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Whirlwind Wall


BOBMAKENZIE

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I fell asleep to this idea and have been considering it since. I like the idea of running 3 whirlwinds in a list but not as back table barrage support really but more of a front line, shield for Tac rhinos and assault squads. They're weak enough vs. Marines that they should be 'wasted' anti tank if the opponent focuses on popping them to begin with and they are great against hordes making the list far more flexible which is something I think alot of Tac centric lists start to have issues with. The list would be something like this:

 

Reclusiarch, Infernus Pistol

 

Priest

10 Tac, Rhino, Plasmagun, Lascannon, powerfist

10 Tac, Rhino, Plasmagun, Lascannon, powerfist

5 RAS, Razor, Lascannon Dual Plasma Turret, Plasmagun, Power Fist

5 RAS, Razor, Lascannon Dual Plasma Turret, Plasmagun, Power Fist

 

2 Multi Melta Attackbikes

2 Multi Melta Attackbikes

 

Whirlwind

Whirlwind

Whirlwind

~1500 (I believe its a touch over actually. which would probably require dropping the Razor Turrets or maybe the lascannons off the tac squads.

 

edit: (Stupid enter button :3)

 

So has anyone tried this. How do we think it would go all?

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Reclusiarch, Infernus Pistol

 

Priest

10 Tac, Rhino, Plasmagun, Lascannon, powerfist

10 Tac, Rhino, Plasmagun, Lascannon, powerfist

5 RAS, Razor, Lascannon Dual Plasma Turret, Plasmagun, Power Fist

5 RAS, Razor, Lascannon Dual Plasma Turret, Plasmagun, Power Fist

 

2 Multi Melta Attackbikes

2 Multi Melta Attackbikes

 

Whirlwind

Whirlwind

Whirlwind

~1500 (I believe its a touch over actually. which would probably require dropping the Razor Turrets or maybe the lascannons off the tac squads.

 

edit: (Stupid enter button :3)

 

So has anyone tried this. How do we think it would go all?

 

Ok I don't need to worry about your whirlwind shooting me while they are zooming forward and they are easy targets anyway... rhinos don't scare me and again pretty easy to destroy... Razorbacks are more scary but not that hard to destroy...

 

My 1,500pt list (and I've not optimised this one) that I often run with my space wolves has 8 + 2d6 S7+ shots with a range of 36 inches or more that can target up to 5 units (I can make a list that can put out more fire power if I want). I'm happy that I could destroy a few of your transports even if smoked/obscured ... although I admit I might only get one or two turns of shooting... However I'm also happy that my Grey hunters are at least equal to your tactical and assault marines in combat and thats if I haven't slowed some of them down or killed a good number of shooting.

 

The Meltabikes are annoying at best to my list as they don't have enough shots to kill enough of my anti-tank quick enough, if I lose my transports your fire power is rather lacking and so I'm not that worried about infantry sitting in the open and having to walk... and if they get in combat I'd like to think even with T5 my wolves could beat 4 attack bikes.

 

I could also use mech guard as an example where your whirlwinds won't be a huge threat while they are in transports, will be easy to destroy as walls and guard can get in so much firepower in 1,500pts that your las/plas will have a hard time popping it and a lot of it won't be shooting if transports are moving fast... You might be able to get some units into assault but I doubt it would be enough.

 

This is just my thoughts...

 

Hell even against nids who don't have great shooting whirlwinds would be betetr for shooting them as Hiveguard (have I got the right one?) don't even need LOS to shoot your transports (I think that is the rule they have) and the nids will no doubt want you to come closer.... I'd rather have a land raider and try and hide behind one of those than three whirlwinds.

Ok I don't need to worry about your whirlwind shooting me while they are zooming forward and they are easy targets anyway... rhinos don't scare me and again pretty easy to destroy... Razorbacks are more scary but not that hard to destroy...

 

They can fire while rolling up to 12" thats not bad if for some reason I would want them to fire on the first turn when using them as cover..

 

My 1,500pt list (and I've not optimised this one) that I often run with my space wolves has 8 + 2d6 S7+ shots with a range of 36 inches or more that can target up to 5 units (I can make a list that can put out more fire power if I want). I'm happy that I could destroy a few of your transports even if smoked/obscured

 

Assuming for a moment that all those shots are Str 8. You're still only taking about at most 20 shots, that will do about 4 Immobilized or Destroyed results in total assuming no cover. (~3 If you roll average on your Living Lightning..and if Living Lightning were str 8...) now Im not about to say that is remotely bad because its not. But it seems as though in the grand scheme of things losing 3 whirlwinds Vs. a Space Wolf player. Probably not a big deal really. Whirlwinds are ok at Anti Marine duty but if it keeps transports alive to get in vs. A wolf Player thats probably more useful.

