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Unusual tactic idea, need cc


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So I have a rematch coming up this Monday against ultra marines, you can see what I took it the army lists sections, lots of I1 insta kill weapons.

 

So to keep my friend guessing I told him I'm reworking my list. This is my idea.

 

2 long fang squads 5 Multimeltas 1 flamer in droppods, hes def gonna bring his thunderfire cannon and landraider godhammer this next game with 5 sternguard and orbital bombardment. I know this as fact.

 

If he does I was planning on dropping both LF squads on the LR side and dump 10 MM shots into it and take it out first turn. Then work my way to his thunderfire, by next turn I was going to drop my dreadnought with multimelta and flamer as close as I could to the LF and.just add to the insane amount of MM poping.

 

He usually.fields both thunderfire and LR side by side within 5-6 inches of his quad in which case il split fire take out telion and take.over his quad and use it on his storm raven?

 

Anyone else do.this or thought about it?

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Multimeltas are heavy weapons, so on the turn you disembark from the droppods, you can only snapfire them since you moved, ie fire at BS1. Not hugely effective. You could put Logan with one squad to give it relentless, but apart from that, not much you can do about it.

 

Dallo

Agreed with above, its melta overkill.   You likely WILL get some good kills out of it, as long as the dice go by the statistics, but then your long fangs are isolated in his deployment zone and will get mobbed and killed the next turn.   What about some podding grey hunters with dual melta or one melta and WG with combi-melta?   Those guys will die as well, but they will take a ,lot more fire and last longer.

If we could deepstrike I'd be using terminators a lot more, lol. Landspeeders imo usually get popped a lot faster then the Longfangs would.

 

As for the Survivability of the LFs they are more a

Suicide squad then that just drawing fire from the rest of my army as my oppenent uses it to box in around his troops so they would have absolutely no LoS on them and if I don't drop the ramps on my pod its considered a wall with no LoS per house rules. I lose the ability for a deatwind or stormbolter but having a another wall next t his means the only thing that could happen is he pivots the landraider and uses all his weapons that can see so an assault cannon and a lass cannon. Then dumps his 5man stern into my face and ties them up in combat for 2 turns. He doesnt take a pintle bolter or melta because its to many points, oddly enough.

 

Or I blow his LR up killing everything inside then have to walk around my own wall or around his. Either way out of 12 models I'd lose 2 each per turn.

 

By turn 2 I.would of dropped 2more pods 1 containing 10 man squad of cheesehunters with powerfist meltagun WG with combo melta and thunderhammer for him to deal with. And the other with a dreadnought with flamer multimelta powerfist

the reason i suggestest speeders is because you're spending 350 pts just to get 10 snapfire shots.

for 360 pts you could field 6 multi melta landspeeders that could either deepstrike from turn 2 onwards, or just zoom across the table and  destroy any armour they come along. Key to making this happen is to make sure your opponent has other trouble to worry about, such as the rest of your army podding in right in his battle lines.

Fully agree on the wolf guard with combi melta, in drop pods. Either in TDA or not.

 

You say you'd take terminators more if you could deepstrike? For me drop pods are WAAAY safer than deepstrike, as you dont mishap from landing on other models. You can also move 6" when using a drop pod (meaining you aren't a total sucker for blast weapons the next turn).

 

So wolf guard with combi melta, should 8/10 get within melta range (ie 6") of the landraider, so be just as effective as long fangs, for less points, and more durability, and much more accuracy.

the reason i suggestest speeders is because you're spending 350 pts just to get 10 snapfire shots.

for 360 pts you could field 6 multi melta landspeeders that could either deepstrike from turn 2 onwards, or just zoom across the table and destroy any armour they come along. Key to making this happen is to make sure your opponent has other trouble to worry about, such as the rest of your army podding in right in his battlelines.

or four double melta speeders which would give you more firepower at the trade off of less durability

Won again. Glory for The Fang!

 

Oppenent:

 

MotF - conversion beamer, servitor, Thunderfire cannon

 

Chapter Master - BP, CCW

 

5 terms with SB / PW in a stormraven

 

1 dev squad 4 ML, 1 LC

 

1 5man scout squad sniper rifles camo cloak

 

1 10man tactical missile launcher, flamer

 

Quad gun / Aegis

 

1500 points

---------------

 

Me -

 

2x Rune Priests both with prescience 1 with foreboding the other with perfect timing

 

3x 9 man squads of Greyhunters powerfist, motw, droppods.

 

3wolfguard thunderhammer combo meltas.

 

2 longfang squads 4x ML in razorbacks with lascannons.

 

1 vindicator

 

 

He played castle defense which.worked against him.

 

By turn 3 he was down to.his terms chapter master motf thunderfire and stormraven.

 

By turn 5 he was left with 5 terms a stormraven a thunderfire.

 

I won with line breaker, first blood, and slay the warlord and tabled him.

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