Lion's Crown Posted June 15, 2018 Share Posted June 15, 2018 I feel we are lacking any decent counter attack unit. Beside throwing scouts to the wolves, what are our option? Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/ Share on other sites More sharing options...
sneakybamsen Posted June 15, 2018 Share Posted June 15, 2018 Only semidecent melee unit we have is deathwing knights. And they are too expensive. I usually run wihout proper charge deterrents, preferring to do what we do better than fighting in CC - blasting my opponents off the table from distance. Some people run dreadnoughts equipped with a DCCW, but consensus seems to be that against units that want to get into melee, they are short stacked anyways. In fact our best charge deterrents might be our HQ's. Sammael, Azrael, Heavenfall Blade-wielding Master/talonmaster/lieutenant or Belial. Maybe even Ezekiel, though he is not fantastic in melee. Problem is getting enough melee throughput to be able to effectively tie in a unit of Death Company or Khorne Berzerkers while also having the survivability to weather the storm. Berzerkers with VotlW will wound a dreadnought on 4's, unless someone has given the aspiring champion a powerfist, in which case he's wounding on 2's. So with the number of attacks from a big squad and the AP of axes, a dreadnought will not last more than a round usually. If lucky, it might get to swing before it goes down, in which case, it will kill 3 zerkers with a bit of luck, but most likely no more than two. Death company will, I think, quickly get to the same result. Dreadnoughts only effectively tie up chaff with S3 and not a too overwhelming amount of attacks, but then your dreadnought will not be firing it's assault/lascannon. And it doesn't have the attacks or rules needed to be able to kill the chaff fast enough. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5106060 Share on other sites More sharing options...
Hantheman Posted June 15, 2018 Share Posted June 15, 2018 It’s funny you ask but I play a defensive counter punch tactic. I find that to be a strong play for us. The castle draws on attacks and with ancients and Azrael you kill on their charge and then intractable if they make it in. As has already been said. Our HQs are good in melee and Azrael will do work regardless of the situation. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5106447 Share on other sites More sharing options...
Interrogator Stobz Posted June 16, 2018 Share Posted June 16, 2018 I agree with Sneaky, do what we do well. MSU and screen/spread out, then withdraw survivors and shoot as a counter attack. 8th encourages it, just do it. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5106489 Share on other sites More sharing options...
Lion's Crown Posted June 18, 2018 Author Share Posted June 18, 2018 Basicaly what I'm wondering is, in regard of competitive play, if we are now mostly a bike and scout army. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5107918 Share on other sites More sharing options...
Cleanse And Purify Posted June 18, 2018 Share Posted June 18, 2018 So are deathwing knights viable at all? Absolutely love the models, but Terminators in general are a bit pants (as usual) this edition, so I'm hesitant to include them even as my soul screams "Belial+Deathwing Ancient deathstar in a land raider, damn the odds!" :D Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5108104 Share on other sites More sharing options...
Endgame Posted June 18, 2018 Share Posted June 18, 2018 For Deathwing Knights, use asmodi instead of of Belial. Same number of rerolls, but you get av extra +1 attack Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5108149 Share on other sites More sharing options...
Endgame Posted June 19, 2018 Share Posted June 19, 2018 Also, there are several interesting vet builds I haven't tried yet. For 26 points a model you can get vets with storm bolter and lightning claw. Pair with asmodi as your warlord and that gets you str 5 vets on the charge that reroll hits, wounds, and have 3 attacks each. If that is too expensive, you can get power swords for 22 points per model and a simple matter will let you reroll 1s on both the storm bolters and the power weapons. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5108203 Share on other sites More sharing options...
Kasper_Hawser Posted June 19, 2018 Share Posted June 19, 2018 Not sure how expensive Blackwing Knights are, but that unit is quite tough, has good shooting at mid range, and is VERY fast to get where you need to counter punch, and is reasonably punchy as well with S5 attacks, not sure what AP, but should be -1. Otherwise, even if DWK is slow, park them near your gunline and DARE your opponnent to come to your lines. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5108222 Share on other sites More sharing options...
Gederas Posted June 19, 2018 Share Posted June 19, 2018 Not sure how expensive Blackwing Knights are, but that unit is quite tough, has good shooting at mid range, and is VERY fast to get where you need to counter punch, and is reasonably punchy as well with S5 attacks, not sure what AP, but should be -1. Otherwise, even if DWK is slow, park them near your gunline and DARE your opponnent to come to your lines.Corvus Hammers are +1 S, -1 AP, and a minimum-sized squad of Black Knights with those is 138 points (46 per Knight, the Hammers are free). Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5108251 Share on other sites More sharing options...
