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thinking of an armoured battle group


Dusktiger

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that was very thurough and helpful insight into the units fasha, thank you.  its making me want to adjust a thing or two in the list, and given me some ideas on how to support the tanks.

 

couple things to ask you guys.  I took 2 commissar tanks because of the vanquisher beast hunter shells option, but i wonder; is 2 necessary? would i be just fine with a single one?  i get the feeling that once people learn what they do, i might want a pair of them to keep the guns firing, but im not so sure now if that's necessary, as dropping one means 190pts for the army.

 

the other 2 im wondering about is my Executioner and the 2nd thunderer.  i want a thunderer because of the modeling challenge of making it myself.  but im not sure if i need 2. and if i do take two, are they better off independent, or as a squadron.  and the Executioner; the A.B.G. list says it doesn't get hot, but the latest codex added that rule im told; so do i have to play it with gets hot, or stick with what IA1 says it is.  and if that's the case, should i keep it in the list or switch it to a different turret instead.

I would say yes to the second vanquisher.  Redundancy is always a good idea.  The second thunderer, not so much, it's there for style points.  Ask yourself if it matters to the outcome of the game if you lose your only thunderer...As for the plasmacutioner, if your list is purely IA, then you can safely ignore anything in a more recent C:IG.  There may be some wailing and gnashing of teeth, but you'll be in the right.  At the same time, you should fully expect FW to add the "gets hot" rule at the earliest opportunity.  If that's a dealbreaker, better to drop the tank now than to grow dependent and feel significant pain later.  Personally, I would keep the tank, but sans the plasma sponsons...three plasma blasts for one "gets hot" roll...good...five blasts for three rolls...bad! If you really want sponsons on a hot-getting plasmacutioner, multimelta is the way to go.  similar AP and range that's not dramatically shorter (against plasma targets, the second D6 of armor penetration is irrelevant!)

so i rearranged some tank frames and came up with this instead:

Total Roster Cost: 1210

HQ: (420 pts)
Company Command Tank (Leman Russ Vanquisher) + Artificer Hull + Beast Hunter Shells + Co-axial Heavy Stubber
Company Command Tank (Leman Russ Vanquisher) + Artificer Hull + Beast Hunter Shells + Co-axial Heavy Stubber

Elite: (165 pts)
Commissar Tank (Leman Russ Battle Tank) + Infernus Shells

Troops: (470 pts)
Leman Russ Exterminator + Heavy Bolter Sponsons
Leman Russ Eradicator
Thunderer

Fast Attack: (155 pts)
Vulture Gunship + Twin-linked Punisher Gatling Cannon

 

It seems like the Vanquishers are fairly important tanks, so it seemed like the better idea to make the pair Command Tanks instead so i can increase them to 4 HP.

taking that into effect, i switched the basic Russ with Infernus shells into the Commissar tank.

Then i'm thinking of adding a Salamander Recon Squadron with 2 salamanders. its cheaper than a pair of armored sentinels with autocannons, plus i get a free heavy bolter, an extra hp, and scout/outflank like the scout sentinels.they'll bring me up to 1320.

One thing about Thunderer conversions.  If you magnetize the barrel you can swap it out for a Destroyer Tank Hunter.  I posted images for ease of comparison below.  You can model the Thunderer first so the gun matches perfectly when magnetized then for the Destroyer if it does not match up exactly, you can add that leather hood some tanks used to keep dirt and mud out.  The Mars Pattern Alpha has it on the hull mounted weapons (image below for reference).  You could also make the entire front glacis the part that is magnetized if it easier for you to do it that way.  As a bits side note, the Volcano cannon from the Shadowsword that occasionally pops up on eBay would make for a very simple barrel.

 

http://www.forgeworld.co.uk/Images/Product/DefaultFW/large/thunderer.jpghttp://www.forgeworld.co.uk/Images/Product/DefaultFW/large/Destroy2.jpghttp://www.forgeworld.co.uk/Images/Product/DefaultFW/xlarge/dkkexeccomp.jpg

I wouldn't bother with the artificer armour personally, as those 80 points, could buy you another tank, drawing more fire away from them. remember that a single weapon destroyed result can incapacitate these vanquishers quite effectively too. keep 'em cheap and trust in numbers! at least that's how I play mine. I might even suggest to make the standard russ the warlord tank, since your opponent will send infantry/deepstrikers/whatever to deal with him. the standard leman russ has the best chance to defend against these, and it forces your opponent to choose between the tank hunters and the warlord.

That's what guard does...spamming cheap stuff...I've been known to field so many lascannons that they didn't seem too unreasonable as an anti-infantry weapon...I routinely apply that principle to tanks most of the time, with roughly 15 AV12/14 vehicles an an 1800 point list...  Nothing's worse than the terminator principle (um, 17 infantry and 3 vehicles in 1850 points) applied to tanks...8-9 models in an 1850 list is BEGGING for pain in a D6 system!

