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Anti-Lord of War Tech?


Joasht

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Specifically, with the new Ork dex permitting the Stompa as a regular Codex choice, I foresee facing a lot more Stompa's.

 

The Stompa seems to be an unusual target, since it's weapons are predominantly anti-low AV/heavy infantry, with just a handful of notable anti-AV14 attacks like it's main gun and melee. This seems to make going a single skewed route (i.e. pure infantry OR AV14 spam) seem fairly pointless against it.

 

How will you guys be dealing with this? Throw Knights and Baneblade variants at it?

 

Thanks!

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Lately with all the change in the rules and the new codex's I always try to fit a knight in my list. I would then recommend getting into close combat with the stompas as quickly as possible. It has worked out several times in the past for me, but make sure it has some kind of support moving up.

I don't know much about stompas but aren't they AV14 on the front? What are the other armor values and how many hull points? What is the general range of its weapons?

 

As for non super heavy options I think Vendettas would do well.  Las cannon heavy weapon teams with a tank hunter order will help.  For tanks a vanquisher will do well, especially if pask is driving but he could potentially be shooting at it the whole game.  Maybe risk deep striking some tempestus?

 

I think the very best to be done would be allied Salamanders sternguard with Vulcan and combi meltas in a drop pod.  That is if the ork player doesn't castle and put the podders out of melta range.

 

An earthshaker cannon might be a good option, too.  With a squad of those and as big as the stompa is, as are most super heavies, and hitting on side armor, I am guessing even a halfway bad scatter might not be too bad a deal.  Then you have the flips of the other shots also having a decent chance to hit.  Str 9 Ordnance on armor 13 is pretty dang good.  Shoot those off first to knock off some hull points then use whatever las is left for a better chance at making your potential D3 hull points gone that much more effective.

 

I would consider taking the space marine pod and the earthshakers.  The pod to goad them into castling and the eatshaker can get the stomp and whatever he uses to bubble wrap with.

Melta Knight is legit. Knight vs Stompa in melee will result in both dying 90% of the time. Your best bets are simply massed fire with LC and what have you, Demolishers and Pask Punisher. Try to finish him off from range due to that explosion.

I won't be getting any Baneblade variants. They are too expensive for what then do most of the time.

The Stompa is a bit of a pain in the backside, aiming plenty of high strength weaponry is probably the best way to go. Super-heavies of our own are good, but a bit expensive and will need help to take it down quickly enough anyway as it'll no doubt be bounding across the battlefield to assault your precious Shadowsword!

Paying 125 points for 1-2 glances on average? Not bad, but it lacks consistency. Once you get that first shot off, it will die due to its close proximity to the enemy lines. Sure, it won't matter if the Stompa dies because he will have lost an even greater portion of his army, but if it fails you just threw away a portion of yours. IMO long range is more consistent in its performance and I prefer to be sure that that thing goes down.

Probably of better use to swoop in quick as you throw everything you've got at it to finish it off before it hits your lines. Whatever you do you're going to need to soften it up first and that's best done with big guns and their longer range. Some sneaky Sentinels might be a good way to knock it down a bit more?

Looking at my apocalypse rulebook the stompa is only av 13 with 12 hull points. The thing allows 20 models in it so I would be scared if he has a big mek with the super mek repair toy relic and a kff providing it with a 5++ invulnerable save.Oh and if he takes Waaagh! Ghazghull then the stompa has a 6+ plus chance to get deepstrike. Theres a couple of things you could do: Mass lascanons, vets with melta bombs and melta guns coming out of a valk, special weapons teams, your own superheavy , and using your cat.

The Stompa could deep strike?? I've seem few battlefields empty enough for that to be viable! Spreading out our cheap infantry to prevent this wouldn't be too hard.

 

As others have said, we Guard have plenty of tools, lots of ways to get AP2 and AP1 pointed at that fat Xenos mech.

No one's yet mentioned the Manticore...? AP too high?

