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Mech BA tactics


Autobot Tran

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So I just started a mech BA list and I wanted to make a thread with the wealth of knowledge mech BA players have come up with. What have you learned are good tactics vs shooty list and what are good tactics vs assault list? Whn should you reserve what should yo reserve?

 

Are there any units that you take that might be considered not normal that you've found works really well?

 

What are some absolute no-nos and what basic things Gould

Everyone know about playing Mech BA?

 

Those are just some basic questions. But I wanted a discussion thread about the ins and outs of Mech BA

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We have tons of great options for mech lists. The baal pred is almost a must. Personally when I run mech I like to keep a full squad of assualt marines with jump packs. It kind of goes against traditional thinking, you know maximizing razor backs and preds, but I find they are fantastic for zipping around and wiping out squads your vehicles have laid a beating on. Otherwise, assault squads in razorbacks with twin linked assault cannons work well. Depending on points levels a LR or two with a full assault squad, full DC squad, or terminator squad can be a huge threat against many armies. And fast vindis make a mess out of vehicles and elite infantry.
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yeah i love baal preds! although im not sure when and against what its best to keep them in reserve to outflank them.

 

Also i was totally thinking about taking a jump pack squad around to try and flank with and do some neat tricks with, I'm just trying to think what to outfit them with and if they should take my HQ with them (probably gonna be a libby or reclusiarc) or a SP.

 

whats do you guys think a good tactic vs IG is? im heavy tanks but BA cant outshoot IG right? My friend was telling me to charge them right up the middle and have a shoot fest, but i dont know, i usually end up with a lot of dead tanks that way

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Assault squad wise I would give them melta and a power weapon. In terms of IG it all depends on whether they are tank heavy or weapons teams heavy. Tank heavy and you really want to eliminate anything with a pie plate first. Weapons teams can be a royal pain if your opponent is using them right. In general against guard you want to hit close combat as quickly as possible. Even tac squads can run over most guard units. Assault squads wreck havoc on a truely massive scale. Your only real threat in close combat is just getting overwhelmed by massive numbers. I won't say you cannot out shoot IG, you can, but most people choose not to. I mean if you stack baals, vindis, and land raiders it certainly becomes possible, but it kind of defeats the point of having a BA army.
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Stormravens full of DC and DC dreads or CC Terminators and a libbie dread or a furioso will ruin someones day, team them up with a couple of baal's so the baal's support the ravens and vice versa until you can unload your deadly cargo then the ravens can support the recently disembarked cc masses as well as the baals and they will cause complete havoc!! Or atleast that's what I'm planning on doing, haha, I'm not speaking from first hand experience here as I haven't done it yet but this is one of my plans!
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Against IG you'll generally whoop the butts of any unit in CC. He can tarpit you with large units or ogryns but the only thing you need to watch out for are rough riders. Getting counter-charged by those hurt! :D

IG have tons of deadly pieplates and inexpensive mela units, but they are (usually) lacking in ranged anti tank due to poor BS and LC upgrades being overpriced. I keep one AC LC predator and two whirlwinds in the back, they don't move a lot, just pump out shots from turn 1.

 

Don't be afraid to close the distance. You'll take some casualties but BS3 will keep them lower than you think and once you get stuck in he's finished.

In a lower point game I had a 5 man tac squad (flamer, PW) take out 3 10 man squads, his tooled up command squad (3 marines left when they charged) and an immobilized russ.

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Taking a AP3 Flamestorm cannon against guard may be a bit of an overkill, but if he's got infantry squads/weapon teams hiding in cover consider taking flamer sponsons on one of your Baal Predators to flush the little buggers out.
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So far with a mech list that isn't 100% razor spam, I've only played vs assaulty armies. What I've found works is sending off chunk of my army in a different direction, splitting up what he's going after. Maybe the dice are just lucky, but one side always seems to hold out and take on far more than you'd think, giving the other side an easy time.

 

In a 1750 list i'm using 2 razors (las plas), 2 baals(1 AC, 1 flamestorm, both with HB's), 2 stormravens (1 AC, 1 PC, both MM's), a LRC (MM) and a furioso (talons).

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Can't say for shooty armies, but when playing against assault armies, use your speed! It's ok to sacrifice a turn or two of shooting if it means the once close-by tyranids are now 36 inches away, getting pummelled by plasmabacks, preds and typhoon speeders.

 

A tactic that I've used to good effect if to get a libby in a LR or LRC, casting Shield. That giant hull really expands the range of the spell, and his nigh-unkillable except by melta. Good times!

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I've had a great amount of success with my Mech list. I don't run my razorbacks with AC but use the TLLC. I've had bad luck with killing armor when I use these alot of times. Not that they are not good, but I prefer to use AC's against infantry. I like also having 2 Baal Preds, AC with Hvy bolter sponsons are beast. But, a outflanking Flamestorm is worth a lot. Just keep it cheap. Heavy's should be either vindi's or AC/LC preds, but I prefer the vindi due to my heavy use of lasbacks.

 

As for tactics, I usually play against Guard and against MEQ types. Against IG and them it is usually best to stay in your vehicles until you assault or until the vehicle is immobile or destroyed. With SoS you can be surprisingly lucky. I've had lasbacks survive several rounds of anti-tank fire. Vindi's make for nice cover and are deadly with fast. I personally try to outflank guard with the baal's, but against MEQ it can be better to run them with the vindi's. MEQ requires a ton of shots to bring down and time off the board can hurt here. Of course some armies can change this decision.

 

RAS with Melta and TH or PF if you can fit it in point-wise. If not enough, then melta bombs. I also like melta or plasma HG to go with the libby, make for a nice combo with Blood lance.

 

This army usually does insane amounts of damage. In a lot of my games I've come out 16 to 4/5 in killpoints. I've recently started running more hybrid lists and slightly less focused list, since most people don't want to play this army.

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i was thinking of running a dev squad and having them hangout in some cover the entire game. Does anyone do this for a mech list? how did it workout if you did? currently i have 2 vindis and a 3rd slot for heavy... kinda wanna try a stormraven with termies to get some hard hitting hammers for an upcoming Slaughter in Space tourney, or i can go for a cheaper dev squad.

 

ALso i was thinking of combat squading a tact squad if i took a dev squad so i can have an additional missle launcher with them.... hmm is that worth the points though? 260 points for an additional missle launcher (ish) cuz otherwise this would be a 5man ass squad in a razorback

 

I am currently running 3 baal preds 2 with TL AC and bolter sponsons, and 1 with flamestorm cannnon... is this overkill on the baals? or is 3 a good number? i havent played with anything else for the fast slot and i think the fact that they can scout or outflank make them pretty deadly! what do you guys think?

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i was thinking of running a dev squad and having them hangout in some cover the entire game. Does anyone do this for a mech list? how did it workout if you did? currently i have 2 vindis and a 3rd slot for heavy... kinda wanna try a stormraven with termies to get some hard hitting hammers for an upcoming Slaughter in Space tourney, or i can go for a cheaper dev squad.

 

ALso i was thinking of combat squading a tact squad if i took a dev squad so i can have an additional missle launcher with them.... hmm is that worth the points though? 260 points for an additional missle launcher (ish) cuz otherwise this would be a 5man ass squad in a razorback

 

Why not just buy a razorback for the devs? Or slap a couple HK missiles on your existing vehicles. S8 and unlimited range can be quite useful for first turn AT barrage.

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