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noigrim

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These are rather for shutting down superheavies, as their special ability is making them fire snapshots. I mean

 

12 Shots rerolling armour penetration OR

2 S10 shots ordnance..

 

You cannot beat Thuddguns in AT VS armour 13 and less.. and they are cheap as hell AND offer 4 plates for anti infantry as well ;)

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Yeah but sunder lets you reroll the penetration roll.. 12 shots, 8 hits with rerolls will result in say 1 penetrating hit and 3 glances (4,4 hullpoints in total), while the venator gives you say 1 hullpoint and make the tank fireing snap shots.. thats great for superheavies, but not for dealing with Predators.. you want them destroyed and not just shooting bad..
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These are rather for shutting down superheavies, as their special ability is making them fire snapshots. I mean

12 immobile shots S8 rerolling armour penetration that can be locked in combat

OR

2 fast moving S10 shots ordnance with +2 on the pen chart

You cannot beat Thuddguns in AT VS armour 13 and less.. and they are cheap as hell AND offer 4 plates for anti infantry as well msn-wink.gif

Fixed it for you.

Ideally you don't want just the hammer or the anvil you want the balance of both. Thudd guns are great dice throwers but the they get stymied by LoS issues. Venators are great at neutering but lack the dice potential.

Look at the rest of your list and see what you need.

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Thanks for the fix.. but than we should go deeper and include the usual cover, making a mortar effectively a 6 wounds unit (1 member standing before the mortar, giving it an additional wound with t7), t7 making it immune to luckshots which the venator isn't and they are immune to weapon destroyed results or crew shaken ones as well..

 

IMO, the mortars get my money beside dealing with any AV14/superheavies..

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IMO, the mortars get my money beside dealing with any AV14/superheavies..

Agreed. I love the Sicaran Venator for shutting down Super-heavies, but Quad Mortars are just amazing. Give it time and people will start to face them a lot more (with actual models available now), and you'll probably have others agreeing with us.

 

For the 190 points that the OP is asking about, the only other thing I can think of is a pair of Javelins Landspeeders with Typhoons, multi-meltas and 2 HKMs each. That's 4 twin-linked BS4 shots and 4 normal BS4 shots at Strength 8, into their Rear Armour. 6 hits, 1 Glance, 3 Pens. And then add in the 2 multi-meltas! If you like Fast Attack, ie. Emperor's Children or Sons of Horus, this may be more your style.

 

EDIT: forgot to add in the multi-meltas! 95 points for this firebase is amazing; shame it costs £53.50...

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I think tha I'll settle with a mix of quad mortar and mortis dreadnought for having an anti flyer unit too


Has anyone tried attack bikes with meltabombs. I feel like they could have a place at cracking Spartans or other land raiders seeing as they are seasonably durable with jink and 2 wounds a piece

spartans and landraiders will come with armoured ceramite for sure msn-wink.gif

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I think tha I'll settle with a mix of quad mortar and mortis dreadnought for having an anti flyer unit too

Has anyone tried attack bikes with meltabombs. I feel like they could have a place at cracking Spartans or other land raiders seeing as they are seasonably durable with jink and 2 wounds a piece

spartans and landraiders will come with armoured ceramite for sure msn-wink.gif

Meltabombs have the armourbane special rule, not melta. :) The only reliable things do deal with a spartan are grav and meltabombs.

When you rely on meltabombs, you should mount them on something really fast and something that is not as indurable as regular bikes.. While some suggest jetbikes with meltabombs (T5, very fast, 2+ save) I rather like 10 veterans with meltabombs in a dreadclaw.. whatever vehicle they touch in CC, it will be dead. Even superheavies. And in opposite of jetbikes, they are pretty common troops due to PotL.

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^ those Veterans will deal with any super heavy besides Titans. Even the little Wolfhound will make them hit on 6s.

 

Jetbikes will be about the same price once you factor in the Dreadclaw. Admittedly they will have a few less meltabombs due to their smaller squad size, but they are much more mobile and can easily deal with more than one armored target. You'd have to be facing a very lax opponent whho would let more than one vehicle get assaulted by meltabommb veterans. Since they can't assault on that first turn the pod comes in either, it's going to be difficult to get them where you want them since they are slower than the vehicles you'll be going after.

 

On top of that, those jetbikes still hit Titans normally in close combat, making their fewer Melta bombs way less of an issue.

