Jump to content

How to deal with Land Raiders at 1000pts


Recommended Posts

You can have up to six missiles on the Primaris Lightning.

 

Ground tracking for BS5 and Servitor for Tank Hunter.

 

Oh I did NOT notice the 3 hardpoints part. That is actually a pretty fantastic anti-raider unit. I'll definitely look into that as well. It hits on the same turn as the dreadclaw full of meltabomb vets for cheaper. I have to roll for reserves, but it is significantly safer since my opponent can potentially shoot down the pod before I drop my boys off. Not sure which is a smarter choice honestly.

I think some important points have already been mentioned. Land raiders are inefficient at 1000pts, especially if they carry a half decent unit. You're looking at almost 50% of the force.

 

Siicarans and quad mortars seem like the most efficient ranged units to deal with them.

 

I'm currently playing around with a second legion list (alpha legion), and I like the idea of outriders. Taking plasma/melta upgrades makes them a prime target though. I'm considering taking a unit of five or six with melta bombs and hidden power weapons.

 

They can scout 12", flat out 24" on the first turn and then have a further 12" move plus charge distance to get to their target (on the second turn). They may get counter charged but at least they will take a few guys with them (hidden power weapons).

 

X5 outriders, melta bombs, power weapon = 185pts

X6 outriders, melta bombs x2 power weapons = 230

Another strategy you can consider against deathstars, especially at low points, is to block them (depending on game type, this works better on some missions). You can do this because 30k deathstars typically don't score, take up a lot of points, have to drive at you, and in the case of the landraider have just 2 AP2 shots you are worried about. Like everyone else is saying, that's a ~500 point investment for something very predictable and with comparatively little firepower.

 

You don't have to blow up the landraider to counter it. If you mirror match whatever's inside and park it on your side of the table you're already up on points because you didn't spend them on an expensive transport. If you have a cheap unit that can receive a charge and slowly die for a few turns (like breachers with a chaplain, fearless levy blob, or a few castellax with an IC) even better- you'll have an even larger points gap to use where you opponent has less of his force. Let them drive at you for a turn or two and then charge your defensive unit. That's what you want because if you positioned everything well, the deathstar might only chew through your unit by the 4th or 5th turn. That leaves you with board control and a pretty solid points advantage ontop of it.

 

A good player will avoid charging a deathstar into your blocking unit/tarpit and will try to go for something else. That's fine though, since now they're fighting on your terms.

Another strategy you can consider against deathstars, especially at low points, is to block them (depending on game type, this works better on some missions).

 

This was a devastating 5th edition tactic when employed through landspeeders. Drive a landspeeder in front of the transport and force it to attempt to ram or to go around. It is still applicable today.

Actually my original plan was to try my best to avoid the raider and win off of objectives, but I figured I'd make this thread to see if any of you vets had insight on a way to break these little deathstars with a minimal point investment, so not to sacrifice my list's overall functionality. Well you guys did more than that and actually helped pump up my list's overall strength on top of solving my original problem! Hopefully it wont be long before I'm back looking into larger list tactics and the like. Thanks a ton folks!

First rule of playing Ultramarines; don't play Logos Lectora. Second rule is something along the lines of 'not even then'.

 

You have an additonal troops selection which is another 150pts minimum of *not land raider killing*

 

Core list;

 

Vigilator, Artificer, Legatine Axe

 

3x Graviton

 

Tactical Squad, Rhino

Tactical Squad, Rhino

 

Deredeo, Aiolos Missile Launcher

 

Rhinos tag units with their Combi Bolters, Deredeo uses Autocannons to strip HP from Land raider types, Aiolos to kill MEQ's Graviton Cannons have vigilator attached for Scout to get best line of sight.

 

By my reckoning, that is around 1000pts.

 

Sucks against drop pods though. Maybe drop some upgrades from the vigilator and a Rhino, and squeeze in a Damocles which gives a TL lance strike.

Dual wielding Kheres can take out a LR in a turn. 12 shots, 2's to hit, 6's to rend. Doesn't give you AP2 against armour but can do enough to glance it to death.

Quad Mortar rapiers as above for 4 S8 shots with re roll to pen. Cheap option too.

Rapier LD's- cheap, S9 AP1 shot- twin linked and is ordnance. You could one shot it.

Double fisting grav dreads running at it from turn 1. Dread take's down LR with shooting/combat and the takes the charge from the meat inside. Who cares? He's made his points by destroying te LR and tying up the units inside if they decide to charge him. If they don't the you can move on.

My answer is, hh is ineffective really below 2k. It'snot designed like 40k where you can have 1850 battles with 'flavour' so get collecting :-)

Other than that, las vindi maybe would be a good shout coupled with thudd guns. They are cheap and can barrage stuff too, good all round shooty things.

Dual wielding Kheres can take out a LR in a turn. 12 shots, 2's to hit, 6's to rend. Doesn't give you AP2 against armour but can do enough to glance it to death.

Quad Mortar rapiers as above for 4 S8 shots with re roll to pen. Cheap option too.

Rapier LD's- cheap, S9 AP1 shot- twin linked and is ordnance. You could one shot it.

Double fisting grav dreads running at it from turn 1. Dread take's down LR with shooting/combat and the takes the charge from the meat inside. Who cares? He's made his points by destroying te LR and tying up the units inside if they decide to charge him. If they don't the you can move on.

12 Shots, 2's to hit is 10 hits

Glance/Rend on 6's; 1-2, become penetrating.

 

Need a 7+ to kill, no +1's unless Alpha Legion with dynat.

 

How? Not going to do it in one turn but 3-4 turns to kill a vehicle whose only role is to survive long enough to get its payload on target (ie turn 2) sounds rough going.

My answer is, hh is ineffective really below 2k. It'snot designed like 40k where you can have 1850 battles with 'flavour' so get collecting :-)

Other than that, las vindi maybe would be a good shout coupled with thudd guns. They are cheap and can barrage stuff too, good all round shooty things.

 

Yeah I've become more and more aware of that the more I lurk here and learn about how HH is played. However you have to understand that nobody plays 30k at my LGS. We all like the lore and rules but it is difficult to dive into a game as expensive as this one without a group effort. So a handful of us decided to make an unofficial pact to build up to 1000pts of horus heresy army by January. Eventually we'll obviously all be breaking past the 2k point but we have to start somewhere. 

 

Hopefully though with this supposed November plastic HH release, we will be able to more rapidly build our forces. 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.