Kasper_Hawser Posted June 19, 2018 Share Posted June 19, 2018 Not sure how expensive Blackwing Knights are, but that unit is quite tough, has good shooting at mid range, and is VERY fast to get where you need to counter punch, and is reasonably punchy as well with S5 attacks, not sure what AP, but should be -1. Otherwise, even if DWK is slow, park them near your gunline and DARE your opponnent to come to your lines.Corvus Hammers are +1 S, -1 AP, and a minimum-sized squad of Black Knights with those is 138 points (46 per Knight, the Hammers are free). hmmm, expensive but certainly versatile. Just park them behind LOS or in cover near your gunline so you can unleash your angry biker gang on deep strikers, even plasma WOTDA big monsters before finishing off with your angry pick axes. Personally, I wish I had those angry bikes. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5108258 Share on other sites More sharing options...
Hantheman Posted June 20, 2018 Share Posted June 20, 2018 Not sure how expensive Blackwing Knights are, but that unit is quite tough, has good shooting at mid range, and is VERY fast to get where you need to counter punch, and is reasonably punchy as well with S5 attacks, not sure what AP, but should be -1. Otherwise, even if DWK is slow, park them near your gunline and DARE your opponnent to come to your lines.Corvus Hammers are +1 S, -1 AP, and a minimum-sized squad of Black Knights with those is 138 points (46 per Knight, the Hammers are free). hmmm, expensive but certainly versatile. Just park them behind LOS or in cover near your gunline so you can unleash your angry biker gang on deep strikers, even plasma WOTDA big monsters before finishing off with your angry pick axes. Personally, I wish I had those angry bikes. All of ravenwing is entirely dependent on the terrain. If there's enough LoS blocking stuff they're great, if not they just get blown up. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5109269 Share on other sites More sharing options...
Kasper_Hawser Posted June 21, 2018 Share Posted June 21, 2018 @ hanthemannn - that's why you got jink though. Although I admit 3+/5++ on T5 is not that hard to kill, if you have enough screening combined with that flying smoke cloud land speeder, your Ravenwing counter assault/assault element will have a fair chance across the board. Again I wish I had angry bikes instead of stupid overgrown mutts. Also, is the Ravenwing command squad different in points from BK? Actually is there still a Command Squad? Or are all those guys separate now? If so, maybe instead of a full BK squad, maybe just leave a champion behind. Hmmmm, maybe not, I don't know stats, but at best, probably only 3 attacks which is not enough to be a decent counter assault unit..... but he is a character so can't be sniped as he hangs around your backline. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5109594 Share on other sites More sharing options...
007 Posted June 21, 2018 Share Posted June 21, 2018 I use Sableclaw, Talon Master, and deepstriking plasma inceptors for speedy counter attacking ability. Has been super effective in the tournaments I've competed in. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5109602 Share on other sites More sharing options...
Lion's Crown Posted June 23, 2018 Author Share Posted June 23, 2018 I use Sableclaw, Talon Master, and deepstriking plasma inceptors for speedy counter attacking ability. Has been super effective in the tournaments I've competed in. But inceptors only benefits from the reroll to 1 of Sammael. That's a lot of points for only 2 models buffing each others. It must hit hard but doesn't seem viable against list that countains a lot of high T and multiple wounds as well. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5111168 Share on other sites More sharing options...
007 Posted June 24, 2018 Share Posted June 24, 2018 Correct, the Inceptors get reroll 1's to hit from Sammael, and reroll 1's to wound from the Talon Master. No different that using a jump pack Master and Lieutenant together. It has performed very well against lists with high toughness and multiple wounds. The Inceptors typically kill one or two units when they drop in. Add in the supporting fire from my two Hellblaster squads and enemy units just disappear. When viable, I drop the Inceptors in range of Azrael, the Ancient, and the Dark Shroud to make my opponent dedicate even more assets to destroy them. I frequently get multiple turns out of the Inceptors. Link to comment https://bolterandchainsword.com/topic/348206-viable-counter-attack-option/#findComment-5111819 Share on other sites More sharing options...
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