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Personally a las vindi.

 

It never fails to amaze me when it nukes target after target. Game after game.

 

I played a game Friday night.

T1 nuked a mahara ghal

T2 nuked a temptor Mortis

T3 finished off a raider

T4 blasted an enemy hq for a kill point

T5-6 shooting at infantry or lorgar.

 

So for that point cost it's output it awesome.

I give it armoured ceramite to shield against flanking javs that survive my Mortis or deredeo, or calivers interceptor.

 

If it's in a decent position i will over charge. I stripped 1 hp off it, sometimes i wreck it by t4. But then all the arnour is gone by then :-)

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Yeah, I thought about it after my suggestion of Javelins. LasVindis look really good now - a legitimate alternative to the Demolisher version. Model looks great too!

 

I think the quad mortar was ruled by Forge World to include shatter shells on all models now. Only they have Sunder. Definitely has them in the LACAL.

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Quad mortars have shatter shells the same way CMLs have Krak rounds. They are given the weapon, and the weapon itself has 2 firing modes. the Achilles is a copy paste from a time when the rapiers didn't have the 2nd firing mode (actually the shatter rounds didn't even exist until they made the Achilles after HH1).

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The quad mortar rapiers are konsters for what they do. Aslong as you can keep an assault unit off them you have one hell of a firebase.

 

T7 vs shooting, 3 ablative wounds in a full squad and either 4 S8 sunder or 4 small blast S5 barrage.

 

I am going to buy another unit of three soon and run them as my premier anti tank and anti hordes. Need to find a way to give them skyfire now......

 

Seriously though. For the price of a typhon you get 24 (2 sets of 12) anti armour or antibinfantry shots that with the right legions get some nice buffs...

 

IH: T8 against shooting

AL: Infiltrating quad mortars..... Nuff said

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Quad mortars have shatter shells the same way CMLs have Krak rounds. They are given the weapon, and the weapon itself has 2 firing modes. the Achilles is a copy paste from a time when the rapiers didn't have the 2nd firing mode (actually the shatter rounds didn't even exist until they made the Achilles after HH1).

Sorry but I disagree. Just because a weapon entry has a profile does not let you use the profile for free - see flak missiles.

 

You say it's a copy paste - what if its intentional that the alpha is the only one to get this fire mode as it specifically lists it in its profile unlike every other time this weapon is listed in the book.

 

I do see the comparison to the CML in terms of ammo types but I still feel that maybe the intent was to make the alpha unique and appealing. The other this is of course is that the quad mortar was already excellent for the cost, let alone with the ability to deal with armour at medium range!

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Forge World entries don't always list every weapon rule on the page. Why they've chosen to do so on the Achilles-Alpha page is, as xera32 pointed out, because they've copy/pasted this:

 

http://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Horus_Heresy/Achilles_Alpha.pdf

 

All this is meaningless though, as Forge World have already ruled that Rapiers get to use both shells. What will really get you thinking is why the Frag Shells have "Shell Shock" when Barrage weapons no longer cause Pinning... :)

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While this is the 40k PDF, it is interesting to note that in this profile for Frag Shells have Pinning: http://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Horus_Heresy/RapierQuadMortar40k.pdf

 

This would indicate that FW is aware of the issue and have corrected it. Maybe we'll see the update with the Next Books release. Whether it coincides with an FAQ update or is in the actual book, remains to be seen.

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Nowhere really.  It doesn't specify which shells the rapier has, just that it is a Quad mortar ('Thud gun').  

In the weapon summary at the end of the LCAL it lists the quad mortar frag/shatter shells as one entry (like the alternate fire modes of the plasma blastgun or cyclone missile launcher)

The link slipstreams provided is for use in 40k but is almost identical to the LCAL version so you could reasonably play with both frag/shatter and I wouldn't have a problem from a gameplay/balance position.

 

The shell shock rule is a carry-over from HH1 when 6th edition barrage weapons had pinning.

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Here is a copy and paste from Forgeworld after I asked this very question:

 

Hi Phalanx Warder.

The rules profile for the Quad Launcher in the Crusade Army list book shows both types of ammunition for the weapon. As such the Rapier version and the one mounted on the Achilles Alpha fire both types.

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If there is anything further we can do to assist you, or if you have any queries about the information we have requested or provided, please telephone us.

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