4+ to wound for somewhere between 1 and 2 wounds. If I'm lucky as hell, he'll fail one of his armor saves and die in the first round of combat. Otherwise, he's giving out another one or two wounds to one of my thunderwolves on the next turn before I drop him. Now, this is also using a lot of mathhammer, which does not always work IRL, so does this seem viable to people who've played against him? I'll still have a 2 lascannon, 1 plasma cannon, and 2 heavy bolter longfangs squad to back me up, but they'll likely be busy firing at landraiders, dreadnoughts, and Stormravens. This will also likely tie up a large chunk of my army that won't be freed up until the last turn of the game. Any other ideas on this?

 

 

Doesn't the runic priest or the character model nullify any physic power with in 24inches of the model? That can cancel out his buffing abilities.

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