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Fighting lots of MC's


Obeliske

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My wife plays a full MC Tyranid list and my roommate plays a Riptide (I think that's the big MC one) Tau list. I'm having a heck of a hard time taking them out. I was wondering what are the best kind of weapons to outfit tanks and troops with for these targets?

 

I don't want to specialize against them as that's fairly boring and will lead to a lot of power creep and netdecking in our games. We do play outside players on occasion to (lots of space marines out there >.<) but I thought I'd get some advice cause I'm getting torn apart.

 

On a side note I've been running a hyrda tank to take care of the flyrant but I've found that Pask in a Punisher does as good if not a better job and is obviously less specialized is this a good idea or have I been getting lucky and stop doing that?

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Tempestus scions with "suppression doctrine sanctioned!" is another good way. Makes them all AP3 snipers (6's to hit cause precision shots, and 6's to wound are resolved at AP2) with pinning, and they always wound on 4's, so the MC's toughness doesn't matter. It may not be much, but every little bit helps. You can also try to soften them up with artillery and tanks. Vendettas might work well to take out the FMCs.

As mentioned orders will really help you out, but it's mainly a question of weapon selection. Plasma is great for taking down MCs as well as elite infantry and even light to medium armour - a versatile weapon indeed. Vendettas bring lots of lascannons for high strength and AP2 and will take down FMCs as Ulrik said and they can hunt tanks for you too - another versatile unit so there's no need to worry about specialising.

 

Veterans and Scions with BS4 are great platforms as you'd expect (Scions with their own tricks as said) but taking armour isn't a bad way of getting some big guns of your own. Though I'd not rely on them as against such high value and dangerous units sometimes the best answer is the complete opposite. It dilutes their effectiveness and gives you more options, plus more dice to throw which is always useful!

I was under the impression that heavy weapons teams were not the way to go because of points cost unless they were in a combined squad to hide?

 

Sorry I should have said before I don't own any of the Stronghold stuff (I worry that because it came out in 6th it will get updated soon). I'll be picking up some scions soon so I'll take a look at them :) I thought they were their own team though other then the stuff in the Astra Militarum codex?

 

Vanquishers and Demolishers I'll have to check them out I think I already have one demolisher to run with my Pask unit. I'm not sure though :) Thanks guys keep it coming :)

I agree, I wouldn't rely on just one method, take more than one, redundancy is a key to success, don't put all your eggs in one basket. Have a hydra to threaten FMC's, and a vendetta to do the same. Take scions to bring down MC's, but also take a Leman Russ for the same. The Russ, can also take out blobs with its large blast. 

I was under the impression that heavy weapons teams were not the way to go because of points cost unless they were in a combined squad to hide?

Sorry I should have said before I don't own any of the Stronghold stuff (I worry that because it came out in 6th it will get updated soon). I'll be picking up some scions soon so I'll take a look at them smile.png I thought they were their own team though other then the stuff in the Astra Militarum codex?

Vanquishers and Demolishers I'll have to check them out I think I already have one demolisher to run with my Pask unit. I'm not sure though smile.png Thanks guys keep it coming smile.png

Militarum Tempestus have a codex of their own, but they are also in the Main codex as well. Think of the MT codex as a Supplement.

Diversity is always mandatory, otherwise any opponent with half a brain can target your counters to his big mean unit. It also means you can take threats down faster as well as having more endurance in doing so. As ever the trick is a well built list that works together to be much more than the sum of its parts, but that's always easier said than done! :P

 

Demolishers are great as they hit as hard as a dreadsock and are reliable in getting through - but it's only one wound which is good but not enough. Especially when opponents employ tricks and other measures to protect them (cover saves, witchery etc). So while they're good and flexible (large blast is great) they're only part of the solution, number of shots is also important. When in doubt throw dice at something until it goes away :lol:

 

HWTs aren't useless though, even as a HWS. A bit like tanks just one isn't going to achieve much other than attract fire so ideally you want a few - saturation is key. Also means you have lots more shots to make use of and they can be another facet of your multi-pronged attack on MCs :)

Yeah it's the multitude of attacks that I'm having the biggest issue with. The wife runs with all MC's I think the smallest thing she has is Warriors. Everything has multiple wounds which makes it difficult to deal with. She runs everything with only 2 units of them to which means a crap tonne of big stuff. She's getting that new floating drop pod thing I'm not really sure how I'm going to deal with an MC throwing out 5 large blasts a turn >.<

 

Warriors I don't usually have an issue with throwing my sentinel at them, and I found my roomates MC isn't bad if I kill all those little xeno markerlights. It's really just the bigger stuff.

Maybe you need the biggest of guns in return... get yourself a super heavy. Perhaps even in time for the ETL? msn-wink.giflaugh.png

How many MCs do you encounter a game generally? What sort of builds do they have? The more information we have the better the advice will be :)

I'm not sure what an ETL is and TBH the price is prohibitive for the super heavies (last I checked low end was 250$) Depends on who I'm playing my area is space marine heavy but my wifes army is about 15ish MC's not counting warriors. My roomates is 3-5 but much scarier then the wifes.

 

The wife runs with a single flyrant several biovores a harpy 2 units of warrior's 3 of what we call Mr. Tickles (I can't remember the model's name but he's obviously a Mr. Tickles when you look at him he's got feelers and provides a save to everybody close by). A few more I'm forgetting. My roommate runs several units of markerlights that I'm no longer worried about at all several riptides and several of those suit guys that have a million flippin missiles. Like I said though I don't want to target their armies I just want to have a bit on an easier time :P

stormtrooper command squad from the stormtrooper codex with four plasma guns giving themselves the twinlinking order...should yield seven S7AP2 hits biggrin.png

Pasquisher with lascannon hull and two LRBT squadron mates... There are multiple types of TMCs that come in units, and battle cannons are great for piling wounds onto carnifex broods, for example. I played pask with a single LRBT buddy against nidzilla, and between the two tanks, I was inflicting an average of 4 T6 wounds per turn, primarily because of the battle cannon wounding two models at a time, although I did get lucky with one LRBT's lascannon snap-shot.

Um...volume of fire. 3x3 scout sentinels is really cheap and it pumps out 27 S6 shots/turn...which translates into 6-7 armor saves forced for really cheap.

Punishers with three heavy bolters...29 shots for ~14 hits and ~5 wounds isn't bad...if it's pask and two punisher squadron mates, you could be killing two TMCs a turn!

My experience with riptides (using them and facing them) is that without markerlight support they don't do a lot. Without markerlights broadside missile teams aren't as much of a threat either.That's not to say you can just ignore them.

 

Mr. Tickles is a venomthrope, if I'm right. (shrouded to everything w/in 6 in, and has a mass of tentacles). 

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