Ambrosius_ Posted December 17, 2014 Share Posted December 17, 2014 I should preface this post by saying I've only played half a dozen games of 40k, all around 1000 pts, and all against tank-heavy Imperial Guard. My opponent and I are just learning the game, so I'm sure our lists aren't the best, and I'm sure we're both making all kind of tactical errors. Despite my inexperience, I'm really enjoying the gameplay. Objective scenarios are my favorite, as they add a whole new dimension compared to the "line up and kill the other guy for victory points" type of game I'm used to from Warhammer Fantasy. All that being said, our games have devolved into two general scenarios: 1. My melta-pod takes out Pask and his plasma-spewing Leman Russ, and I have an easy game of mopping up / claiming objectives / etc. 2. I get a bad scatter on the melta-pod and my guys spend the rest of the game scurrying around like cockroaches while Preferred Enemy AP2 pie plates fall on their heads. This usually leads to a near-tabling by turn five or six. I don't want to say that our games are decided in turn 1, but it's quickly becoming apparent that the melta-pod is a huge gamble, and a lot of the game outcome ends up revolving around that single scatter roll. I tried adding some lascannon longfangs as a sort of Plan B, but so far I'm not impressed with them at all. I'm finding that it takes a long time for two or three lascannons to chew through AV14, especially when they're taking return fire in the process (turns out longfangs are squishier than a Leman Russ). So my question is this: In a shooting-heavy Space Wolves list, what other options would you recommend for dealing with AV14 tanks? More lascannons? Tanks of my own? Am I more or less obliged to include some sort of fast attack choice with power fists or melta-weapons to deal with these threats? Alternatively, is it feasible to to ignore the tanks and just go for objectives? Ideally, I'd like to put together a list that is cabable of wearing my opponent down and claiming objectives rather than relying on super-agressive play in the first couple of turns. Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/ Share on other sites More sharing options...
CatSmasher Posted December 17, 2014 Share Posted December 17, 2014 The fliers are a decent alternative. If you can stay out of range of pask turn one, a las can Fangs, flier build can hunt some tanks. I like the vindicator here as well because their is usually another tank, or infantry blob near by if you're playing humans. Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/#findComment-3892384 Share on other sites More sharing options...
Vykryl Posted December 17, 2014 Share Posted December 17, 2014 An all lascannon Predator is a little cheaper than 4 Long Fangs with lascannons, you trade one shot for one twin linked shot. Is the best long range tank we have I think. The popular way to deal with armor is TWC with a fist or two and sometimes an accompanying Iron Priest with his ap1 servo arm. This would require aggressive play. You could give a Lone Wolf chainfist/wolf claw or thunder hammer/storm shield and try to deepstrike him in after the pod to assault a tank. The first option is a melta bomb more expensive without a 3++ but gives three armourbane attacks. Put 3 TDA in a fast attack slot drop pod, 2 TH/SS and 1 CF/WC. Gives you high strength hits and a pair of invulnerable saves. I can't thank of a non aggressive method to get what you want outside of running 3 Predators with full lascannons and that will eat close to half your points for 1000p games. I'm also fairly new to playing 40k and still feeling things out. Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/#findComment-3892390 Share on other sites More sharing options...
Spazmonkey Posted December 17, 2014 Share Posted December 17, 2014 Do any of our formations give re rolls on scatter? Void claws maybe? or can they re roll only their own scatter. There are some options that allow you to re roll scatter, can anyone give some options on how to reduce drop pods scattering, or giving re rolls to scatter. Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/#findComment-3892414 Share on other sites More sharing options...
Donkalleone Posted December 17, 2014 Share Posted December 17, 2014 There are Several Options: 1. Fight fire with fire: Buy a LandRaider and play Arjac ShieldBrothers 2. Make Your LF save: Buy a Bunker : It cost 55 points , has AV14 and 5 longfangs can shoot out of it.And Cheap money wise. 3. Take AV13 Tanks: Vindicator or Preds 4. Take Landspeeder with Melta/HF option: Not recommended with PLasma Spam There are now Option(s) that i dont want to recommend because its a friendly game and this will give you an unfair advantage. For the sure kill : Go Forgeworld: Legacies of Glory There is the Istivan V Dropsite massaker that lets your Pod not scatter. So your Meltadrop will always hit where you want. Give the No Scatter Pod a DeathWind Launcher to deal with possible infantery its VERY strong against imperial units. The Rulez for the Legacis are even in this Forum and so easely to find and every SM can take 1 per Detachment. Do You play multiple Pods? If yes take Ulric in the Pod and gives all your units within 6" of him prefered enemy. Some rambling : You both should buy more Units to include varity in games or play Kill Team etc. The same games over and over wear dowm. Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/#findComment-3892587 Share on other sites More sharing options...