The Stompa could deep strike?? I've seem few battlefields empty enough for that to be viable! Spreading out our cheap infantry to prevent this wouldn't be too hard.

As others have said, we Guard have plenty of tools, lots of ways to get AP2 and AP1 pointed at that fat Xenos mech.

No one's yet mentioned the Manticore...? AP too high?

I personally havent used the manticore but it doesnt seem bad if you have maybe two. With super heavys it doesnt really matter about your ap value. Actually now that I think about it the manticore would actually be pretty good at taking it down though your firing payload is random which might be a problem. If you arent against forgeworld you could use the medusa with the bastion breachers s10 ap1.Yumyes.gif

Manticores won't be all that great the ap4 sux in this edition. With no way to cause an explosion, you won't strip hull points fast enough. And you know they will have a big mek in it for repairs and kff. Cause why wouldn't you. So this thing must be killed fast or its gonna get real annoying. what is really needed is massed Ap1-2. A prescienced vanquisher squadron wouldn't be bad and id even spring for multi melta sponsons on them so they become more deadly as the stompa gets closer.

This edition is about stripping hull points, not explosions. If you want to see 1 shot kills on tanks you should look no further than Tau.

As guard you best bet is 12 glances. Pask punisher alone can strip somewhere around 4. Basilisks can get 1 each of they hit. Manticore is rather expensive but also almost guarantees a glance with every rocket. Massed AC fire wilk glance on a 6, coupled with prescience and Bring It Down you can expect some glances to happen.

Demolishers are great as well and have a chance to cause a chain reaction. Deep striking meltas or suicide SWS squads can also hurt it reliably with some orders.

12 glances won't be hard and it won't be uncommon to topple that thing turn 1 with guard given a little luck and poor poisitioning of the Stompa.

Manticore is good, but the AP4 hurts it for tank hunting now. Still useful but I'd rather have it dropping death on the main Ork lines where it is likely to do more good. It could easily kill plenty of Orks and vehicles leaving you with more guns to train on the Stompa.

 

If you want to see 1 shot kills on tanks you should look no further than Tau.

 

 

Longstrike doesn't do that very well, sadly.

 

 

Railheads still do better than the majority of Imperial hardware due to that ap1. What imperials do best is strip every last hull point from a tank and every other hull point in the same postal code in one shooting phase and then have some left to go around for those that are hungry for extras.

This edition is about stripping hull points, not explosions. If you want to see 1 shot kills on tanks you should look no further than Tau.

As guard you best bet is 12 glances. Pask punisher alone can strip somewhere around 4. Basilisks can get 1 each of they hit. Manticore is rather expensive but also almost guarantees a glance with every rocket. Massed AC fire wilk glance on a 6, coupled with prescience and Bring It Down you can expect some glances to happen.

Demolishers are great as well and have a chance to cause a chain reaction. Deep striking meltas or suicide SWS squads can also hurt it reliably with some orders.

12 glances won't be hard and it won't be uncommon to topple that thing turn 1 with guard given a little luck and poor poisitioning of the Stompa.

My point was without an explosion or two this thing will be very hard to kill in one turn. Factor in the big mek repairs and a third of your hits bouncing of the KFF and it gets harder. I dont see pask in a punisher as a very good counter. You have to get close(like in assault range) for him to be effective. Which means if you dont kill it in one turn you will probably lose him to assault in your opponents turn.

Considering Ghazghkull is also a Lord of War (and a terribly stupid one at that), I doubt you'll see stompas when Ghaz is competing for the slot. On the other hand, he sucks, so there's that.

 

It's only armor 13 or less. Just do the same as you would with other armor 13 targets, but in 4x the number.

They got a lot more expensive :P Still viable though but I'd be concerned about their table time - get it right and they could do a lot of damage otherwise they might be a very expensive unit to spend half the game doing nothing. I think I'd rather look at "on the table" assets first, as they'd be more reliable.

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