 

 

 

The Meltabikes are annoying at best to my list as they don't have enough shots to kill enough of my anti-tank quick enough

 

Considerign that bikes are really only in there as Anti Tank units. I am entirely willing to concede this point.

 

 

I could also use mech guard as an example where your whirlwinds won't be a huge threat while they are in transports,

 

Entirely agree another case of the whirlwinds being rather meh at best. They are however threat like to Guard squads once tanks are open making them a must target in alot of ways for the guard as much as they are useless initially. Or at least thats my feel on the matter.

 

 

Hell even against nids who don't have great shooting whirlwinds would be betetr for shooting them as Hiveguard (have I got the right one?) don't even need LOS to shoot your transports (I think that is the rule they have) and the nids will no doubt want you to come closer.... I'd rather have a land raider and try and hide behind one of those than three whirlwinds.

 

This is I think where the Whirlwinds excel. So long as the rhinos are bumper to bumper with teh whirlwinds, they will get Cover Vs. Hive Guard. The Whirlwinds can settle back and bombard units of Hive Guard that might not be in cover (unlikely) or bigger units of nasties like Hormagaunts or NidDeathstars while guarding the rhinos. Or the formation can move as one big cohesive ball of steel that will be suitably resistant to alot of Nid Firepower and simultaneously bring enough anti horde and anti big bug to the fight to knock down what they might encounter.

 

 

Vindcators might do it better its certainly possible but I think there are five key elements to the Whirlwinds that make them potentially viable:

 

1) Numbers, the whirlwinds are three bodies the Vindicators are 2. As much as Whirlwinds are easy to pop a Vindicator is also fairly easy to pop what with the required agressiveness, and its relitive vulnerability to Melta. You can also Sight block more with 3 Whirlies then you could with 2 Vindicators. Whirlwinds are same front and sides so placing them lengthwise is always an option which with a vindicator it is not.

2) Barrage. Whirlies are barrage weapons. Should your table have LOS blocking terrain (like a lot should) it gives you options (Which is always good).

3) Ignores cover. There are things out there that can dig into cover and be annoying to take out. Pathfinders for example but most things with stealth really. The Whirlwinds give you a weapon to deal with these units and they are much better against ork hordes then a pair of vindicators (Again where cover saves start to give them abit of an edge and where that extra template helps)

4) Difference. When was the last time you saw someone running three whirlwinds? When was the last time you saw someone running 2 Vindicators?

5) Price. Unless I am mistaken and its entirely possible I am...aren't three whirlwinds cheaper then a pair of vindicators (its like 270 Vs. 290 or something isnt it?)

Whirlwinds also cannot shoot anything within 12". Something to keep in mind if you're putting them in front; if you're planning on actually closing with the enemy, you could end up with three tanks threatening... not very much. If you add any upgrades (say, a storm bolter to shoot at things within 12"), you might as well just get a AC/HB predator. Also note that if you intend to fire a barrage (that is to say indirect fire without LOS) you can't move them that turn.

 

I'm with the guy who recommended vindicators for this purpose. They're much better "front line" tanks. Not only do they have better front armor, but they're also going to actually threaten everything within range. They can deal with heavy infantry and vehicles as well as hordes, and are best served pushing up with the rest of your army. Whirlwinds work best when nestled out of LOS at the back of your deployment zone, dropping templates on half the table.

 

But that isn't to say it wouldn't be an interesting tactic to try. Let us know how it works for you if you decide to give it a go. :)

Whirlwinds also cannot shoot anything within 12". Something to keep in mind if you're putting them in front; if you're planning on actually closing with the enemy, you could end up with three tanks threatening... not very much. If you add any upgrades (say, a storm bolter to shoot at things within 12"), you might as well just get a AC/HB predator. Also note that if you intend to fire a barrage (that is to say indirect fire without LOS) you can't move them that turn.

 

Whirlwinds can direct fire. pg 58, 'Ordinance Barrage weapons' ~

can choose to fire them directly or indirectly.

 

Whirlwinds can move and indirect. pg 70 'Fast Vehicles Firing' ~

fast vehicles that move at combat speed may fire all of their weapons, just like other vehicles that have remained stationary (including ordinance barrage weapons, which cannot usually be fired on the move).
Whirlwinds can move and indirect. pg 70 'Fast Vehicles Firing' ~
fast vehicles that move at combat speed may fire all of their weapons, just like other vehicles that have remained stationary (including ordinance barrage weapons, which cannot usually be fired on the move).

