Feral_80 Posted July 2, 2017 Share Posted July 2, 2017 (edited) Traditionally, AM has suffered greatly from poor anti-heavies capability, especially at long range, which is really really embarrassing. Have things changed now? Leaving aside super-heavies and short-range suicide squads, I'd like to discuss our best anti-tank/monster options. Given the huge range of options AM got from the combination of both indexes (Imperium 2 and FW), I am a bit puzzled. Disclaimer: besides orders, note that thanks to the various forms of buffs provided by several units from the FW index, we can now basically grant +1 hit and/or rerolls to any one unit on the battlefield (esp. tanks). It comes at a cost, but it is likely worth it to include at last one of these FW support units in any list. AM can selectively reduce its traditional 4+ unreliability syndrome when using single-/few-shot weapons now. Kitted out LR are all considered having hull lascannon and 2x sponson multimeltas. It is a bit sad that none of the new LR patterns can be assigned to a Tank commander. 1. Pask (Vanquisher or Battle cannon) + Reliable: hitting on 2+ with the ability of rerolling ones is almost a guaranteed hit + only one entry from this list that requires no buffs at all - he provides his own buffs! - However, factor in to use a CP reroll per turn to allow him to wound reliably (mostly on a 3+ or 4+) his target, if he is on a Vanquisher, or to reroll no. of hits if on a standard LR + add 1x lascannon shot almost always, and 2x mmelta at 24", all at BS 2+ - Expensive: full kit comes at around 280 pts 2. Lascannon hwt + balanced: 3x lascannon shots at 4+, rerolling ones with orders/Yarrick - fragile - 72 pts for a squad, not sure they are worth it. Hwt shine with hb and mortars instead 3. Vendetta + 6x lascannon shots are potentially devastating + good defence and mobility, and transport - unreliable: needs buffs to hit something, otherwise BS 4+ or effectively 5+ - expensive: 230pts 4. DKK Mars-Alpha LR + Conqueror or Vanquisher with coaxial gun, BS 4+ rerollable - short effective range to benefit from the reroll, respectively 24" and 36" + slightly tougher than normal LR - still likely needs CP reroll per turn, as Pask above + add 1x lascannon shot almost always, and 2x mmelta at 24". But BS 4+ with no rerolls on these + 217 pts, exactly the same of a standard LR Vanquisher and obviously vastly superior (think GW, think!) 5. LR Styges Vanquisher - if stationary, BS 3+ rerollable on the main gun. Basically a cheaper Tank commander that shoots better and cannot issue orders - but very stupid co-ax combo: effective range is 24" (Kriegers got it better) - shoots fine, but still suffers from unreliabilty when it comes to wounding (CP reserve essential) + add 1x lascannon shot almost always, and 2x mmelta at 24". But BS 4+ With no rerolls on these - can also take an Annihilator turret, but no co-ax here means it is not a very attractive choice (still better than a normal Annihilator though) +- 225 pts, fair enough 6. LR Annihilator + 3x lascannon shots at base 4+ + add 2x mmelta at 24" and at 4+ - 232 pts - exactly same cost of a DKK Mars-Alpha, which can also mount 3x lascannon and is more durable - something's wrong here 7. Styges Tank hunter + d3 lascannon shots with 60" at 4+ + marginally tougher than LR - cannot take orders, no options - 170 pts - cannot see any reason to prefer this over a (DKK Mars-Alpha) LR Annihilator, despite the discount 8. Full squad LC Tarantula + 3x independent 2x lascannon shots at 4+ + can take cover quite easily. Individual units do not degrade as they take damage - severe targeting limitations and no orders - I don't like their unreliability at all + 150 pts for the trio 9. Rapier laser - 1 shot at 36" at 4+, unreliable if used alone + potential for huge damage, average 2x lascannon hit + huge S, but will still only wound serious targets on 3+. AP -4 is reassuring though - T 5 and just 3W, not very tough - at roughly the same cost, I'd probably go with a LC hwt 10. Tauros Venator + 2x lascannon shot always at 4+ on a very fast and mobile platform, which even gets a 5++ turbo save - does not degrade, but rather fragile +- 86 pts, I'd say slightly overcosted - not sure the mobility is that useful, now that flank/rear hits do not matter anymore Conclusion: most choices have a use (bar from a couple which seem plainly wrong), none seems particularly devastating. I'm very ok with that, but when I compare our choices with (esp. Dark) Eldar scary stuff, they are a bit disappointing. The short range of many of our choices does not seem that of a problem except perhaps vs Tau/other AM, since everybody else will likely run towards us as fast as they can anyway, but it may limit our ability to take out dangerous shooty long-range support (eg full-las Predators). Our best choices seem to me to be Pask, DKK Mars-Alpha, and Vendetta. I have a soft spot for the Tauros, but it probably belongs to the sub-optimal category. But in the end, I am not sure that any of these is that superior to an earthshaker cannon -___- Edited July 2, 2017 by Feral_80 Link to comment https://bolterandchainsword.com/topic/336010-our-best-anti-tank/ Share on other sites More sharing options...
