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Land Raider Achilles ( Dark Angels can use)


GAZ_AV_NZ

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I thought it was funny under the new Imperial Armour rules released for this LAND RAIDER ACHILLES that Black Templars, Space Wolves and Dark Angels can use this.

Ironic considering it has a Thunderfire cannon mounted in it and the Dark Angels do not field Thunderfire cannons as our codexs got shafted.

According to comments made from GW ages past our Forges on the Rock are not that great / our tech is a bit old hence we cant make alot of stuff. ( yet we maintain and fly the last Jet bike) .

 

The Achilles Armour is made from a very sophisticated process not available to most most chapters.

Funny that yet our Dark Angels Techmarines can't make simple Relic Blades / decent S6 power weapons/ better storm shields etc.

 

It all about sales - nothing is consistent.

 

Here are some links anyways

 

http://www.forgeworld.co.uk/New_Stuff/LAND...MPLETE-KIT.html

 

http://www.forgeworld.co.uk/Downloads/Prod.../a/achilles.pdf

 

I can see this in a new Codex for the Dark Angels along with the new flyer released for the Blood Angels in it.

My two cents.

Once this LR kit goes plastic they will make some new toys and we may get a new codex.

Who knows?

Depends, I don't see this kit going plastic at all, at least not for the next few years. It's a Forge World specialty, like the Helios and the Prometheus, and won't be released in GW codices.

 

This thing isn't that good, being unable to transport Deathwing, and not an Assault vehicle. Pretty much just roll up to the center of the table, and sit there on the objective with a Combat Squad inside. It's not too killy, as well as not being overly efficient.

Well it looks killer. But as Arvendragon says it has disadvantages that make it unsuitable for transporting DW and no assault vehicle to boot. Having said that being practically impervious to melta and lance weapons has got to be good :P but at 300 points :huh:.

 

But really the weapon mix is wrong. Multimeltas shoot at 24" (max 12" for the extra D6) so you need to be close and dirty but the excellent Thunderfire has a max range of 60" meaning you could keep it out of harms way providing you have good LOS – and besides you don't want to be shooting both those weapons at the same types of target - unless you rely on Tremor to slow up enemy armour.

 

Overall - cool looking but a flawed vehicle I think.

 

Cheers

I

Biggest problem with this tank - 300 points for nothing extreme, other than ultra survivability.

 

2 Multi-Meltas and a Thunderfire Cannon is quite good, but for 300 points? Move on. 300 points means a fully-decked out Ravenwing Squadron without Land Speeder, two Vindicators, an entire Devastator Squad, two Predators, etc...

 

Transport Capability of 6, and no Assault Vehicle - Hmm... okay... so we lost the Land Raider's normal biggest advantage: Assault Vehicle and the ability to transport our only Assault unit, Deathwing Terminators. I guess scoring Land Raider parked on objective is fine.

 

Against armies:

mperial Guard - Let's just use the Leafblower and the infantry lists as examples:

Leafblower: Completely useless in damage dealing, and costly enough to cripple or damage the rest of the list. Worst comes to worst, a few Vendettas and Manticore blasts will still take this thing down.

Infantry: One hundred Lascannons will sure put a dent through its armor.

Blood Angels - Dreadnoughts, Baals with Rending, Librarians. The speed of their list can usually ignore this big hulking piece of terrain.

Space Wolves - Chainfists, Dreadnoughts, but finally something effective. Unfortunately, unless they're moving Land Raiders within 12" of you, still not the most effective.

Space Marines - This is where it hurts. Space Marines really have very little besides Melta for popping armor.

Dark Eldar - Ah... best thing to use again... wish you took those Haywire Grenades now?

Eldar - Just the same, but they at least have Fire Dragons.

Orks - Have enough trouble with Raiders, now? Nobz with Power Klaws is like the only solution. Even Battlewagons with Deff Rollas are hard put to stop this beast.

Tau - Railguns are still almost as effective. Fusion suits, however, are gone.

Tyranids - Considering MCs barely lost any damage capability, except that now the Land Raider offers a huge amount of cover no matter what, it's great.

Our armies:

Deathwing - Chainfists... where did that Land Raider go?