 

Important to note that is only true for moving combat speed of 6" or less, anything over 6 is still direct fire only.

If they weren't scatter weapons I'd love Whirlies since that's what I did in real life. Unfortunately, it's quite disheartening to know that 39,000 years into the future they can't hit the broadside of a fortress!?! Twelve years ago we could drop a six-pack of rockets on a roach's arse from 30-miles away and not worry about scatter. I aspired to field 3 WWs way back when because of my affinity for the weapon system, but the scatter kills it for me. Same with Vindies, especially for targets within 12"LOS, I find it hard to fathom that they could scatter uselessly away and not leave a scratch. Shoulder-fired MLs don't scatter, so I'd think that with an onboard fire control computer onboard, Whirlie Missiles and Vindy shells wouldn't either, especially within LOS. Barrage, yes. Not LOS. So, until they fix that (not holding my breath) 3 Storm Ravens in the Heavy Support slots for me.

@shatter

 

You are correct on both accounts. I missed the bit about ignoring minimum range (I'm saddened that I've been playing my whirlies all wrong. :( ), and forgot that fast overruled the "you must remain stationary to fire ordnance barrage weapons" rule.

In the far flung future space marine gunners opt to miss the target in favor of hitting the ground next to the target. When asked why, they simply said "For the lulz."

 

That made me :lol: . Frustrating to say the least that GW is [sometimes] clueless to actual real life weaponry [as is the case with this particular weapon], but this is just a game. I have to look-up 3rd Ed rules for the WW. Wasn't there a minefield option? How about making the misses Difficult Terrain? I'd at least like to SEE some kind of damage being wrought, especially when shooting at pesky xenos scum like Dark Eldar that just laughed incessantly at my WWs and Vindies' neanderthal gunners and their errant firing solutions in games past. No matter, both Rhino bodies have been relegated to the junk pile awaiting Baal Predator Upgrade Sprues to arrive, and the Vindy's EA will be retrofitted onto a Land Raider Ares.

Yeah, GW really has little clue about actual war. But then again it would be VERY difficult to balance the game if things worked like they should. A M3 Abrahms is essentially a fast tank that when in combat is NEVER supposed to stop. At full speed it loses none of its accuracy and become essentially invulnerable to anything short of a lucky hit due to its angled armor. GW acts like this is Russia or something where tanks need to stop to fire accurately. Also, night rules would be out with tanks on the table since with their full electronics package a main line tank can see BETTER at night then during the day. And then there is the self propelled artillery that can put nine rounds in an area smaller then one foot in circumfrence and have all nine rounds land within a second of each other, from a single vehicle!!! So yeah, scatter makes no sense from a real world perspective, but it maintains game balance so it sticks around.
@shatter

 

You are correct on both accounts. I missed the bit about ignoring minimum range (I'm saddened that I've been playing my whirlies all wrong. :o ), and forgot that fast overruled the "you must remain stationary to fire ordnance barrage weapons" rule.

 

I use 3.

 

I was using them without moving for months before I was corrected here myself. (heh)

 

 

 

What I like about whirlwinds is being able to target a central mass of units and still hit and kill stuff with misses. I like hitting multiple units with a single shooting declaration.

I also like pinning in such situations where the ball of baddies struggles to move because of little pinned infantry log-jams.

Selecting highest die from 2 rolls on ordinance barrage is quite good versus AV11 spam (Obarrage side armor). In a situation where it can't miss some vehicle, it'll glance 30%. A krak missile is ~44% with greater chance to destroy but wont hurt nearby infantry unless it explodes. One would need a deva squad with 1 krak and 3 frag to get some similar action yet with no pinning.. which is vulnerable to small arms fire and... costs more... almost 50% more. For anti-armour lethality, this matches the difference in price. But comparing versatality, whirly wins versus medium armour PLUS infantry mixed.

 

When you've got 3 and a few sniper squads, pinning becomes a strong suit quickly. With 20 scouts, my 3 whirlies have prevented a couple of players from having a third or fourth turn entirely. Immob vehicles with cargoes unable to disembark because they're surrounded by their own pinned infantry.

If you want to run that list, I would run it with the whirlwinds in the back. Your list looks like a classic shoot and counter-assault list, so why stick your whirwinds in front? Yes, vindicators are probably better choices, but the whirlwinds would give you what, one, maybe two turns of rhinos with tac squads moving? Is your army designed around that?

 

I like whirlwinds, but I don't think sticking them out front is wise. Then again, I don't play a shooty marine/counterassault list.

