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Points efficient anti-tank


CrystalSeer

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I'm a fan of Predators and Dreadnoughts.

Predators can bring a fast-moving, reasonably durable, reasonably accurate set of lascannons (plus a one-shot Hunter-Killer), and can gain damage bonuses when fielded in threes.

Dreadnoughts, while slower and less durable, are cheaper, hit harder in CC if needed, retain your Chapter Tactics, and can buff their own accuracy through stratagems.  Venerable Dreadnoughts are very accurate, retain their accuracy well against flyers or when on the move, and gain a little durability.  Twin Las and a Missile isn't as potent as the Predator's loadout, but it still hits hard.

For Devastator squads, I'm a fan of sticking a single Plasma Cannon in the squad to make the most of the Signum - always overcharging, never overheating.

Or you run 4 plasma cannons and take a Rhino Primaris as one of your HQ taxes and then it can give the whole squad +1 :D (It's what I do)

It would be nice to have a reason to use my 5 dev squads again. What rates are you finding adequate to take down mech? How about knights?

 

I get the whole anti-tank weapons on tanks thing, what I'm having issues with is volume. It seems like it takes concerted anti-tank from several sources to take down medium-heavy armor. That said, it doesn't take very much for someone to put together more armor than can be reliably destroyed within a turn or two (Yay balance!).

 

I'm looking for the balance of how many heavy weapons / melta to bring to reliably deal with armor while still maintaining adequate troops for maneuver tactics.

In the games i've played its not necessarily about destroying armour, it's more about just dealing with it. Yes lascannon dev squads and predators are fantastic for destroying armour, but 5 interessors charging into their vehicles can do more or less the same job of nullifying their armour, as most tanks get 3 attacks on 6+s. Yes they can fall back but then you just charge again, or shoot it more.

If your opponent is bringing that much armour that you have trouble destroying it / managing it, then just stick to the mission as they probably won't have enough of everything else to score objectives reliably

  • 8 months later...

I'm currently running 3 devastator squads with 2 missile launchers and 2 heavy bolters each. The cherub thing sounds useful, but I personally don't like the idea of a floating lobotomized child thing... I run missile launchers as opposed to lascannons due to their ability to be effective against both vehicles and infantry. At the moment I'm kinda leaning away from anti-vehicle tanks as they have about the same amount of shots as a dev. squad, but are more vulnerable to heavy weapons. Instead I take 8 man devs to soak up some wounds before their heavy weapons get destroyed.

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