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How to take down Mephiston?


Newobmij

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The downside is, while my 2 rune priests will be trying to block his 2 powers per turn, he can use his psychic hood to block theirs. Including the 25 pt jump pack, 20 points for one suit of runic armor and 10 points for each of their cyber ravens, that's slightly more than Mephiston's points invested already just to eliminate his psychic abilities. The problem arises when he finaly gets within charging distance of one of my troops. He's not as vicious in melee as he would be with the psychic powers buffing him, but the runic weapons aren't always going to get the 4+ roll to nullify it, so if he waits until he can pull it off, he's going to wast half a squad of Grey Hunters.
The downside is, while my 2 rune priests will be trying to block his 2 powers per turn, he can use his psychic hood to block theirs. Including the 25 pt jump pack, 20 points for one suit of runic armor and 10 points for each of their cyber ravens, that's slightly more than Mephiston's points invested already just to eliminate his psychic abilities. The problem arises when he finaly gets within charging distance of one of my troops. He's not as vicious in melee as he would be with the psychic powers buffing him, but the runic weapons aren't always going to get the 4+ roll to nullify it, so if he waits until he can pull it off, he's going to wast half a squad of Grey Hunters.

 

IIRC, the FAQ only allows for one Runic staff nullify no matter how many are in range. The good part is that you have unlimited uses of it against Meph's 3 attempts. So,

 

Meph casts Wings, might be blocked.

Meph casts Might, might be blocked.

Meph casts force weapon, might be blocked.

 

Now if any of the first two are blocked, that cuts down on his force weapon attempts. He might have had to cast Wings twice so when he does an unsaved wound to your wolf lord, he doesn't have the powers left to try and force weapon him. The same applies if he has a Might cast blocked and re-attempts it. Poof, there goes his force weapon attempt.

IIRC if a unit is in cover does it not count as I10 so that would counter Meph's I7 as long as he does not have grenades.

 

Failing that buy the dice gods a drink.

 

edit: You could also go with 3x 5 long fangs with heavy bolters, pack leader the idea being that you get as many shoots off as possible on him and more dice rolls means more wounds.(Hopefully :))

 

Or what about a dread or even Bjorn.

 

Another idea is maybe one or two lone wolves with a thunder hammer and storm shield then a couple of wolves to soak up any wounds caused by Meph in the first round of combat.

 

I admit I have not faced meph or have much experienmce with the new codex but I am just throwing these ideas out there for consideration. Also is your opponent is running Meph he may focus on what he does too much and forget the rest of the army so maybe you should aviod Meph and just kill the rest of his force and the you will have your army left and he will only have Meph.

 

Icewolf

Really? he not an IC? that sucks :tu:

Ah well, anyway back on topic, do you know if your opponent is packing any Stormravens? They are Fast Skimmers with assualt ramps. now moving Flatout, and then assualting from a vehicle is SCARY.

Best make sure that you take out the Stormraven before he trasports Mephiston and Co. before they massed assualt and destroy your lines.

Rafen

and @Icewolf it really isn't a good idea to take him on with a dread. Even without the Sword, he still strikes with 6 attacks on the charge at S6 on base. An opponent that tried that still had his Dread destroyed when that happened to me.

Shooting is still probably your best bet to take him out, but try as best you can to kill the rest of his army as well. One opponent that i have versed shot the crap out of my Mephy, killing him(:)), but leaving my army unmolstered for an entire turn.

btw, tell us how it goes

Really? he not an IC? that sucks :tu:

Ah well, anyway back on topic, do you know if your opponent is packing any Stormravens? They are Fast Skimmers with assualt ramps. now moving Flatout, and then assualting from a vehicle is SCARY.

Best make sure that you take out the Stormraven before he trasports Mephiston and Co. before they massed assualt and destroy your lines.

Rafen

and @Icewolf it really isn't a good idea to take him on with a dread. Even without the Sword, he still strikes with 6 attacks on the charge at S6 on base. An opponent that tried that still had his Dread destroyed when that happened to me.