I'll take 4 attack bikes and 2 vindicators instead thanks.

 

I run this every game. Love my 2 Vindis and 4 attack bikes.

 

As for the whirlwind wall, their armor is too thin for me to trust Whirlwinds this way. Better to hide whirlwinds and let them do their job (though we can move them and indirect fire most of the time they are better off hidden).

 

I used to use whirlwinds in 4th, but the terrain at my store isn't great for hiding large vehicles behind so they disappeared when TLOS meant my previously unseen whirlwind was now lucky to get a 4+ cover.

I'll take 4 attack bikes and 2 vindicators instead thanks.

 

I run this every game. Love my 2 Vindis and 4 attack bikes.

 

 

Yeah but 2 Vindis and 4 attack bikes with MM is

 

490pts

 

3 Whirlwinds and 4 Attack bikes with MM is

 

470pts

 

20pts is alot of pts and since you'd probably want Extra armour on the Vindis but its not quite as needed on the Whirlwinds you're really looking at even more saved pts.

 

I will look to take this list out of the shop sometime this evening or at least later this week.

Yeah, GW really has little clue about actual war. But then again it would be VERY difficult to balance the game if things worked like they should. A M3 Abrahms is essentially a fast tank that when in combat is NEVER supposed to stop. At full speed it loses none of its accuracy and become essentially invulnerable to anything short of a lucky hit due to its angled armor. GW acts like this is Russia or something where tanks need to stop to fire accurately. Also, night rules would be out with tanks on the table since with their full electronics package a main line tank can see BETTER at night then during the day. And then there is the self propelled artillery that can put nine rounds in an area smaller then one foot in circumfrence and have all nine rounds land within a second of each other, from a single vehicle!!! So yeah, scatter makes no sense from a real world perspective, but it maintains game balance so it sticks around.

 

 

 

Actually Gw has took some of the modern day tech and tactics and implemented it into the game. too bad for imperials that the tau got all that stuff. UAVs, Laser designators, Rail guns, longer ranged and stronger assault rifles.

 

Maybe someday GW will script in some fluff about the marines and humans finally realizing that all they need to fix thier machines is the tools and parts and not some stupid machine dogma. or hell make a new human faction that isnt so tech retarded.

 

as for the OPs topic i think that 3 WWs are just too much and really not worth the points. i would rather one more Squad of marines in a transport or take some Baals. if you roll your rhinos and baals shoulder to should to block side armor those baals are quite a bit tougher to crack

I never use extra armor on anything other than Furiosos (I will use it on Storm Ravens if I ever build mine).

 

I'd rather have the 2 extra points of front armor and the scarier gun.

 

If you want three cheap tanks in the front, why not 3 preds with no sponsons (either Baals or Autocannon preds)?

My 1,500pt list (and I've not optimised this one) that I often run with my space wolves has 8 + 2d6 S7+ shots with a range of 36 inches or more that can target up to 5 units (I can make a list that can put out more fire power if I want). I'm happy that I could destroy a few of your transports even if smoked/obscured

 

Assuming for a moment that all those shots are Str 8. You're still only taking about at most 20 shots, that will do about 4 Immobilized or Destroyed results in total assuming no cover. (~3 If you roll average on your Living Lightning..and if Living Lightning were str 8...) now Im not about to say that is remotely bad because its not. But it seems as though in the grand scheme of things losing 3 whirlwinds Vs. a Space Wolf player. Probably not a big deal really. Whirlwinds are ok at Anti Marine duty but if it keeps transports alive to get in vs. A wolf Player thats probably more useful.

 

 

Never tell me the odds!

 

I don't know if this list is meant to have extra armour but you just left it off? But I assumed it didn't because I don't need to destroy... stopping you from moving/shooting for a turn will do and on the razorbacks even stopping you from shooting will help as then the only real threats to my armour (assuming your units are in the transports) are your attack bikes... at least for that turn.

 

I mean it is all very well and good talking about it but I guess the only way to solve this is to see you on the table! *glares*

So I got the chance to play a Vassal game at 1750 and decdied to try out the Whirlwind wall..

my list modified for the higher pts.