Ravenwing - Assault Cannons and Glancing Meltas, but with the speed to stay out of range.

Greenwing - Lascannons, Chainfists, Vindicators, Dreadnoughts. Otherwise, Mech can still pretty much ignore it.

Biggest problem with this tank - 300 points for nothing extreme, other than ultra survivability.

 

2 Multi-Meltas and a Thunderfire Cannon is quite good, but for 300 points? Move on. 300 points means a fully-decked out Ravenwing Squadron without Land Speeder, two Vindicators, an entire Devastator Squad, two Predators, etc...

 

Transport Capability of 6, and no Assault Vehicle - Hmm... okay... so we lost the Land Raider's normal biggest advantage: Assault Vehicle and the ability to transport our only Assault unit, Deathwing Terminators. I guess scoring Land Raider parked on objective is fine.

 

This isn't meant to be a LR. It's supposed to be a battle tank.

Against armies:

mperial Guard - Let's just use the Leafblower and the infantry lists as examples:

Leafblower: Completely useless in damage dealing, and costly enough to cripple or damage the rest of the list. Worst comes to worst, a few Vendettas and Manticore blasts will still take this thing down.

It would take quite a few more than that.

 

Infantry: One hundred Lascannons will sure put a dent through its armor.

That's a lot of points to take down one vehicle.

 

Blood Angels - Dreadnoughts, Baals with Rending, Librarians. The speed of their list can usually ignore this big hulking piece of terrain.

 

You can't outrun a Thunderfire cannon.

 

Space Wolves - Chainfists, Dreadnoughts, but finally something effective. Unfortunately, unless they're moving Land Raiders within 12" of you, still not the most effective.

 

They probably will be moving LRs towards you. That's how you play Wolves normally.

 

Dark Eldar - Ah... best thing to use again... wish you took those Haywire Grenades now?

Eldar - Just the same, but they at least have Fire Dragons.

 

Haywire grenades are probably the easiest way to kill it.

 

Orks - Have enough trouble with Raiders, now? Nobz with Power Klaws is like the only solution. Even Battlewagons with Deff Rollas are hard put to stop this beast.

 

Definitely. Plus the TF Cannon completely annihilates horde armies.

 

Ravenwing - Assault Cannons and Glancing Meltas, but with the speed to stay out of range.

 

You probably won't be able to glance enough.

 

Greenwing - Lascannons, Chainfists, Vindicators, Dreadnoughts. Otherwise, Mech can still pretty much ignore it.

 

I wouldn't ignore it. It has two twin MM.

I like it, and the armament seems fine for what its supposed to do: 2-4 turns of moving 12" and using the PotMS to clear the trenches of infantry with the Thunderfire then when you get to point blank range you use the Multi-Meltas against the bunkers. Obviously its going to be trickier to use/of limited value outside of a siege environment, but its a dedicated siege tank so I don't really see that being a problem (saying its no use for a field battle is like complaining about Assault Squads not being shooty enough).

Ehhh I'm behind the times... no one ever takes LRs against my Eldar and I never use LRs myself so I could be thinking of old rules... but can't you fire at two targets with the machine spirit? that being the case melta at a tank... TFC at infantry job done... people say you can avoid them but what if someone takes three of them and sticks troops inside... yer not saying that is the strongest army... but you can't really avoid them now...

 

This thing is a beast that sits somewhere and dares people to come at it... if they don't they get shot... if they do they got shot more... outside of S10 AP1 weapons you won't find it easy to crack one of these... if you glance one of these it is a -3 to your roll...

This thing will take a Lot of fire power to take down.

Notice that besides the -1 to damage rolls, it has built in extra armour, it also negates melta and lance weapons.

That means on a glance a roll of 6 with be a weapon destroyed any other roll with be a shaken result.

Even a penetrating hit will have a Shaken result on a roll of 1-3.

I agree that it is not the best weapon mix, but it is a good unit.

The DA can't I'm afraid - our PotMS is different to C:SMs – hence this vehicle isn't so hot for us.

Achilles has its own PotMS written in its rules - so yes, even DA can fire at two separate targets ;)

 

I stand corrected Darmor :D should've read the rules more closely. In that case I might change my mind (slightly) on this bad boy 'Raider

 

Cheers

I

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