Sven Dragonfire Posted April 17, 2012 Share Posted April 17, 2012 I can actually speak from experience on this one, well almost. I used the same tactic with a slightly different force choice. A friend of mine uses a Chaos Marine army, which is rhino heavy with one or two landraiders, vindicators and always lead by a deamon prince with wings. Cant remember his exact list but his general tactic is, speed accross the board and get stuck in CC,with his heavies giving covering fire, usually with a good success rate. I used Logan Wolf guard - melta combi long fang pack leader 5 long fangs with las cannons drop pod also 5 wolf guard terminators assault cannon drop pod Plus thunderwolves, grey hunters, another drop pod with dreadnaught and more long fangs Again cant remember my exact list, but the plan was drop the first two pods behind his tanks , open fire with the las cannons and the assault cannon at rear armour and hopefully destroy/immobilise 3 rhinos in the first turn, causing half his troops to footslog,and split his army, while the rest of my army advanced. The pods landed right where I wanted them, however I didnt destroy a single vehicle, through bad dice rolls. My opponent then turned his entire army around, unloaded all his units, jumped his deamon prince within charge range and over the next two turns destroyed both pods , Logan, the Terminators and the long fangs, giving away 5 points. The rest of my army spent the rest of the game getting accross the board to attack his whole army which had now dug in in his deployment zone. my long fangs in my deployment zone were out of range and had too start footslooging. I never recovered and lost something like 8 kill points to 3. Disaster - all sounded good in theory and it was a big point game so wanted to try it out - never again. Bad tactic. stupid stupid. My opponent still likes to remind me how this game played out, with much laughter on his part. Link to comment https://bolterandchainsword.com/topic/250857-what-do-you-think-of-this-unit/page/2/#findComment-3041885 Share on other sites More sharing options...
Skarvald the Troll-faced Posted April 18, 2012 Share Posted April 18, 2012 Heck a Rune Priest with Tempest's Wrath will give this unit some headaches...With normal rolling you will likely cause the unit two wounds, which either have to be given to Arjac and Logan (the only two with Invul Saves), or the unit loses two models from amongst the WGBL and LFs - two wounds forces a Morale check for casualties on this unit. Dangerous Terrain is rolled on a per model basis. You don't roll then allocate; every model that has to take a dangerous terrain test must roll individually. When it comes to identically armed models, it just so happens you can remove from amongst any of that pool (say, Bolter-armed Grey Hunters). In this instance, Logan, the Battle Leader, Arjac, and the Long Fangs would all roll separately and each equally stand a 1/6 chance of suffering a Wound. DV8 Tempest's Wrath doesn't do that. You guys mean MH? TW does in deed do that. to deep striking units, jump packs and skimmers. MH makes units hit by it to move as in difficult AND dangerous terrain. Umm... yeah. And it affects only the Drop Pod, which is the only Deep Striking model in that unit. The guys inside are simply disembarking out of it. And to be fair, depending on what you play against the unit might be super worth it and EASILY make it's points. Arm all the guys with Multi-Meltas and with some strategic placement and some luck you will be able to pop two vehicles on turn 1, ignoring cover saves of any kind because you will be in your opponent's deployment zone, before any Smoke Launchers have been popped. You can pretty reliably destroy some pretty important vehicles - even 2 Land Raiders a turn. Get rid of that annoying Chimera with a Psyker Battle Squad and something else. Or annihilate an entire squadron of Leman Russ Battle Tanks or Hydras. After that your opponent will have to deal with the unit in one way or another. He'll have to slow down for sure - some units will stand and shoot rather than move towards the objectives. He will make mistakes, expose his flanks and not pay enough attention to the other incoming Drop Pods or Wolf Scouts, or Thunderwolves OR Grey Hunters. The Saga of the Hunter dude is not needed at all. Arjac and Logan. Give them Multi-Meltas, please. And if your opponent is prepared to easily take care of your Eggs in a Basket, then simply drop an empty Pod, deploy the Long Fangs as normal, put Arjac with some other unit and have Logan Grimnar do the same. Link to comment https://bolterandchainsword.com/topic/250857-what-do-you-think-of-this-unit/page/2/#findComment-3042224 Share on other sites More sharing options...
Stormshadow Posted April 18, 2012 Author Share Posted April 18, 2012 Thank you all for supplying your point of view on the matter. I haven’t come up against this unit jet but it is probably just a matter of time. It looked extremely menacing on the table, but I do not know how that fight played out. I would guess that the Gray knight player lost though. All the advice on making this unit better is very interesting and of course appreciated, but a little bit miss directed. Let me clarify that it isn’t me how is using this unit, I am trying to prepare for it. Even so, firsthand experience from someone how has used the unit (or similar) is very informative, and reading about their counter messieurs as well. As you say, just because my Opponents army has Logan, Arjac, WGBL and at least one Long Fang pack with a drop pod. It doesn’t mean they have to load them all in it and drop it in my deployment zone. But you have to plan for it and this is irritating. And if they do land to validate my deployment, it may be that all I succeed in doing is sacrifice my position and dedicate extreme amounts or resources to kill a Long Fang Pack… the three other guys can just move on swinging, jump in to a Land Raider, join different squads (not Arjac), or whatever. Flatten them all in one turn seems like the way to go, I will have to remember to do that when they show up in my local games :lol: Link to comment https://bolterandchainsword.com/topic/250857-what-do-you-think-of-this-unit/page/2/#findComment-3042263 Share on other sites More sharing options...
Wulfebane Posted April 18, 2012 Share Posted April 18, 2012 TW does in deed do that. to deep striking units, jump packs and skimmers. MH makes units hit by it to move as in difficult AND dangerous terrain. Yeah, i know that. that's why I'm trying to clarify, because the original comment suggested that TW would give the squad multiple "headaches" which i interpreted as multiple turns, but TW would only affect the drop pod they come down in and after that, it's useless. Link to comment https://bolterandchainsword.com/topic/250857-what-do-you-think-of-this-unit/page/2/#findComment-3042279 Share on other sites More sharing options...
dswanick Posted April 18, 2012 Share Posted April 18, 2012 Yeah, i know that. that's why I'm trying to clarify, because the original comment suggested that TW would give the squad multiple "headaches" which i interpreted as multiple turns, but TW would only affect the drop pod they come down in and after that, it's useless. Umm... yeah. And it affects only the Drop Pod, which is the only Deep Striking model in that unit. The guys inside are simply disembarking out of it. Incorrect. "Q: Does a unit being transported by a vehicle that has arrived by Deep Stike that turn also count as having arrived by Deep Strike? (p95) A: Yes." - BRB FAQ So both the Drop Pod and the transported unit count as Deep Striking, thus both units take their turn being affected by TW. Link to comment https://bolterandchainsword.com/topic/250857-what-do-you-think-of-this-unit/page/2/#findComment-3042367 Share on other sites More sharing options...
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