Reclusiarch, Infernus Pistol 140

 

Corbulo 105

10 Tac, Rhino, Plasmagun, Lascannon, powerfist 265

10 Tac, Rhino, Plasmagun, Lascannon, powerfist 265

5 RAS, Razor, Lascannon Dual Plasma Turret, Plasmagun, Power Fist 195

5 RAS, Razor, Lascannon Dual Plasma Turret, Plasmagun, Power Fist 195

 

2 Multi Melta Attackbikes 100

2 Multi Melta Attackbikes 100

2 Multi Melta Attackbikes 100

 

Whirlwind 90

Whirlwind 90

Whirlwind 90

 

His list

Lysander

 

10 Terminators, 2 CMLs 460

 

2x 10 tac Marines, meltagun, lascannon, rhino 440

 

10 tac marines flamer, Missile launcher 170

 

2x Vindicator 230

 

Land Raider 250

 

 

Mission: Seize ground (5 Objectives)

Deployment Dawn of War *Sigh*

 

As it turns out my no doubt handsome and utterly dashing opponent was from about 2 hours away from where I live! Who'd 'a thunk it? Neither of us was using a more traditional list for our selves and without putting anything on the board I can skip right to the end of turn 1. (he went first the terminators were deep striking)

 

http://i5.photobucket.com/albums/y196/Bobmakenzie/Turn1-1.png

 

We both moved up the board. I was hoping to keep my tanks safe and push in towards the vindicators to get rid of the darned things. I kept my whirlwinds in front to shield my Tac rhinos where possible because I felt my marines were what I needed to win this game. Barrage fire was going to do little.

 

http://i5.photobucket.com/albums/y196/Bobmakenzie/turn2-1.png

Here we are at the start of my 2nd turn.

He managed to stun the Razorback with Corbulo and kill one attack bike. The terminators came in and Kraked the Plasma off my Reclusiarch razorback. Not a bad turn but then I couldnt get into a great place to do much this turn. It was worrying. I tried to whittle the termies down with Whirlwind Fire (I was careful to place them so they could all draw line to the termies in one place or another.) and took down a few not nearly enough for what I wanted so I was glad I used my razor to make sure he wouldnt be able to jump my again turbo boosting bikes.

 

http://i5.photobucket.com/albums/y196/Bobmakenzie/turn3-1.png

 

This is the end of my turn 3. In his turn he managed to get one bike with a vindicator, finish the last bike on the left and his termies charged my reclusiarch killing the squad for only a couple of casualties. I had a pretty good go at shooting in my turn and as you can see I've started to push in on the objectives. The last surviving bike in the squad took out the vindcator, whilst the other two blew up the raider and charged the squad inside which helps me keep his Anti Tank down and out of the game for the time being. I didnt really expect this comebat to go anywhere except with my death. The Lascannon only razorback managed a great side shot on the other Vindi which I tried to hold in place with a rhino. Again the whirlies barraged the termies trying to take them down.

 

http://i5.photobucket.com/albums/y196/Bobmakenzie/turn4.png

 

Here is the start of my turn four most of my moves are done here. He managed to charge Corbulo's transport and wreck it as well as destroying the rhino carrying my squad by the vindi hulk. Lysander's squad is starting to get low and he foolishly bragged that Lysander had never died for him. :angry: I threw a red thirst tac squad in to try and clear the bike out since they didnt have much else to do and I was hoping they might pry the squad out in the long term.

 

http://i5.photobucket.com/albums/y196/Bobmakenzie/turn5.png

 

The terminators beat the Big Tac squad that jumped them and then went up to try and bail their squad out if the game went ot 6. Shooting was great for me. He missed with all his meltgaguns making my moves alot easier in this turn. My empty rhino went to contest an objective, while my Whirlwinds set up to bombard the three remaining terminators (incl. Lysander) Corbulo ran up on his own to try and get ready to tie up Lysander or try and hold him up. The Attack bike moved ot either support fire or assault theTacs as needed to pull them off the objective.

 

As you can see things went pretty well. A lucky whirlwind shell (one he had missed earlier) took out two terminators! And then the RAS plasma gun amanged to peg Lysander down before COrbulo had to try and intercede.

The game ended at the end of this turn with 1 objective for me and contesting all of his :lol:

 

 

Things I noticed about the whirlwind wall this game:

 

1) it didnt come up much. I wasnt facing too much anti tank at long range but I was facing enough that it was helpful to have the extra whirlwinds over 1-2 rhinos I feel.

2) the whirlwinds even when moving up and covering the approach of the rhinos lent me a nice little oomphf of long range fire support and their maneuverability and range let me drop pieplates at just about anywhere on the board at any time. Which Is something I think is really nice that the vindicators lack. As much as vindicators would have been nice against all the terminators I get the feeling my opponent probably wouldnt have just dropped happily infront of them to get pie plated where as with the whirlwind templates they were just annoying, draging one or two down a turn (of course that was enough)

 

3) Its a list with a lot of good synergy I think. Fast brutally fire power filled but not an utter push over in the assault either!

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