zero88 Posted July 2, 2017 Share Posted July 2, 2017 I think you nailed it, Earthshakers and Manticores are the best bang for the buck at long range. For rule of cool, the Tauros Venator every day of the week! Link to comment https://bolterandchainsword.com/topic/336010-our-best-anti-tank/#findComment-4805583 Share on other sites More sharing options...
Feral_80 Posted July 2, 2017 Author Share Posted July 2, 2017 Aye, but that sadly takes away a lot of variety... Link to comment https://bolterandchainsword.com/topic/336010-our-best-anti-tank/#findComment-4805647 Share on other sites More sharing options...
Halfpint100 Posted July 2, 2017 Share Posted July 2, 2017 Basilisks and Manticores are my thinking. Also if you can charge with it, the Hades Drill will rip most vehicles in half D6 str 10 ws 3+ -4 D6 damage vs vehicles and the squad can come in with 2 meltas (though this could count as a suicide option) A vulture with twin lascannon and 6 hunter killers could also work since it is +1 to hit against all non flyers. Maybe the thunderbolt fighters as well, 2 twin autocannon and a twin lascannon with 4 hellstrike missiles. Though both of these are expensive points and £ Link to comment https://bolterandchainsword.com/topic/336010-our-best-anti-tank/#findComment-4805666 Share on other sites More sharing options...
Feral_80 Posted July 2, 2017 Author Share Posted July 2, 2017 Eh, actually the Vulture might work. Perhaps not with hk missiles however, but with twin lascannon and 2 hellstrike (I prefer less but repeatable dakka to one-shot stuff). It's still 2x lascannon and 2x hellstrike shots (sort of mini-Vanquishers) at BS 4+ or 3+ for less than 200 points. Perhaps double gatling is not the only way with Vultures. Link to comment https://bolterandchainsword.com/topic/336010-our-best-anti-tank/#findComment-4805672 Share on other sites More sharing options...
Halfpint100 Posted July 2, 2017 Share Posted July 2, 2017 I have only just realised that the Hellstrikes are not one use only anymore. This one might be expensive. But the thunderbolt heavy fighter is 270 points with this build. but twin las, 2 twin auto and 4 hellstrike at bs 3+ and 15W! so 2 str 9 -3 D6, 8 str 7 - 1 2 and 4 str 8 -2 D6 (rolling twice and taking the highest). that is a massive amount of damage and with split fire now..... could easily cripple its points back in one volly. plus it repairs on a 6 each turn and is -1 to hit. thought it cannot hover, so you need to be precise with positioning Link to comment https://bolterandchainsword.com/topic/336010-our-best-anti-tank/#findComment-4805678 Share on other sites More sharing options...
Feral_80 Posted July 2, 2017 Author Share Posted July 2, 2017 Yes, hellstrikes are good now. The Thunderbolt sure is scary, but will only ever hit at BS 4+ on its own. It should still punch hard, but I am not sure it is worth almost 300 pts. Maybe it's something to try, however. Link to comment https://bolterandchainsword.com/topic/336010-our-best-anti-tank/#findComment-4805681 Share on other sites More sharing options...
Halfpint100 Posted July 2, 2017 Share Posted July 2, 2017 The thunderbolt is 3+ at 7-15W. all 3 of the FW fighters are 3+ to start with Link to comment https://bolterandchainsword.com/topic/336010-our-best-anti-tank/#findComment-4805686 Share on other sites More sharing options...
Feral_80 Posted July 2, 2017 Author Share Posted July 2, 2017 Yes, but being forced to always move means he'll actually hit at BS 4+. I presume they gave the fighters BS 3+ to start with just in order to make them playable, otherwise they would be much worse than the Vendetta. Link to comment https://bolterandchainsword.com/topic/336010-our-best-anti-tank/#findComment-4805695 Share on other sites More sharing options...
Halfpint100 Posted July 2, 2017 Share Posted July 2, 2017 Ah true! I forgot about the -1 to hit when moving. That really hits the vendetta hard! Link to comment https://bolterandchainsword.com/topic/336010-our-best-anti-tank/#findComment-4805722 Share on other sites More sharing options...
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