Frater Cornelius Posted December 17, 2014 Share Posted December 17, 2014 Stormwolf works wonders against IG parking lot. With PotMS you can Multimelta two targets. Alternatively, try Terminators in Pod (Fast Attack pod) with free SS and Combi-Melta. They will resist the AP2 fairly well. Then there are allied Grav Centurions that you can stick in a drop pod of yours. Given proper pod placing and 6" disembarking, you should always be in melta range bar a few rare occasions. Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/#findComment-3892601 Share on other sites More sharing options...
Rune Priest Jbickb Posted December 17, 2014 Share Posted December 17, 2014 Another thing not mentioned above (at least I didn't see it) is don't forget to charge the tanks. In cc you always hit rear armor (10-11 depending on the russ) and krak grenades tend to do pretty well for me to get that last hull point off or even wreck a tank, especially the rear armor 10 ones. Always remember your grenades :) Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/#findComment-3892769 Share on other sites More sharing options...
ORKILL Posted December 17, 2014 Share Posted December 17, 2014 Charge them with TWC and use S10 Power Fists to bust those tanks wide open. Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/#findComment-3892782 Share on other sites More sharing options...
NightHowler Posted December 17, 2014 Share Posted December 17, 2014 Charge them with TWC and use S10 Power Fists to bust those tanks wide open. ^^Quoted for truth. But, Ambrosius, if you insist on choosing the shooty route, a couple of stormwolves will make quick work of plasmacutioners (remember blasts cant even target flyers). Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/#findComment-3892840 Share on other sites More sharing options...
Ulrik_Ironfist Posted December 19, 2014 Share Posted December 19, 2014 Melta-dreads work well, 3 of them in pods for an alfa-strike. If they last til turn 2 (they should, barring some freakishly good dice rolls) they charge with powerfists and hammer rear armour, and bob's your uncle. Break it down, shoot tanks with meltas T1, then T2, shoot again and then charge. shoot tanks and hit them with PF. Shoot metal boxes and hit them with PF until dudes fall out. Flamer the dudes until they roast. Back this alfa strike up with some grey hunters with melta guns, and Long fangs in the back, with vindicators for support. Try it out if you can. I personally love dreads, I have 7. Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/#findComment-3894679 Share on other sites More sharing options...
skeletoro Posted December 19, 2014 Share Posted December 19, 2014 I find one of the weaknesses of an all TWC army is that although iron priests are basically our most devastating anti armour weapon, it is often very useful to pop transports BEFORE the assault phasehso that your TWC can nomnomnom the occupants. Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/#findComment-3894806 Share on other sites More sharing options...
Amarog Posted December 19, 2014 Share Posted December 19, 2014 even invest in a storm talon, not too pricey points wise, twin linked assault-cannon (make sure you're hitting rear armour value), skyhammer heavy 3 attacks. should take a couple of HP and then take the rest off with possible dread with fist and melta in pod, then deep strike some termies behind it close to a pod (with locator beacon) to stop scatter. get right up in their grill with that and they'll soon tumble. if possible drop in 2 pods first turn, to make sure at least something survives until turn 2 to charge in. land speeders can be very effective too with meltas. 12" movement + you could even deep strike them near the pod too. so thats 2 speeders with melta, ds behind the tanks next to the pod. 2D6 for armour pen on each within range. then you have a dread with the same melta choice. a guy at my club plays guard very well, and their tanks are such a pain sometimes, especially when using battle cannons and plasma spam. troops are easy to kill but dont forget about them completely, a whirlwind can be very effective against guard troops taking massive chunks at a time and making them take intiative which 6/10 they will fail and fall back (some guard players keep well back and defend a line along their board edge which makes running them off pretty fun. Link to comment https://bolterandchainsword.com/topic/300558-shooty-space-wolves-vs-ig-how-to-deal-with-av14/#findComment-3894920 Share on other sites More sharing options...
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