If it was me, and that's a big if. I would take an armoured group out of the AM book. I would go with ask in a punished supported by two Exterminators. Then I would take 2 to 3 veteran squads in chimeras with plasma guns or melta guns I would take another squadron of Exterminators or Punishers and would take three Wyverns. This list would allow you to have your armored company and utilize the tanks orders and upgrades in the AM book like fire barrels. They give you a tank that can overwatch once a games and with squadrons of three that's potentially 9 hits against the assaulting unit.

 

I have run similar lists with success. My opinion but something to think about

i was playing around with the list a little and decided to drop the thunderer and take a medusa instead:

 

1845 Pts - IA: Armoured Battle Group Roster - Tank Company

Tanks (8#, 1395 pts)
Company Command Tank (Leman Russ Battle Tank), 165 pts (Infernus Shells; Warlord)
Company Command Tank (Leman Russ Battle Tank), 165 pts (Infernus Shells)

 

Commissar Tank (Leman Russ Vanquisher), 190 pts (Co-axial Heavy Stubber; Beast Hunter Shells)
Commissar Tank (Leman Russ Vanquisher), 190 pts (Co-axial Heavy Stubber; Beast Hunter Shells)

 

Battle Tank Squadron, 340 pts
   Leman Russ Exterminator (Heavy Bolter Sponsons)
   Leman Russ Exterminator (Heavy Bolter Sponsons)

Siege Tank Squadron, 190 pts
   Leman Russ Executioner

 

Ordnance Battery, 155 pts
   Medusa (Bastion-breacher Shells; Enclosed Crew Compartment)

Support (7#, 450 pts)
Armoured Sentinel Squadron, 185 pts

   Armored Sentinel (Autocannon)
   Armored Sentinel (Autocannon)
   Armored Sentinel (Multiple Rocket Pod)
Salamander Recon Squadron, 110 pts
   Salamander Scout (Autocannon; Heavy Bolter)
   Salamander Scout (Autocannon; Heavy Bolter)
Imperial Navy Gunship Support, 155 pts
   Vulture Gunship (Twin-linked Punisher Gatling Cannon)
 

 

as a side note; i fully intend to reserve my right to cackle madly and hum flight of the valkyries when the vulture enters play and fires on infantry.

pictures!  so it turns out my can of grey paint that i thought was still full was actually pretty much fumes, so i wont be painting this for a while yet.  left off parts that i want painted metal and black:

 

10847589_10153053376326224_6472740693409

 

10981064_10153053376336224_4426703975385

 

10861047_10153053376331224_8089040219200

 

i made this alternate barrel to represent a battle cannon firing Infernus Shells.  now that its all assembled and on the tank, i see its a little bit long.   but that's alright; i was planning on my actual vanquishers using the turrets from FW anyways so it should work out alright.

 

since i cant really paint it yet, i'm debating whether i want to put more effort into this one and make lengths of GS along all of the joins to fabricate weld beads.  it'd be a little labour intensive going over them all and making the tiny hashes to represent the welds, but it might improve the look of all those edges that meet together with no reinforcement plates.  what do you guys think; is this something you bother with? or do you just leave it? 

sometimes excessive glue can represent the welds. me personally I don't bother, given that the russes I use are mainly just bolted together. in the end it all boils down to how much time are you willing to spend on 1 tank. I'm too unpatient to bother with such details, so i didn't bother with it on mine. however, if you've got the patience and the skills, i'dd say do it!

alternatively, you could even make the leman russ look more like a cast tank by adding the rough texture typically seen on the russian T34 series. In your fluff, how does the forgeworld your russes are from make 'em? is the body pressed into shape by gaint hydraulics, are they welded together by thousands of workers, are they cast?  in the imperium of men anything goes!

I quite like the alternate barrel, however i'm not so sure about the 2 side tubes on the eradicator barrel piece, since they just seem to end mid air. will you elongate those, or remove them? I'm not sure but i'm guessing it looks a tad weird from the top?

the paint as been started!  got about this far before i decided im not in the mood to paint all the grey in one shot tonight.

 

the light grey is Army Painter Uniform Grey.  started with spray can, ran out 2/3rds of the way, finished the turret plating with it in brush form.

the dark grey is Valllejo Black Grey.  brushed on with a tank brush after placing masking tape down.  touched up where it managed to bleed through with more brush-on Uniform Grey,

the red if Khorne Red, brushed on.

10991685_10153066260581224_2947192401825

Haven't decided that yet; its for denoting the company. Do they paint that on both sides normally? Also, what about the turret? I know some put a smaller one on the turret, so debating if I should do that to all of them or reserve it for the warlord tank only

after doing some numbering research, i got the unit number for the command tank done today.  i also got some weathering powders on there to rust the tracks and a little bit of soot, but i think the soot needs more work.

 

10644392_10153078366836224_2557037459032

 

my idea for the units is 10 and 20 for the 2 command tanks, 01 and 02 for the commissars cause i read DKoK tend to use 0 or 00 at the start for those.  my tank squads ill number from 1 onwards, and then the sentinels and salamanders im still debating what number to start their code with.  might even use an S or something for them, not sure.

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