Shooting is still probably your best bet to take him out, but try as best you can to kill the rest of his army as well. One opponent that i have versed shot the crap out of my Mephy, killing him(:)), but leaving my army unmolstered for an entire turn.

btw, tell us how it goes

 

I am almost 100% sure the only way to deploy from a Storm Raven that has moved Flat Out is via the Skies of Blood rule that specifically does not allow assaulting.

My friend loves using mephiston...

 

I've killed him 3-4 times 1 of which was on round 1 of close combat without taking a single wound back, the rest were with shooting.

 

The CC kill was unfortunatly not with space wolves...but with eldar... full squad of howling banshees with jain zarr prety much turned him into mephi paste in turn 1, fully armed with power weps and striking at I10 on the charge helped allot. But as a space wolf...i just avoid him in CC and and shoot the crap out of him, ragnar with a squad of wolf guards in power armour with stormshields and power weps would had a good chance of killing him as someone else said.

 

That being said...apart from the cost of the land raider you could put the min squad count of blood claws in a raider with the trickster and just suicide charge mephi. especially if theres some marines close by for those str 6 ap 3 flamer shots as a bonus, who cares if the tank dies afterwards :tu:

Really? he not an IC? that sucks :)

Ah well, anyway back on topic, do you know if your opponent is packing any Stormravens? They are Fast Skimmers with assualt ramps. now moving Flatout, and then assualting from a vehicle is SCARY.

 

Any unit that diesmbarks from a Stormraven that has moved flat out will count as deep striking and thus will be unable to assault in that turn. The rules are very specific that the unit can not assault on the turn that it disembarks like this.

 

Sounds like the Blood Angels in your area have been enjoying a couple of unfair advantages lately :tu:.

Really? he not an IC? that sucks :)

Ah well, anyway back on topic, do you know if your opponent is packing any Stormravens? They are Fast Skimmers with assualt ramps. now moving Flatout, and then assualting from a vehicle is SCARY.

 

Any unit that diesmbarks from a Stormraven that has moved flat out will count as deep striking and thus will be unable to assault in that turn. The rules are very specific that the unit can not assault on the turn that it disembarks like this.

 

Sounds like the Blood Angels in your area have been enjoying a couple of unfair advantages lately :tu:.

 

 

Unless the person was using VGV?

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,

 

Just to reiterate, I would not under any circumstances try to simply bolter him to death. Sure, you might get lucky and he'll fail an armor save, but statistically speaking, if he's in a FNP bubble, you have a better chance of winning the lottery - without buying a ticket - than you do of killing him.

 

The only other SC I know of who has a decent shot at taking him in combat is the Sanguinor. If you've got a crapload of PW attacks in CC, you can probably do it, but the safest bet is almost always to simply melta/plasma him to death. Ironically, the Blood Angels themselves are best set up for killing Mephiston, as dropping a plasma or melta Honor Guard unit next to him will go a long, long way towards eating through his wounds.

Have you tried a squad of 2 Rune Priests with Wolftooth necklaces? Only one of them dies, and the other will likely get to kill Mephiston with his 4 force weapon attacks. =) If you're feeling unlucky, you can field a squad of 3 or even 4 rune priests... But I see 4 RPs as something of a cheat =)
Really? he not an IC? that sucks ^_^

Ah well, anyway back on topic, do you know if your opponent is packing any Stormravens? They are Fast Skimmers with assualt ramps. now moving Flatout, and then assualting from a vehicle is SCARY.

 

Any unit that diesmbarks from a Stormraven that has moved flat out will count as deep striking and thus will be unable to assault in that turn. The rules are very specific that the unit can not assault on the turn that it disembarks like this.

 

Sounds like the Blood Angels in your area have been enjoying a couple of unfair advantages lately :yes:.

 

 

Unless the person was using VGV?

 

Heroic Intervention only works for VGV when they are deep striking from reserves. Deploying from a Storm Raven that has moved flatout would still prevent them from assaulting that turn.

Have you tried a squad of 2 Rune Priests with Wolftooth necklaces? Only one of them dies, and the other will likely get to kill Mephiston with his 4 force weapon attacks. =) If you're feeling unlucky, you can field a squad of 3 or even 4 rune priests... But I see 4 RPs as something of a cheat =)

 

While that remaining Rune Priest would be using the WTN to hit on 3's and re-roll misses to hit if he has Saga of the Beastslayer, he would still need 6's to wound Meph.

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.

 

If you put Arjac in with Greys and pop the Standard, he gets to re-roll ones on to hit, to wound and to save for that turn.

 

Sounds like the Blood Angels in your area have been enjoying a couple of unfair advantages lately :yes:.

 

Come to the Fang and learn to play Bloods properly ^_^

Anything that have good Inv. Save and Eternal Warrior rule can give Mephy a hard time. Arjac, Thunderwolf Lord with Thunderhamer/SS and Eternal Warrior, Logan if you are willing to pay the points, heck, even Lone Wolf can do some hurt(RARELY, but can).

 

Lascannons? Only if you are sure your enemy does not use cover (or a mech army, which is the one I usually use with him).

 

Rune Priest? I thought every Space Wolves player used them, but if you don't, then get ONE. Nullyfying him, is a great way to stop his killing madness.

 

Drop Podding next to him shooting him with Two meltaguns and beating him(if he assaults you) with two powerfists.(Wolf Guard with Combi Melta and Power Fist+Grey Hunters with Powerfist and Meltagun).

 

Ran

I find that my Wolfguard unit,which I use to ensure two Cyclone TDA attached to my long fang squads for that extra kick,is often all it takes to give Mephiston the hard goodbye. This unit,some would say,is unwolflike. I have allways countered that by saying what Space Wolf wouldn't risk his life to save the lives of his brothers. If we are willing to swear an oath of death seeking to make up for having not died with our pack,how is it any different to go into a situation where we are likely to die,to save the rest of our pack? as for why the wolf guard? because they are the best...and sometimes you have to risk the best to accomplish what you need to do.

 

Enough of that...In the last couple games I have played against Blood Angels,I have used 8 Wolf guard,with combi plasma and combi melta equips,in a drop pod. I would have bought these units anyways to get that second cyclone launcher,in a lower point game it would likely be dropped down to 6 of them. They have dropped in within 12 inchs of mephiston every time,due to max scatter distance and the safe drop that the pod gets...and rapid fired him into oblivion with plasma.12-16 shots,hitting and wounding on 3's,are usually enough to make him go down in a pile of plasma and demon ichor.

 

The best part is,that you can do that with any army and cause untold havoc with either the plasma guns or the melta guns.

They have taken out an entire squad of Leman Russ battle tanks. a Battlewagon carrying the mek that gave a orc player his 4+ cover save for his entire army.a Squad of Obliterators..a Demon Prince..the Defiler that would have hammered the hell out of my guys with his battlecannon. Point is,you can use these guys to deal with almost any problem unit your opponent has...even a squad of Thunderwolves *grins*

 

The only things you don't want to use them on if you can help it...things with Cover saves or 3+ invulnerable saves. Anything else you can reduce to slag,and if the rest of your army is advancing to take advantage of the sudden loss of a key unit,and the fact he now has units in front and behind...you even stand a decent chance of them surviving.

Really? he not an IC? that sucks :(

Ah well, anyway back on topic, do you know if your opponent is packing any Stormravens? They are Fast Skimmers with assualt ramps. now moving Flatout, and then assualting from a vehicle is SCARY.

Best make sure that you take out the Stormraven before he trasports Mephiston and Co. before they massed assualt and destroy your lines.

Rafen

and @Icewolf it really isn't a good idea to take him on with a dread. Even without the Sword, he still strikes with 6 attacks on the charge at S6 on base. An opponent that tried that still had his Dread destroyed when that happened to me.

Shooting is still probably your best bet to take him out, but try as best you can to kill the rest of his army as well. One opponent that i have versed shot the crap out of my Mephy, killing him(:(), but leaving my army unmolstered for an entire turn.

btw, tell us how it goes

 

I am almost 100% sure the only way to deploy from a Storm Raven that has moved Flat Out is via the Skies of Blood rule that specifically does not allow assaulting.

 

Really?!

:D

Well, seems like I have to actually read the codex properly for once.

Anyways, an assault threat range of 24" (i think) is still pretty far away, and they can pack a dread in there as well. So my last 2 cents

Rafen

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